238 research outputs found

    3D animation visualization on commercial websites

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    3D technology became more and more a part of our live. Often we even don’t know it. 3D technology can be found back in medical applications, cinematographic, automotive design, etc... Only one technology seems to have missed the 3D train, namely the World Wide Web. Internet is still not overwhelmed with 3D content, still and animated. This project analyses the reasons, bottlenecks why 3D technology is so slow in conquering the World Wide Web. The research is focused on 3D visualization in commercial websites. Research is done after the difficulties to include 3D content in a HTML environment. By involving a complete website solution, the ISPN-system, a realistic and immersive environment is setup to research where and what kind of issues may occur. The development of the ISPN-system could be a case on his own eventual done in another Msc project or a PhD project. Main goal of the ISPN-system is to provide decent footage material (visual and data) to graphic designers and website developers. An inquiry will be conducted whether this has some sense

    Assessment of 3D viewers for the display of interactive documents in the learning of graphic engineering

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    The purpose of this study is to determine which 3D viewers should be used for the display of interactive graphic engineering documents, so that the visualization and manipulation of 3D models provide useful support to students of industrial engineering (mechanical, organizational, electronic engineering, etc). The technical features of 26 3D visualization software programmes (viewers, publishers, 3D output formats) are examined, to select the three visualization configurations that best meet our needs at the Graphic Expression Department of the University of Burgos (Solidworks plus Solidworks eDrawings; Catia plus Catia eDrawings and 3DXML; several Computer-Aided Design software programmes plus Adobe Acrobat Pro Extended). These are compared using the Quality Function Deployment tool known as House of Quality. The House of Quality has enabled us to identify and quantify the importance attached by engineering teachers to each of their requirements for 3D viewers, and to identify and quantify the technical importance of each of the measurable features of these viewers

    Zero and low carbon buildings: A driver for change in working practices and the use of computer modelling and visualization

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    Buildings account for significant carbon dioxide emissions, both in construction and operation. Governments around the world are setting targets and legislating to reduce the carbon emissions related to the built environment. Challenges presented by increasingly rigorous standards for construction projects will mean a paradigm shift in how new buildings are designed and managed. This will lead to the need for computational modelling and visualization of buildings and their energy performance throughout the life-cycle of the building. This paper briefly outline how the UK government is planning to reduce carbon emissions for new buildings. It discusses the challenges faced by the architectural, construction and building management professions in adjusting to the proposed requirements for low or zero carbon buildings. It then outlines how software tools, including the use of visualization tools, could develop to support the designer, contractor and user

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Distribución y uso de modelos 3D en la web: ¿estamos listos?

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    [EN] Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignitedan impressive evolution and consolidation of the technologies for acquiring high-quality digital three-dimensional (3D)models, encompassing both geometry and color. What remains still an open problem is how to deliver those data and related knowledge to our society. The web is nowadays the main channel for the dissemination of knowledge. Emerging commercial solutions for web-publishing of 3D data are consolidating and becoming a de-facto standard for many applications(e-commerce, industrial products, education, etc.).In this framework, CH is a very specific domain, requiring highly flexible solutions. Some recent experiences arepresented, aimed at providing a support to the archival of archaeological3Ddata, supporting web-based publishing of very high-resolution digitization results and finally enabling the documentation of complex restoration actions. All those examples have been recently implemented on the open-source 3D Heritage Online Presenter (3DHOP)platform, developed at CNR-ISTI[ES] Las tecnologías digitales estánahora maduraspara producir réplicas digitales de alta calidad de valores activos del patrimonio cultural (CH). Los resultados de la investigación producidos en la última década han mostrado una evolución impresionante y una consolidación de las tecnologías para la capturade modelos digitales tridimensionales (3D)de alta calidad, que abarcanla geometríay el color.Lo que queda aún por resolver estárelacionado con la forma de distribuirlos datos y el conocimiento relacionado conla sociedad. La web es hoy en día el principal canal utilizado para divulgarel conocimiento. Las soluciones comerciales nuevas relacionadas con la publicación en la red de datos en 3D se están consolidando y convirtiendo en un estándar de facto para muchas aplicaciones(comercio electrónico, productos industriales, educación, etc.). En este escenario, el patrimonio culturales un dominio muy específico, que requiere soluciones muyflexibles.Se presentan algunas experiencias recientes, destinadasa proporcionar un apoyo al archivo de los datos arqueológicos3D, la publicaciónwebde los resultados de digitalización de muy alta resoluciónque permitenfinalmente la documentación de trabajos de restauracióncomplejos. Todos estos ejemplos se han implementado recientemente en la plataforma 3D Heritage Online Presenter(3DHOP)de código abierto, desarrolladaen el CNR-ISTI.The research leading to these results has received funding from the EU 7th Framework Programme (FP7/2007-2013) under grant agreement no. 654119 (EC "PARTHENOS" project) and EU H2020 Programme (“EMOTIVE: EMOTIve Virtual cultural Experiences through personalized storytelling”, H2020-SC6-CULT-COOP-08-2016) under grant agreement no. 727188.Scopigno, R.; Callieri, M.; Dellepiane, M.; Ponchio, F.; Potenziani, M. (2017). Delivering and using 3D models on the web: are we ready?. Virtual Archaeology Review. 8(17):1-9. https://doi.org/10.4995/var.2017.6405SWORD1981

    Integration of robotics and 3D visualization to modernize the Expeditionary Warfare Demonstrator (EWD)

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    In the summer of 2008, the Commandant of the Marine Corps (CMC) released a message to all Marines and Sailors detailing plans to revitalize U.S. naval amphibious competency. Current responsibilities in Iraq and Afghanistan have significantly reduced available training time causing overall amphibious readiness to suffer. In response, this thesis evaluates 3D visualization techniques and other virtual environment technologies available to support these mission-critical training goals. The focus of this research is to modernize the Expeditionary Warfare Demonstrator (EWD) located aboard Naval Amphibious Base (NAB) Little Creek, Virginia. The EWD has been used to demonstrate doctrine, tactics, and procedures for all phases of amphibious operations to large groups of Navy, Marine Corps, Joint, Coalition and civilian personnel for the last 55 years. However, it no longer reflects current doctrine and is therefore losing credibility and effectiveness. In its current configuration, the EWD is limited to a single training scenario since the display’s ship models rely on a static pulley system to show movement and the terrain display ashore is fixed. To address these shortfalls, this thesis first recommends the usage of the wireless communication capability within Sun’s Small Programmable Object Technology (SunSPOT) to create robotic vehicles to replace the current ship models. This enables large-group visualization and situational awareness of the numerous coordinated surface maneuvers needed to support Marines as they move from ship to shore. The second recommendation is to improve visualization ashore through the creation of Extensible 3D Graphics (X3D) scenes depicting high-fidelity 3D models and enhanced 3D terrain displays for any location. This thesis shows how to create these scenes and project them from overhead in order to modernize the gymnasium-sized EWD into an amphibious wargaming table suitable for both amphibious staff training and operational planning. Complimentary use of BASE-IT projection tables and digital 3D holography can further provide smallgroup, close-up views of key battlespace locations. It is now possible to upgrade an aging training tool by implementing the technologies recommended in this thesis to support the critical training and tactical needs of the integrated Navy and Marine Corps amphibious fighting force.http://archive.org/details/integrationofrob109454520Outstanding ThesisUS Marine Corps (USMC) author.Approved for public release; distribution is unlimited

    Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

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    Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization
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