简介:Currently,3Dprintingofthecharacterdollsisaverypracticalapplicationfortheaverageperson.Butthemodelofdollwhichcanbeobtainedisstaticsothepostureofthedollissingle.Ontheotherhand,themodificationofthemodelisverydifficulttonon-professions.Thispaperproposesanrapidgenerationmethodofcharacterdollwithrotatablelimbs,whichisthroughaddingthespherejointtothedoll’smodelautomatically.Afterthemodelissegmentedbydrawingalineinteractively,thespherejointiscreatedbasedonthesegmentationboundarythroughentitymodelingmethod.Lastlythetwomodelsofthedollandthejointarecompositedandprinted.Somedoll’smodelaretestedontheFDM(FusedDepositionModeling)3Dprinterusingthisprocess.Theresultsaremoreinterestingandtheefficiencyhasbeengreatlyimprovedcomparedwithmodifyingthemodelmanually.
简介:TheprecisionforgingprocessissimulatedbycommercialsoftwareDeform3Dusingarigidvisco-plasticmodeltopredictthestatusofmetalflowandthedistributionofequivalentplasticstrain,providingguidanceformakingdecisionontheoptimalchoiceofprocessparametersandmouldstructure.TrialforgingwasusedtoverifytheeffectivenessofFEMsimulationresults.
简介:Animprovedself-organizingfeaturemap(SOFM)neuralnetworkispresentedtogeneraterectangularandhexagonallatticwithnormalvectorattachedtoeachvertex.Aftertheneuralnetworkwastrained,thewholescattereddataweredividedintosub-regionswhereclassifiedcorewererepresentedbytheweightvectorsofneuronsattheoutputlayerofneuralnetwork.Theweightvectorsoftheneuronswereusedtoapproximatethedense3-Dscatteredpoints,sothedensescatteredpointscouldbereducedtoareasonablescale,whilethetopologicalfeatureofthewholescatteredpointswereremained.
简介:SystemoptimizationplaysacrucialroleindevelopingVRsystemafter3Dmodeling,affectingthesystem'sImmersionandInteractionperformanceenormously.Inthisarticle,severalkeytechniquesofoptimizingavirtualminingsystemwerediscussed:optimizing3DmodelstokeepthepolygonnumberinVRsystemwithintargethardware'sprocessingability;optimizingtexturedatabasetosavetexturememorywithperfectvisualeffect;optimizingdatabasehierarchystructuretoacceleratemodelretrieval;andoptimizingLODhierarchystructuretospeeduprendering~
简介:3D技术如今已经是相当的普及,各种类型的游戏都能见到它的影子,其中以FPS和RTS两个类型游戏的表现力量最为出色,在这两个类型的游戏当中,开发者使用了大量最新的图形技术,使得游戏的画面非常出色,因此使得游戏的品质也得到了一个质的飞跃。诸如HDR-高动态范围,体积雾化,测定空间式生成阴影等技术,完全要拜DirectX9的SM3.0所赐。然而RPG游戏的3D化进程是相当缓慢的。也许是因为开发者不愿意投入技术,而将更多精力投入到游戏的可玩性上。去年发售的《神鬼寓言》是非常出色的,但是缺少了绚丽的SM3.0特效,感觉还是有遗憾的。然而除了《神鬼寓言》,离我们最近的RPG大作就是很多年前的《无冬之夜》了,这也许是RPG厂商都转向了网络游戏,很少开发单机RPG的缘故吧,不过就在最近,RPG游戏开始崛起了,代表作品就是《哥特王朝Ⅲ》。
简介:由于新兴的3D集成技术,芯片(MPSoCs)上的多处理机系统现在能与改进精力效率在芯片上集成更多的IP核心。然而,几严重挑战也升起在上面为3DIC由于死叠建筑学。在他们之中,电源供应噪音成为一颗大担心。在纸,我们调查电源供应噪音(PSN)在PSN变化大部分取决于的不同核心和级和表演之中的相互作用任务任务。在另一方面,高集成密度在3DIC上招致一个严重热问题。在纸,我们建议就PSN和热问题而言安排框架的一项新奇任务。它主要由三部分组成。首先,我们提取由分析他们踪迹从建筑学水平模拟导出的电源运用任务的当前的刺激。第二,我们开发一个有效电源交货网络(PDN)解答者高效地评估PSN大小。第三,我们建议一个启发式的算法解决安排问题的提出的任务。与最先进的任务任务算法相比,建议方法能在2上在12%减少PSN吗??
简介:Anew3Dsurfacecontouringandrangingsystembasedondigitalfringeprojectionandphaseshiftingtechniqueispresented.Usingthephase-shifttechnique,pointscloudwithhighspatialresolutionandlimitedaccuracycanbegenerated.Stereo-pairimagesobtainedfromtwocamerascanbeusedtocompute3Dworldcoordinatesofapointusingtraditionalactivetriangulationapproach,yetthecameracalibrationiscrucial.Neuralnetworkisawell-knownapproachtoapproximateanonlinearsystemwithoutanexplicitphysicalmodel,inthisworkitisusedtotrainthestereovisionapplicationsystemtocalculating3Dworldcoordinatessuchthatthecameracalibrationcanbebypassed.Thetrainingsetforneuralnetworkconsistsofavarietyofstereo-pairimagesandthecorresponding3Dworldcoordinates.Thepictureelementscorrespondenceproblemissolvedbyusingprojectedcolor-codedfringeswithdifferentorientations.Colorimbalanceiscompletelyeliminatedbythenewcolor-codedmethod.Oncethehighaccuracycorrespondenceof2Dimageswith3Dpointsisacquired,highprecision3Dpointscloudcanberecognizedbythewelltrainednet.Theobviousadvantageofthisapproachisthathighspatialresolutioncanbeobtainedbythephase-shiftingtechniqueandhighaccuracy3Dobjectpointcoordinatesareachievedbythewelltrainednetwhichisindependentofthecameramodelworksforanytypeofcamera.Someexperimentsverifiedtheperformanceofthemethod.