313 research outputs found

    Desarrollo de un prototipo de maqueta arquitectónica interactiva utilizando realidad aumentada

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    La realidad aumentada(RA) es una herramienta actualmente utilizada debido a que brinda al usuario mayor interacción e inmersión con diversos contenidos en áreas como medicina, geografía, arquitectura, física, literatura, entretenimiento entre otros, aprovechando escenarios reales realzados con imágenes generadas por computador. La masificación de este recurso ha generado un gran aumento en el desarrollo de aplicativos que permiten a diversas compañías ofertar sus productos antes de ser desarrollados y observar la aceptación del público, del mismo modo permite a este último ver y tomar decisiones con base a la interactividad e inmersión experimentadas a la hora de la utilización de estas aplicaciones. Este proyecto propone el prototipo de una aplicación para dispositivos móviles Android desde la versión 4.1, que sirva como una herramienta de apoyo para la presentación de proyectos arquitectónicos a través del uso de la RA no limitándolos a la visualización si no también incluyendo la inmersión e interacción por parte del usuario en un espacio 3D, brindando una libre exploración con el entorno a través de parámetros personalizables en el modelo con el fin de enriquecer la experiencia del mismo permitiéndole tomar decisiones con base a esta. A partir de las pruebas realizadas en comparación con los medios tradicionales, se encontró que los usuarios estarían interesados en utilizar una herramienta complementaria como la que se presenta en este trabajo para la toma de decisiones al evaluar un apartamento modelo.Augmented reality is a tool currently used because it allows the user to experience augmented interactions with multimedia content in areas such as medicine, geography, architecture, physics, literature, entertainment and more. The popularization of this resource has resulted in a large increase in the development of applications that allow offering products digital assessment based on real scenarios augmented through computer generated graphics. This project proposes the development of a prototype application for navigating and exploring and architectonic environment based on virtual mockup for previewing an apartment prior buying it. The goal of the tool is to allow decision-making regarding furniture, textures and placement of some objects. From the performed testes, the users manifested interest in using a complimentary application such as the one presented in this project, for assessing an architectural model.Pregrad

    Desarrollo de un prototipo de maqueta arquitectónica interactiva utilizando realidad aumentada

    Get PDF
    La realidad aumentada(RA) es una herramienta actualmente utilizada debido a que brinda al usuario mayor interacción e inmersión con diversos contenidos en áreas como medicina, geografía, arquitectura, física, literatura, entretenimiento entre otros, aprovechando escenarios reales realzados con imágenes generadas por computador. La masificación de este recurso ha generado un gran aumento en el desarrollo de aplicativos que permiten a diversas compañías ofertar sus productos antes de ser desarrollados y observar la aceptación del público, del mismo modo permite a este último ver y tomar decisiones con base a la interactividad e inmersión experimentadas a la hora de la utilización de estas aplicaciones. Este proyecto propone el prototipo de una aplicación para dispositivos móviles Android desde la versión 4.1, que sirva como una herramienta de apoyo para la presentación de proyectos arquitectónicos a través del uso de la RA no limitándolos a la visualización si no también incluyendo la inmersión e interacción por parte del usuario en un espacio 3D, brindando una libre exploración con el entorno a través de parámetros personalizables en el modelo con el fin de enriquecer la experiencia del mismo permitiéndole tomar decisiones con base a esta. A partir de las pruebas realizadas en comparación con los medios tradicionales, se encontró que los usuarios estarían interesados en utilizar una herramienta complementaria como la que se presenta en este trabajo para la toma de decisiones al evaluar un apartamento modelo.Augmented reality is a tool currently used because it allows the user to experience augmented interactions with multimedia content in areas such as medicine, geography, architecture, physics, literature, entertainment and more. The popularization of this resource has resulted in a large increase in the development of applications that allow offering products digital assessment based on real scenarios augmented through computer generated graphics. This project proposes the development of a prototype application for navigating and exploring and architectonic environment based on virtual mockup for previewing an apartment prior buying it. The goal of the tool is to allow decision-making regarding furniture, textures and placement of some objects. From the performed testes, the users manifested interest in using a complimentary application such as the one presented in this project, for assessing an architectural model.Pregrad

    Visual Techniques for Geological Fieldwork Using Mobile Devices

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    Visual techniques in general and 3D visualisation in particular have seen considerable adoption within the last 30 years in the geosciences and geology. Techniques such as volume visualisation, for analysing subsurface processes, and photo-coloured LiDAR point-based rendering, to digitally explore rock exposures at the earth’s surface, were applied within geology as one of the first adopting branches of science. A large amount of digital, geological surface- and volume data is nowadays available to desktop-based workflows for geological applications such as hydrocarbon reservoir exploration, groundwater modelling, CO2 sequestration and, in the future, geothermal energy planning. On the other hand, the analysis and data collection during fieldwork has yet to embrace this ”digital revolution”: sedimentary logs, geological maps and stratigraphic sketches are still captured in each geologist’s individual fieldbook, and physical rocks samples are still transported to the lab for subsequent analysis. Is this still necessary, or are there extended digital means of data collection and exploration in the field ? Are modern digital interpretation techniques accurate and intuitive enough to relevantly support fieldwork in geology and other geoscience disciplines ? This dissertation aims to address these questions and, by doing so, close the technological gap between geological fieldwork and office workflows in geology. The emergence of mobile devices and their vast array of physical sensors, combined with touch-based user interfaces, high-resolution screens and digital cameras provide a possible digital platform that can be used by field geologists. Their ubiquitous availability increases the chances to adopt digital workflows in the field without additional, expensive equipment. The use of 3D data on mobile devices in the field is furthered by the availability of 3D digital outcrop models and the increasing ease of their acquisition. This dissertation assesses the prospects of adopting 3D visual techniques and mobile devices within field geology. The research of this dissertation uses previously acquired and processed digital outcrop models in the form of textured surfaces from optical remote sensing and photogrammetry. The scientific papers in this thesis present visual techniques and algorithms to map outcrop photographs in the field directly onto the surface models. Automatic mapping allows the projection of photo interpretations of stratigraphy and sedimentary facies on the 3D textured surface while providing the domain expert with simple-touse, intuitive tools for the photo interpretation itself. The developed visual approach, combining insight from all across the computer sciences dealing with visual information, merits into the mobile device Geological Registration and Interpretation Toolset (GRIT) app, which is assessed on an outcrop analogue study of the Saltwick Formation exposed at Whitby, North Yorkshire, UK. Although being applicable to a diversity of study scenarios within petroleum geology and the geosciences, the particular target application of the visual techniques is to easily provide field-based outcrop interpretations for subsequent construction of training images for multiple point statistics reservoir modelling, as envisaged within the VOM2MPS project. Despite the success and applicability of the visual approach, numerous drawbacks and probable future extensions are discussed in the thesis based on the conducted studies. Apart from elaborating on more obvious limitations originating from the use of mobile devices and their limited computing capabilities and sensor accuracies, a major contribution of this thesis is the careful analysis of conceptual drawbacks of established procedures in modelling, representing, constructing and disseminating the available surface geometry. A more mathematically-accurate geometric description of the underlying algebraic surfaces yields improvements and future applications unaddressed within the literature of geology and the computational geosciences to this date. Also, future extensions to the visual techniques proposed in this thesis allow for expanded analysis, 3D exploration and improved geological subsurface modelling in general.publishedVersio

    Network architecture for large-scale distributed virtual environments

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    Distributed Virtual Environments (DVEs) provide 3D graphical computer generated environments with stereo sound, supporting real-time collaboration between potentially large numbers of users distributed around the world. Early DVEs has been used over local area networks (LANs). Recently with the Internet's development into the most common embedding for DVEs these distributed applications have been moved towards an exploiting IP networks. This has brought the scalability challenges into the DVEs evolution. The network bandwidth resource is the more limited resource of the DVE system and to improve the DVE's scalability it is necessary to manage carefully this resource. To achieve the saving in the network bandwidth the different types of the network traffic that is produced by the DVEs have to be considered. DVE applications demand· exchange of the data that forms different types of traffic such as a computer data type, video and audio, and a 3D data type to keep the consistency of the application's state. The problem is that the meeting of the QoS requirements of both control and continuous media traffic already have been covered by the existing research. But QoS for transfer of the 3D information has not really been considered. The 3D DVE geometry traffic is very bursty in nature and places a high demands on the network for short intervals of time due to the quite large size of the 3D models and the DVE application requirements to transmit a 3D data as quick as possible. The main motivation in carrying out the work presented in this thesis is to find a solution to improve the scalability of the DVE applications by a consideration the QoS requirements of the 3D DVE geometrical data type. In this work we are investigating the possibility to decrease the network bandwidth utilization by the 3D DVE traffic using the level of detail (LOD) concept and the active networking approach. The background work of the thesis surveys the DVE applications and the scalability requirements of the DVE systems. It also discusses the active networks and multiresolution representation and progressive transmission of the 3D data. The new active networking approach to the transmission of the 3D geometry data within the DVE systems is proposed in this thesis. This approach enhances the currently applied peer-to-peer DVE architecture by adding to the peer-to-peer multicast neny_ork layer filtering of the 3D flows an application level filtering on the active intermediate nodes. The active router keeps the application level information about the placements of users. This information is used by active routers to prune more detailed 3D data flows (higher LODs) in the multicast tree arches that are linked to the distance DVE participants. The exploration of possible benefits of exploiting the proposed active approach through the comparison with the non-active approach is carried out using the simulation­based performance modelling approach. Complex interactions between participants in DVE application and a large number of analyzed variables indicate that flexible simulation is more appropriate than mathematical modelling. To build a test bed will not be feasible. Results from the evaluation demonstrate that the proposed active approach shows potential benefits to the improvement of the DVE's scalability but the degree of improvement depends on the users' movement pattern. Therefore, other active networking methods to support the 3D DVE geometry transmission may also be required

    Optical Wireless Data Center Networks

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    Bandwidth and computation-intensive Big Data applications in disciplines like social media, bio- and nano-informatics, Internet-of-Things (IoT), and real-time analytics, are pushing existing access and core (backbone) networks as well as Data Center Networks (DCNs) to their limits. Next generation DCNs must support continuously increasing network traffic while satisfying minimum performance requirements of latency, reliability, flexibility and scalability. Therefore, a larger number of cables (i.e., copper-cables and fiber optics) may be required in conventional wired DCNs. In addition to limiting the possible topologies, large number of cables may result into design and development problems related to wire ducting and maintenance, heat dissipation, and power consumption. To address the cabling complexity in wired DCNs, we propose OWCells, a class of optical wireless cellular data center network architectures in which fixed line of sight (LOS) optical wireless communication (OWC) links are used to connect the racks arranged in regular polygonal topologies. We present the OWCell DCN architecture, develop its theoretical underpinnings, and investigate routing protocols and OWC transceiver design. To realize a fully wireless DCN, servers in racks must also be connected using OWC links. There is, however, a difficulty of connecting multiple adjacent network components, such as servers in a rack, using point-to-point LOS links. To overcome this problem, we propose and validate the feasibility of an FSO-Bus to connect multiple adjacent network components using NLOS point-to-point OWC links. Finally, to complete the design of the OWC transceiver, we develop a new class of strictly and rearrangeably non-blocking multicast optical switches in which multicast is performed efficiently at the physical optical (lower) layer rather than upper layers (e.g., application layer). Advisors: Jitender S. Deogun and Dennis R. Alexande

    Interactive volume ray tracing

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    Die Visualisierung von volumetrischen Daten ist eine der interessantesten, aber sicherlich auch schwierigsten Anwendungsgebiete innerhalb der wissenschaftlichen Visualisierung. Im Gegensatz zu Oberflächenmodellen, repräsentieren solche Daten ein semi-transparentes Medium in einem 3D-Feld. Anwendungen reichen von medizinischen Untersuchungen, Simulation physikalischer Prozesse bis hin zur visuellen Kunst. Viele dieser Anwendungen verlangen Interaktivität hinsichtlich Darstellungs- und Visualisierungsparameter. Der Ray-Tracing- (Stahlverfolgungs-) Algorithmus wurde dabei, obwohl er inhärent die Interaktion mit einem solchen Medium simulieren kann, immer als zu langsam angesehen. Die meisten Forscher konzentrierten sich vielmehr auf Rasterisierungsansätze, da diese besser für Grafikkarten geeignet sind. Dabei leiden diese Ansätze entweder unter einer ungenügenden Qualität respektive Flexibilität. Die andere Alternative besteht darin, den Ray-Tracing-Algorithmus so zu beschleunigen, dass er sinnvoll für Visualisierungsanwendungen benutzt werden kann. Seit der Verfügbarkeit moderner Grafikkarten hat die Forschung auf diesem Gebiet nachgelassen, obwohl selbst moderne GPUs immer noch Limitierungen, wie beispielsweise der begrenzte Grafikkartenspeicher oder das umständliche Programmiermodell, enthalten. Die beiden in dieser Arbeit vorgestellten Methoden sind deshalb vollständig softwarebasiert, da es sinnvoller erscheint, möglichst viele Optimierungen in Software zu realisieren, bevor eine Portierung auf Hardware erfolgt. Die erste Methode wird impliziter Kd-Baum genannt, eine hierarchische und räumliche Beschleunigungstruktur, die ursprünglich für die Generierung von Isoflächen reguläre Gitterdatensätze entwickelt wurde. In der Zwischenzeit unterstützt sie auch die semi-transparente Darstellung, die Darstellung von zeitabhängigen Datensätzen und wurde erfolgreich für andere Anwendungen eingesetzt. Der zweite Algorithmus benutzt so genannte Plücker-Koordinaten, welche die Implementierung eines schnellen inkrementellen Traversierers für Datensätze erlauben, deren Primitive Tetraeder beziehungsweise Hexaeder sind. Beide Algorithmen wurden wesentlich optimiert, um eine interaktive Bildgenerierung volumetrischer Daten zu ermöglichen und stellen deshalb einen wichtigen Beitrag hin zu einem flexiblen und interaktiven Volumen-Ray-Tracing-System dar.Volume rendering is one of the most demanding and interesting topics among scientific visualization. Applications include medical examinations, simulation of physical processes, and visual art. Most of these applications demand interactivity with respect to the viewing and visualization parameters. The ray tracing algorithm, although inherently simulating light interaction with participating media, was always considered too slow. Instead, most researchers followed object-order algorithms better suited for graphics adapters, although such approaches often suffer either from low quality or lack of flexibility. Another alternative is to speed up the ray tracing algorithm to make it competitive for volumetric visualization tasks. Since the advent of modern graphic adapters, research in this area had somehow ceased, although some limitations of GPUs, e.g. limited graphics board memory and tedious programming model, are still a problem. The two methods discussed in this thesis are therefore purely software-based since it is believed that software implementations allow for a far better optimization process before porting algorithms to hardware. The first method is called implicit kd-tree, which is a hierarchical spatial acceleration structure originally developed for iso-surface rendering of regular data sets that now supports semi-transparent rendering, time-dependent data visualization, and is even used in non volume-rendering applications. The second algorithm uses so-called Plücker coordinates, providing a fast incremental traversal for data sets consisting of tetrahedral or hexahedral primitives. Both algorithms are highly optimized to support interactive rendering of volumetric data sets and are therefore major contributions towards a flexible and interactive volume ray tracing framework
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