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EN
Urban planning and urban design involve complex processes that require detailed information about the visual information of a place at various scales. Different graphic tools, such as game engines, are evolving to use urban representation fields. The concept of "level of detail" (LOD) has been used to categorize the level of detail in AEC applications such as BIM and GML for urban representation models. However, there is a need to distinguish between different LOD concepts commonly used in various fields, as these terms have different interpretations and implications. This article presents a novel approach to re-categorizing the level of detail concept in AEC applications, led by the traditional use of LOD and in parallel with urban planning scales. From an urbanist perspective, a four-stage LOD classification framework has been studied: LOD 1000 for urban and neighbourhood scales, LOD 2000 for the plaza and square scales, LOD 3000 for architectural and street scales, and LOD 4000 for protected and private areas.
EN
Publishing BIM standards can facilitate the implementation of BIM construction projects. Their compilation, as in the article, allows to improve them, create or specify requirements. The publication of the international standard ISO 19650 for BIM resulted in numerous revisions to national guidelines. In the aspect of the degrees of detailing of BIM model is visible the development of their definition. Initially, they were divided according to the project phases, over time, into industries, and finally within the types of elements and separately for geometric and alphanumeric information, as well as the attached documentation. ISO 19650 uses the term Level of Information Need. Due to the quantity of global standards in various countries, the article focuses on the Oceania area and ISO 19650.
PL
Diabeł tkwi w szczegółach, czyli jak przygotować się do pracy z modelem BIM, pełniąc w procesie inwestycyjnym rolę QS / menadżera kosztów. Kilka praktycznych wskazówek, jak opracować model na potrzeby przedmiaru i kosztorysu. Czego możemy, a nawet powinniśmy wymagać od siebie i innych uczestników procesu?
EN
The devil is in the details, or how to prepare for work with the BIM model, acting in the investment process as the QS / cost manager. Some practical tips on how to develop a model for a takeoff and cost estimate. What can we and even should require from ourselves and other participants in the process?
EN
High resolution 3D mesh representations of patient anatomy with appendant functional classification are of high importance in the field of clinical education and therapy planning. Thereby, classification is not always possible directly from patient morphology, thus necessitating tool support. In this work a hierarchical mesh data model for multi-hierarchy anatomical classification is introduced, allowing labeling of a patient model according to various medical taxonomies. The classification regions are thereby specified utilizing a spline representation to be placed and deformed by a medical expert at low effort. Furthermore, application of randomized dilation allows conversion of the specified regions on the surface into fragmented and closed sub-meshes, comprising the entire anatomical structure. As proof of concept, the semi-automated classification method is implemented for VTK library and visualization of the multihierarchy anatomical model is validated with OpenGL, successfully extracting sub-meshes of the brain lobes and preparing classification regions according to Brodmann area taxonomy.
EN
This paper presents the concept of using single quad tree data structure for data storage for terrain representation and simultaneously a core for a path-finding algorithm. The simulated world is an artificially created two-dimensional world that consists of an island surrounded by water, which is considered to be an impassable terrain. Furthermore, the path-find operation is a possible route for a ship that has to avoid the island. The application of the quad tree data structure for Level of Detail implementation in 3D rendering is also discussed. Implementation details are presented together with initial results. Further research paths are presented in the conclusion.
PL
W artykule zaprezentowana została koncepcja wykorzystania pojedynczego drzewa czwórkowego do reprezentacji terenu oraz poszukiwania optymalnej ścieżki. Zaprezentowane zostało drzewo stworzone dla przykładowego świata, który składa się z wyspy otoczonej wodą, przy czym poruszanie się jest możliwe tylko po wodzie. Ponadto przedyskutowano możliwości zastosowania tego typu struktury do implementacji Level of Detail podczas renderowania kształtów 3D. Poza prezentacją wykorzystywanych w implementacji struktur oraz algorytmów przedstawione są wstępne wyniki oraz zarysowano dalsze kierunki badań.
6
Content available remote LOD modelling of polygonal models
EN
An automatic edge-collapse based simplification method has been proposed for decimation of polygonal models and generating their LODs (Levels of detail). The measure of geometric fidelity employed is motivated by the normal space deviation of a polygonal model arising during its decimation process and forces the algorithm to minimize the normal space deviation. In spite of the global nature of the evaluation of geometric deviation, the algorithm is memory efficient and involves less execution time then the state-of-the art simplification algorithms. This automatically prevents the creation of folds and automatically preserves visually important features of the model even at low levels of detail. LODs generated by our method compare favorably with those produced by the standard QEM-based algorithm QSlim in terms of the mean and maximum geometric errors, whereas its performance in preserving normal space of the original model is better than that of QSlim.
7
Content available remote Simplification of 3D head mesh acquired from laser scanner
EN
Complex triangle meshes arise extensively in computer graphics. Such meshes greatly exceed the processing power of modern computer hardware and need to be simplified. The purpose of this paper is to simplify a 3D color human head mesh acquired from a 3D laser scanner. It is more important to keep the boundaries and quality of the sense organs which are the region of interest, while it is reasonable to simplify other features of the head aggressively, such as hair, face and neck. Based on these heuristics, we present a novel vertex merging mesh simplification algorithm based on region segmentation. The algorith can be divided into two stages: segmentation and simplification. First, the 3D color head mesh is segmented into different head parts with respect to both geometry and attributes, then vertices are classified into region-inner vertices and region-boundary vertices. Second, interative vertex merging is applied using region-weighted error metric in order to implement controllable simplifications. Results of several experiments are shown, demonstrating the potential of our method for a 3D color head mesh. Also, our method is resistant to noise in practical applications.
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