The system enables a naive user to edit the existing motion data interactively using a humanoid model in a three-dimensional space, based on user-defined scenarios and synthesize numerous variations of the motion sequences. This paper presents a simplistic and comprehensive system to effortlessly author, edit, and validate human motion data. In addition, effectively manipulating the existing motion data is another primary concern and using such modified data in human motion analysis and activity recognition systems are prone to errors. Synthesizing realistic human motion data using a real-time motion capture system in a controlled environment is a critical challenge. The research of the BIM-FEM/FDM integrated technology presented in this paper has established a supporting platform to achieve the integration of BIM-based design and safety evaluation for subway station excavation. Then, under the impetus of an auto-simulation interface, the safety evaluation of subway station excavation was realized automatically and visualized graphically. Afterward, a FEM/FDM-process oriented data conversion interface was developed to extract and process the critical information from the parametric BIM model for numerical simulation. ![]() A three-dimensional parametric modeling of subway station excavation was first carried out using the Revit® modeling software. Thus, this paper proposed a technology that integrates BIM and numerical simulation (BIM-FEM/FDM integrated technology) to solve the problem of separation between engineering design and computation. In the construction of subway station, BIM technology is still not mature and the engineering design is generally separate from the engineering safety evaluation. ![]() With the progressive promotion of BIM technology in collaborative design and engineering data management, there are large amounts of project information available for intelligent construction, engineering computation and design optimization. Un critère permettant de choisir une structure optimisée sur la base de contraintes mécaniques est proposé. ![]() Sur la base de ces résultats, une étude numérique considérant le remplacement partiel d'un os par une structure lattice à base de TPMS, soumis à des conditions aux limites réelles, est développée. Deux types de sollicitation ont été étudiés : un cas fonctionnel mettant l'accent sur le module d'Young effectif des structures, et un cas destructif se concentrant sur la rupture de ces dernières. La validation des résultats numériques a été effectuée par des résultats obtenus expérimentalement suite à la fabrication par une machine SLM de plusieurs structures et à des tests de compression. La dépendance de la topologie sur la distribution des contraintes locales est mise en évidence par une analyse statistique des cellules unitaires. Huit topologies de cellules unitaires basées sur TPMS et deux basées sur des poutres ont été étudiées numériquement pour calculer leurs propriétés élastiques effectives et la distribution des contraintes locales, en utilisant une méthode d'homogénéisation périodique. Outre les structures lattices à base de poutre largement étudiées, le concept de surfaces minimales triplement périodiques (TPMS) a été introduit pour créer des structures présentant des propriétés originales. D'un point de vue mécanique, ceci est particulièrement le cas pour réduire le phénomène de stress-shielding qui peut survenir dans l’os péri-implantaire suite à la pose d’implants. However, the format provides fast load times since most computer video cards natively support the S3TC/DXTn compression method.Les structures lattices offrent des solutions performantes pour remplacer des structures tout en contrôlant leurs propriétés mécaniques. The compression is a lossy compression, which means some quality is lost during the compression. However, the format typically stores texture data compressed with an S3 Texture Compression (S3TC) algorithm, which may be referred to as a DXTn texture. Since DDS is a container format, it can store various data types. ![]() Some of these improvements include support for volume textures in DirectX 8.0, arrays of textures in DirectX 10, new Direct3D texture formats in DirectX 11, and variable rate shading (VRS) in DirectX 12. Users often utilize the format to store model textures, mipmap levels, and cubemaps in 3D video games.ĭDS was introduced in Microsoft DirectX 7.0 in March 2000, and subsequent versions introduced various improvements. Microsoft developed the DDS format to be used with the DirectX SDK to develop real-time rendering applications, mainly 3D games.
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