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2,534 result(s) for "3D graphics"
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3D Printing in Digital Prosthetic Dentistry: An Overview of Recent Developments in Additive Manufacturing
Popular media now often present 3D printing as a widely employed technology for the production of dental prostheses. This article aims to show, based on factual information, to what extent 3D printing can be used in dental laboratories and dental practices at present. It attempts to present a rational evaluation of todays´ applications of 3D printing technology in the context of dental restorations. In addition, the article discusses future perspectives and examines the ongoing viability of traditional dental laboratory services and manufacturing processes. It also shows which expertise is needed for the digital additive manufacturing of dental restorations.
Some applications of Loop-subdivision wavelet tight frames to the processing of 3D graphics
Multiresolution analysis based on subdivision wavelets is an important method of 3D graphics processing. Many applications of this method have been studied and developed, including denoising, compression, progressive transmission, multiresolution editing and so on. Recently Charina and Stöckler firstly gave the explicit construction of wavelet tight frame transform for subdivision surfaces with irregular vertices, which made its practical applications to 3D graphics became a subject worthy of investigation. Based on the works of Charina and Stöckler, we present in detail the wavelet tight frame decomposition and reconstruction formulas for Loop-subdivision scheme. We further implement the algorithm and apply it to the denoising, compression and progressive transmission of 3D graphics. By comparing it with the biorthogonal Loop-subdivision wavelets of Bertram, the numerical results illustrate the good performance of the algorithm. Since multiresolution analysis based on subdivision wavelets or subdivision wavelet tight frames requires the input mesh to be semi-regular, we also propose a simple remeshing algorithm for constructing meshes which not only have subdivision connectivity but also approximate the input mesh.
WEBGPU: A NEW GRAPHIC API FOR 3D WEBGIS APPLICATIONS
As smart city applications increase today, the importance of web-based representations of data that serve as inputs for these applications, such as 3D city models and digital twins, is growing. Since 2011, GPU hardware has greatly advanced, and detailed 3DCMs and digital twins have increased the size of the data to be displayed, which in turn increases performance requirements. WebGL, which couldn’t fully harness the capabilities and power of modern GPUs, began to struggle to meet the increasing performance demands over time and become a bit outdated. Consequently, a new graphic API named WebGPU was developed by W3C as a response to limitations of WebGL and went live with Chrome 113. Now, we have a brand-new graphic API called WebGPU which harness the full power of modern GPUs and more performant than WebGL. As WebGPU is a new graphic API, its potential enhancements and what it can bring over WebGL in the terms of WebGIS have not been examined yet. Hence, the main idea and contribution of this work is to investigate WebGPU in real-world use cases for WebGIS applications and discuss what it brings over WebGL. For this purpose, a side-by-side performance comparison has been made. The comparisons have been made in the terms of API differences and performance. And finally, an experiment has been carried out how much data can be rendered can be rendered at minimum 60fps in both APIs. The experiments show that WebGPU is more low-level and way more performant than WebGL and it has a lot to offer in the terms of WebGIS applications.
The use of 3D computer graphics to preserve, reproduce and obtain information relating to a historically valuable object
This paper provides a summary of the benefits of 3D computer graphics for preserving, reconstructing and obtaining information pertaining to historically valuable architectural objects. The current technology is discussed including its most common applications and examples of solutions as well as the creative process of three-dimensional architectural modelling.
The effectiveness of virtual reality with or without head-mounted displays: focusing on the role of spatial presence and immersive tendency for responding to particulate matter
This study used two randomized experiments (Study 1: N = 226, Study 2: N = 88) to examine the interplay between spatial presence and immersive tendencies while viewing virtual reality (VR) videos (360-degree live-action and 3D graphics), with and without head-mounted display (HMD) devices, and their influence on behavior intentions for particulate matter (PM) mitigation. The results showed that participants who watched these videos with HMDs experienced higher spatial presence, which significantly mediated their PM mitigation behavior intentions. This mediation effect was not observed in participants who watched videos without HMDs. Additionally, immersive tendency moderated the effect of viewing 3D-graphics VR videos with HMDs on PM mitigation behavior intentions. These findings highlight the potential of VR video strategies to enhance behavioral changes related to PM risks and environmental issues.
A Reverse Modification Method for Binary Code and Data
This paper reveals the hidden dangers of reverse data modifications on distributed software with network synchronization, during the era of 5G, which may occur in more important domains, such as telemedicine and automatic driving. We used pseudo-codes to formally elaborate the distributed software architectures and design patterns. It is necessary to deal with three challenges for the modification of binary code and data in the distributed software architectures: (1) the base virtual addresses of software objects are changed frequently for safety; (2) prior knowledge of the reverse is not considered; (3) system memory values of some target objects are changed with extreme speed. For this purpose, a novel reverse modification method for binary code and data is proposed. According to the knowledge-based rules, our method can manipulate physical data, sight data, animation data, etc., while the game synchronization mechanism cannot detect the changes. The implementation details of our method are presented using high-level programming languages (C++) and low-level programming languages (assembly), based on multiple snippets, so that readers can understand both the overall distributed software developments and the corresponding reverse processes. In particular, two network games are used for the demonstrations in this paper. The demonstration results show that our proposed methodology is efficient (as proved by formulas and practices) to manipulate the codes and data of distributed software using a synchronization mechanism.
EnvMat: A Network for Simultaneous Generation of PBR Maps and Environment Maps from a Single Image
Generative neural networks have expanded from text and image generation to creating realistic 3D graphics, which are critical for immersive virtual environments. Physically Based Rendering (PBR)—crucial for realistic 3D graphics—depends on PBR maps, environment (env) maps for lighting, and camera viewpoints. Current research mainly generates PBR maps separately, often using fixed env maps and camera poses. This limitation reduces visual consistency and immersion in 3D spaces. Addressing this, we propose EnvMat, a diffusion-based model that simultaneously generates PBR and env maps. EnvMat uses two Variational Autoencoders (VAEs) for map reconstruction and a Latent Diffusion UNet. Experimental results show that EnvMat surpasses the existing methods in preserving visual accuracy, as validated through metrics like L-PIPS, MS-SSIM, and CIEDE2000.
The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines
With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.
Research on the Application of Computer Virtual Reality Technology in College Physical Education Teaching
Virtual reality technology is an emerging discipline in computer simulation, and it has been successfully applied in all fields. There is no doubt that the use of this advanced computer virtual technology in university sports will undoubtedly bring huge changes to classroom teaching. This article mainly uses 3D image modeling technology, model drive technology, visual tracking and viewpoint sensing technology and the construction of stereo synthesis technology used on the basis of the new model of physical education teaching of virtual reality technology, so as to supply a secure basis for the improvement of the quality of physical education. Virtual reality technology as a new field of science and technology is the intersection and penetration of many disciplines, set computer graphics, mechanical mechanics, materials, sensing and many other disciplines as a whole, while virtual reality technology has a powerful ability to influence the education model of colleges and universities, it can be said that it has become the most applicable and future hot technology. The model of physical education is very important in college physical education. The traditional teaching model has seriously hindered the progress of college physical education. It is very necessary to find a new model of physical education to solve the disadvantages of the early teaching model, and focus on solving the key and hard question in training.
USABILITY OF PROGRAM INTERFACES FOR TEACHING 3D GRAPHICS IN A SCHOOL COURSE OF INFORMATICS
The study of three-dimensional graphics is an important part of a school course of informatics. This is a consequence of the fact that in today's world it is impossible to imagine a sphere of human activity where 3D modeling and 3D printing technologies are not used. At the same time, issues related to the study of this field of information technology at school are unfortunately not sufficiently outlined. Students' perception of the complex interfaces of the corresponding graphic software is also a problematic point. At the same time, the degree of their impact on educational activity has not been studied at a sufficient level. Considering that the complexity of organizing the interaction between the user and the control elements is inherent in the vast majority of graphic 3D programs, the purpose of the exploratory research was to study this very issue only in the context of the educational learning process. When choosing software for testing, the following selection criteria were followed: the software must be distributed on the basis of the open GPL license, and online services must be able to be freely registered and used in work; it is necessary that graphic complexes of three-dimensional graphics satisfy sufficiently democratic system requirements of school computers; the presence of a large number of localizations is also important, and in terms of functionality, 3D programs should approach similar leading commercial software tools and corresponding online services. In the work, considerable attention was paid to the description of research planning. In particular, it was indicated how the sample of respondents was formed and the main approaches to testing program interfaces in the context of their use in the educational process were revealed. An online tool for testing - UsabilityHub.com - is described separately. The obtained data are described and supplemented by specialized graphic heat maps of clicks. As a result, the data is analyzed in detail, it is indicated that the obtained results of the exploration research are an important basis for conducting further scientific research related to this topic and will allow better investigation of problematic issues. The authors also formulate recommendations for the study of three-dimensional graphics editors in a school course of informatics and note methodological points that teachers should pay attention to when preparing for classes.