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Ítem Un método de compresión de mallas basado en una representación simplicial(Universidad Icesi, 2008-12-18) Navarro Newball, Andrés Adolfo; Herrera Botero, Francisco Julián; Múnera Salazar, Luis EduardoPolygonal meshes, which approximate the surface of an object, are the most common method for representing three dimensional objects. Here, in order to attain efficiency, the triangle is the most used polygon. However, the number of required triangles increases as more realism is needed in a complex form. For this reason, mesh optimization techniques have been created that keep resolution and enhances performance. This way, the polygonal mesh occupies less memory space. This paper presents a mesh compression technique which is based on mathematical topology and the simplicial representation. This technique was developed in order to compress meshes that were going to be sent through Internet.Ítem Efficient Mesh Generation Using Subdivision Surfaces(Universidad Icesi, 2008-12-18) Navarro Newball, Andrés Adolfo; Wyvill , Geoff; McCane, BrendanPolygonal meshes and particularly triangular meshes are the most used structure for 3D modelling. The ‘direct edges’ data structure is the most efficient way to represent them and subdivision surfaces is an appropri ate method to generate them. From a review of subdivision surfaces we chose the ‘!3 subdivision’ method for mesh generation. Our main challenge was to take advantage of the direct edges data structure and to find the right formulas for an efficient implementation. We decided to use files in the 3DS file format and convert them to the direct edges data structures for use in our application. We tested our algorithm with arbitrary mesh topologies and calculated efficiency. Our implementation will be used in the creation of a virtual dog head.Ítem Aplicando métodos cualitativos y cuantitativos para mejorar la interfaz gráfica de usuario del simulador de cirugía WESST-OT(Universidad Icesi, 2009-08-18T20:53:57Z) Navarro Newball, Andrés Adolfo; Herrera Botero, Francisco Julián; Ríos Katto, Carlos F.; Peñeñori, Víctor M.The graphic interface (GUI) from the WESST-OT Simulator was validated using quantitative and qualitative human computer interaction (HCI) methods. In order to achieve this, surveys were applied. Also, GUI design principles were analyzed in the context of WESST-OT. Finally, the goals, objects, methods and rule selection quantitative model (GOMS) was applied. The information acquired was used to enhance WESST-OT’s GUI and at the end was validated following the same methodology.Ítem Entorno para la visualización y la práctica con sistemas humanos a través de la Web (WESST - HS)(Universidad Icesi, 2006-10-11) Guerra Chávez, Lady J.; Navarro Newball, Andrés Adolfo; Lenis Trujillo, Javier A.; Vélez Beltrán, Jorge AlbertoThis paper presents the development of a Web Environment for Surgical Skills Training on Human Systems (WESST - HS). WESST - HS was conceived in order to satisfy the need to have a generic specification of an organ which could be further used within a surgical simulation. The initial goal was reached and surpassed; at the end, it was found that in medicine is better to treat organs like systems and that WESST - HS could be used independently. The generic specification is included in a web enabled Java application that lets the user interact with system’s and part’s information like shape, size, weight and color. Also, it is possible to display, scale, rotate and translate a three dimensional (3D) representation of the human systems from a file. This article is a description of the elements analyzed and developed in all the stages of the project.Ítem Implementación de una API para la interacción del guante P5 con entornos de realidad virtual desarrollados en Java y Java 3D(Universidad Icesi, 2008-03-27) Marín Tobón, César Augusto; Parra S., Ricardo Antonio; Herrera Botero, Francisco Julián; Navarro Newball, Andrés Adolfo; Escallón D., Antonio JoséThis paper presents a specifific API’s implementation process, this API allows the interaction of the P5 glove with virtual reality environments implemented in the programming language Java and its tool Java 3D. Also, an example program is implemented using the API. Then, a CPU and physical memory consumption tests is performed with the example. Finally, the conclusions obtained are specified.Ítem Lentes mágicas : Una herramienta de apoyo para la visualización en 3D(Universidad Icesi, 2008-03-27) Ortiz, Carlos Humberto; Popó, José Ricardo; Herrera Botero, Francisco Julián; Navarro Newball, Andrés AdolfoMagic lenses are tools which allow changing a work area according to specific selections and properties. This paper describes the work done aimed to extend the concept of magic lenses to allow seeing inside 3D models which are uploaded from an example application. In order to implement the lenses a ray tracing algorithm for image synthesis was used.
