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EN
The study examined influence of steam sterilization and the raster angle (0°, 90°) on the deflection of polymer shapes obtained by 3D printing. In the case of PEEK and PLA, the FDM/FFF method was used, in the case of photocurable resin, DLP technology, and in the case of MED610, PolyJet technology. It was shown that the raster angle, type of material and sterilization have a significant impact on the strength and deformation of the tested polymers. A model of a facial bone implant was also developed and the suitability of the tested materials for obtaining this type of implants was examined. The dimensional accuracy of the implant models was highest for the MED610 model. However, due to the significant deflection of this polymer under load, its use is only possible in areas of low stress. In the case of UV resin printed in the vertical direction (90°), the samples showed the least deflection and the printed model had no visible defects. The greatest deformations occurred at the ends and narrowing’s of the model.
PL
W pracy zbadano wpływ sterylizacji parą wodną oraz kąta rastra (0°, 90°) na ugięcie kształtek polimerowych uzyskanych metodą druku 3D. W przypadku PEEK i PLA zastosowano metodę FDM/FFF, dla żywicy fotoutwardzalnej technologię DLP, a MED610 technologię PolyJet. Wykazano, że kąt rastra, rodzaj materiału oraz sterylizacja mają istotny wpływ na wytrzymałość i odkształcenie badanych polimerów. Opracowano także model implantu kostnego twarzoczaszki i zbadano przydatność badanych materiałów do otrzymywania tego typu implantów. Dokładność wymiarowa modeli implantów była najwyższa dla modelu MED610. Jednak ze względu na znaczne ugięcie tego polimeru pod obciążeniem jego zastosowanie jest możliwe jedynie w obszarach o małych naprężeniach. W przypadku żywicy UV drukowanej w kierunku pionowym (90°) próbki wykazywały najmniejsze ugięcie, a otrzymany model nie miał widocznych wad. Największe odkształcenia wystąpiły na końcach i zwężeniach modelu.
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EN
In the paper stages of the process of constituting a surface with the texture of the injection mold of a wheeled vehicle steering wheel using laser technology was discusses. During micromachining process with texturing there is a 5-axis CNC-controlled CNC machine TOOL LASERTEC 65 Shape used with a rigid monoBLOCK structure with Siemens 840D sl control, equipped with a fiber laser with a power of 100W, a wavelength of 1064 nm and a focal length of 181 mm. Processing technology was prepared using Autodesk Maya, Adobe Photoshop, Adobe Illustrator, NX9, Lastex v. 2.27.26 computer programs and machine tool control systems. Results of machining the steering wheel of a wheeled vehicle with a concentrated laser beam are discussed. Geometric structure of the surface after texturing was evaluated. Presented technology can be used to obtain the desired texture properties on the surface of the parts.
EN
The analysis of movements is one of the notable applications within the field of computer animation. Sophisticated motion capture techniques allow to acquire motion and store it in a digital form for further analysis. The combination of these two aspects of computer vision enables the presentation of data in an accessible way for the user. The primary objective of this study is to introduce an artificial intelligence-based system for animating tennis motion capture data. The Dual Attention Graph Convolutional Network was applied. Its unique approach consists of two attention modules, one for body analysis and the other for tennis racket alignment. The input to the classifier is a sequence of three dimensional data generated from the Mocap system and containing an object of a player holding a tennis racket and presenting fundamental tennis hits, which are classified with great success, reaching a maximum accuracy over 95%. The recognised movements are further processed using dedicated software. Movement sequences are assigned to the tennis player's 3D digital model. In this way, realistic character animations are obtained, reflecting the recognised moves that can be further applied in movies, video games and other visual projects.
PL
Celem artykułu jest przeprowadzenie analizy porównawczej dwóch silników graficznych dostępnych w aplikacji Blender. Są to silniki Eevee oraz Cycles. Analiza dotyczyć będzie takich elementów jak: wydajność,możliwość dostosowania sceny oraz szybkość renderowania obrazu przez oba silniki. Do przeprowadzenia badań przygotowane zostało stanowisko badawcze w postaci komputera stacjonarnego z nowo zainstalowanym systemem operacyjnym.
EN
The purpose of the article is to control the comparative analysis of the two that take place in the Blender application. These are the Eevee and Cycles engines. The analysis will include elements such as: applicable-possible tools, measurement possibilities and the provision of visual services. Perform research prepared research in the form of a desktop computer with a clean system.
PL
Głównym celem tej pracy było porównanie dwóch silników gier (Unreal Engine oraz Unity) w tworzeniu wirtualnych pokazów. W artykule opisano doświadczenie badające ich wydajność. Na potrzeby eksperymentu przygotowano dwie bliźniacze aplikacje testowe, zbudowane na bazie tych samych assetów. Pozwoliły one na zbadanie i porównanie wydajności rozpatrywanych silników oraz zapoznanie się z tym jak wygląda praca na każdym z nich. Analiza porównawcza zebranych danych pozwoliła wyłonić wydajniejsze rozwiązanie, którym okazał się silnik Unity.
EN
The main purpose of this work was to compare two game engines (Unreal Engine and Unity) in creating virtual exhibi-tions. The article is a scientific description of a test of their efficiency. For the needs of the research two identical test applications built on the basis of the same assets were created. Those applications enabled researchers to examine and compare the efficiency of engines in question, as well as familiarizing themselves with the workflow on each platform. The comparative analysis of gathered data let more effective solution to emerge, which happens to be Unity engine.
EN
3D printing of historic architectural objects reduces the entire digital model by up to 200 times. With this scaling of the digital 3D model, many important architectural and decorative details are lost, and some elements lose their stiffness. Printed 3D models are now used to create specialised museum exhibitions that allow visitors to get to know them kinesthetically. This ability to touch objects applies not only to visually impaired people, but to all interested visitors. The paper describes the preparation of a digital 3D model (D3DM) dedicated to 3D printing by decomposing the real model into sub-models and using different scaling values for individual elements. The practical part presents three-dimensional modelling of historic architectural objects of Lublin and their replicas made on 3D printers in the Fused Filament Fabrication (FFF) technology. Virtual models designed in this way retain important details of objects and are also scalable as a whole, which allows for obtaining printed objects of various dimensions.
EN
Modern IT and teaching solutions are increasingly used in the distance learning process. The introduction of game ele-ments in the e-learning allows to increase the interest and motivation of the user when performing tasks. The "Quizer" e-learning platform has been designed to create interactive multimedia courses with elements of gameplay, including the multiplayer format. The paper discusses the technologies and tools used to build the platform. An example of a game designed in a multiplayer format is presented.
PL
W procesie kształcenia na odległość coraz częściej stosowane są nowoczesne rozwiązania informatyczne i dydaktyczne. Wprowadzenie do e-learningu elementów rozgrywki pozwala na zwiększenie zainteresowania i motywacji użytkownika podczas wykonywania stawianych mu zadań. Platforma e-learningowa „Quizer” powstała z myślą tworzenia interaktywnych kursów multimedialnych z elementami rozgrywki, w tym w formacie multiplayer. W pracy omówiono zastosowane do budowy platformy technologie i narzędzia. Przedstawiono przykład gry wykonanej w formacie multiplayer.
EN
The aim of the work was to develop a computer program that allows identification of polymer materials that are used in 3D printing technology. The computer program was made using the algorithm that concerns the method of thermal polymer degradation. Filament samples were prepared for this purpose and then set on fire. The collected data on the flammability of polymers was used in an algorithm that can make a decision to identify the name of the polymer. The software can be used to identify polymer prints used for 3D printing technology. The computer program supports the process of recycling plastics and supports ecological work.
EN
This paper evaluates the wear characteristics of hardfacing coatings. Regenerative hardfacing coatings were applied with the TIG (Tungsten Inert Gas) method. The solid welding wires were used to obtain the coatings marked as: EL-500 HB, EL-650 HB, and EL-3348. The tribological analysis of samples was conducted at room temperature. The wear rate was evaluated with a THT 1000 Anton Parr ball-on-disc tribotester, in accordance with the ASTM G-133 standard. The counterbody (static partner) consisted of balls with the diameter of 6 mm made of Al2O3. The test was performed with the sliding speed of the friction pair 0.4 m/s, track radius 10 mm, normal load 20 N, acquisition rate 10 Hz and sliding distance 2000 m. During the test, the friction coefficient and wear rate were recorded. The multi-criteria assessment of the construction materials discussed, while taking into account five criteria, showed that EL-3348 HB is the best material. Computer applications were used for multi-criteria assessment and statistical processing of data.
EN
The availability of 3D scanning devices allows performing the process of digitisation of a growing number of diverse museum artefacts. After the properly conducted processing of the acquired point cloud, the authors obtained a photorealistic digital copy that can be presented in many ways. With regard to the objects from archaeological excavations, the vast majority are the artefacts that are more or less damaged or only partially preserved. Their state of preservation, specialised archaeological knowledge and the use of appropriate 3D computer technologies allow their complete digital reconstruction. The present work concerns the development of alternative methods and algorithms of conduct, the selection of programs and tools to recreate the surface of the outer and inner side and the bottom of a 12th century pitcher from the Afrasiab excavations in Uzbekistan.
EN
This paper investigates properties of single- and double-layer pad coatings deposited on cultivator points. The coatings were deposited by manual metal arc welding (MMA) with ESAB OK. 84.58 coated electrodes using an inverter welder, DEDRA DESi201. Tribological properties were determined with a THT 1000 tribometer. A ball-on-disc friction pair was used. Experiments were performed in room temperature, with the sliding speed set equal to 0.3 m/s and two loads: 5 and 20 N. In addition, hardness was measured on the surface and in the cross section of samples by a Rockwell hardness test method (scale C). Surface roughness was measured before and after friction, and post-friction surface topography was examined under microscope. Impact strength tests of the coatings with single- and double layers of pads were performed. The tools and IT algorithms were used to collect and process the results of experimental research.
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