scholarly journals Gamma Value Adjustment of 3D Software Maya during Optical Dynamic Capture Action Production

Keyword(s):  
2015 ◽  
Vol 1 (1) ◽  
pp. 13-20
Author(s):  
Hamid Reza Samadi ◽  
Mohammad Reza Samadi

Due to the development of cities as well as rapid population growth, urban traffic is increasing nowadays. Hence, to improve traffic flow, underground structures such as metro, especially in metropolises, are inevitable. This paper is a research on the twin tunnels Of Isfahan's metro between Shariaty station and Azadi station from the North towards the South. In this study, simultaneous drilling of subway's twin tunnels is simulated by means of Finite Difference Method (FDM) and FLAC 3D software. Moreover, the lowest distance between two tunnels is determined in a way that the Law of Super Position could be utilized to manually calculate the amount of surface subsidence, resulted by drilling two tunnels, by employing the results of the analysis of single tunnels without using simultaneous examination and simulation. In this paper, this distance is called "effective distance". For this purpose, first, the optimum dimensions of the model is chosen and then, five models with optimum dimensions will be analyzed separately, each of which in three steps. The results of analyses shows that the proportions (L/D) greater than or equal 2.80, the Law of Super Position can be applied for prediction of surface subsidence, caused by twin tunnels' construction


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Michel Schmidt ◽  
Yu Liu ◽  
Xianguang Hou ◽  
Joachim T. Haug ◽  
Carolin Haug ◽  
...  

Abstract Background The Chengjiang biota from southwest China (518-million-years old, early Cambrian) has yielded nearly 300 species, of which more than 80 species represent early chelicerates, crustaceans and relatives. The application of µCT-techniques combined with 3D software (e.g., Drishti), has been shown to be a powerful tool in revealing and analyzing 3D features of the Chengjiang euarthropods. In order to address several open questions that remained from previous studies on the morphology of the xandarellid euarthropod Sinoburius lunaris, we reinvestigated the µCT data with Amira to obtain a different approach of visualization and to generate new volume-rendered models. Furthermore, we used Blender to design 3D models showing aspects of intraspecific variation. Results New findings are: (1) antennulae consist of additional proximal articles that have not been detected before; (2) compared to other appendages, the second post-antennular appendage has a unique shape, and its endopod is comprised of only five articles (instead of seven); (3) the pygidium bears four pairs of appendages which are observed in all specimens. On the other hand, differences between specimens also have been detected. These include the presence/absence of diplotergites resulting in different numbers of post-antennular appendages and tergites and different distances between the tip of the hypostome and the anterior margin of the head shield. Conclusions Those new observations reveal intraspecific variation among Chengjiang euarthropods not observed before and encourage considerations about possible sexual dimorphic pairs or ontogenetic stages. Sinoburius lunaris is a variable species with respect to its morphological characters, cautioning that taxon-specific variabilities need to be considered when exploring new species.


2021 ◽  
Vol 10 (7) ◽  
pp. 460
Author(s):  
Mario Matthys ◽  
Laure De Cock ◽  
John Vermaut ◽  
Nico Van de Weghe ◽  
Philippe De Maeyer

More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens’ collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the “3D city game Ghent” project with time as one of the topics, focusing on the reconstruction of disappeared environments. Ghent inhabitants modelled in open-source 3D software and added animated 3D gamification and Transmedia Storytelling, resulting in a 4D web environment and VR/AR/XR applications. This study analyses this low-cost interdisciplinary 3D co-creative process and offers a framework to enable other cities and municipalities to realise a parallel virtual universe (an animated digital twin bringing the past to life). The result of this co-creation is the start of an “Animated Spatial Time Machine” (AniSTMa), a term that was, to the best of our knowledge, never used before. This research ultimately introduces a conceptual 4D space–time diagram with a relation between the current physical situation and a growing number of 3D animated models over time.


Water ◽  
2021 ◽  
Vol 13 (8) ◽  
pp. 1052
Author(s):  
Tiansong Qi ◽  
Longcang Shu ◽  
Hu Li ◽  
Xiaobo Wang ◽  
Yanqing Men ◽  
...  

The vadose zone plays a significant role during artificial recharge via the infiltration basin. Its thickness, lithology, heterogeneity, among others greatly affect the recharge efficiency. The main objective of this research is to establish the role of the vadose zone and the impacts of infiltration basin features and vadose zone factors on water distributions. In this work, an ideal conceptual model was considered, and mathematical models were built using HYDRUS (2D/3D) software package version 2.05. A total of 138 numerical experiments were implemented under seven types of experimental conditions. The experimental data were analyzed with the aid of correlation and regression analysis. The results showed that infiltration basin features and vadose zone factors had various impacts on water distribution, low permeability formation had various effects on evaporation depending on its depth, and there were consistent, similar, or different variation trends between infiltration and recharge. In conclusion, it is recommended that when the vadose zones are to be chosen as an infiltration basin site, the trade-off among the infiltration, recharge, storage, and evaporation should be seriously considered. This paper may contribute to a better understanding of the vadose zone as a buffer zone for artificial recharge.


2011 ◽  
Vol 189-193 ◽  
pp. 1778-1781 ◽  
Author(s):  
Gui Hua Liu ◽  
Yong Qiang Guo ◽  
Zhi Jiang

By using Deform-3D software, the necking extrusion forming processes of integer trailer axle with two different heating means which are Uniform Heating (UH) method and Partly Heating (PH) method with temperature gradient are simulated. The influence of deformation parameters such as friction factor, necking coefficient, different temperature distribution of work-piece on the material flow features, stress and strain field, loading force and deformation process are analyzed in detail. According to the numerical simulation results, using PH method with temperature gradient can improve necking deformation during tube extrusion process.


2014 ◽  
Vol 609-610 ◽  
pp. 495-499
Author(s):  
Guo Cheng Ren ◽  
Xiao Juan Lin ◽  
Shu Bo Xu

The microstructure and material properties of AZ31 magnesium alloy are very sensitive to process parameters, which directly determine the service properties. To explore and understand the deformation behavior and the optimization of the deformation process, the microstructure evolution during equal channel angular pressing was predicted by using the DEFORM-3D software package at different temperature. To verify the finite element simulation results, the microstructure across the transverse direction of the billet was measured. The results show that the effects strain and deformation temperatures on the microstructure evolution of AZ31 magnesium during ECAP process are significant, and a good agreement between the predicted and experimental results was obtained, which confirmed that the derived dynamic recrystallization mathematical models can be successfully incorporated into the finite element model to predict the microstructure evolution of ECAP process for AZ31 magnesium.


2010 ◽  
Vol 154-155 ◽  
pp. 310-313
Author(s):  
Xue Feng Bi ◽  
Jin Sheng Wang ◽  
Jia Shun Shi ◽  
Ya Dong Gong

Micromold manufacturing technology is very important for the mass production of micro parts. In this paper, modeling of micromold is established in 3D software firstly. The 3D modeling is input into machining simulation software Master CAM to simulate machining process. The machining parameters and cutting tool path are optimized in machining simulation. Machining G code of micromold obtained from post-process program of Master CAM is input into HMI system of Micro Machine Tool (MMT), and hence the micromold will be machined precisely in MMT.


2007 ◽  
Vol 16 (1) ◽  
pp. 119-122 ◽  
Author(s):  
Patrick Ledda

In the natural world, the human eye is confronted with a wide range of colors and luminances. A surface lit by moonlight might have a luminance level of around 10−3 cd/m2, while surfaces lit during a sunny day could reach values larger than 105 cd/m2. A good quality CRT (cathode ray tube) or LCD (liquid crystal display) monitor is only able to achieve a maximum luminance of around 200 to 300 cd/m2 and a contrast ratio of not more than two orders of magnitude. In this context the contrast ratio or dynamic range is defined as the ratio of the highest to the lowest luminance. We call high dynamic range (HDR) images, those images (or scenes) in which the contrast ratio is larger than what a display can reproduce. In practice, any scene that contains some sort of light source and shadows is HDR. The main problem with HDR images is that they cannot be displayed, therefore although methods to create them do exist (by taking multiple photographs at different exposure times or using computer graphics 3D software for example) it is not possible to see both bright and dark areas simultaneously. (See Figure 1.) There is data that suggests that our eyes can see detail at any given adaptation level within a contrast of 10,000:1 between the brightest and darkest regions of a scene. Therefore an ideal display should be able to reproduce this range. In this review, we present two high dynamic range displays developed by Brightside Technologies (formerly Sunnybrook Technologies) which are capable, for the first time, of linearly displaying high contrast images. These displays are of great use for both researchers in the vision/graphics/VR/medical fields as well as professionals in the VFX/gaming/architectural industry.


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