The importance of 3D and photogrammetry software in city environments - Seinäjoki football stadium and photogrammetryLucas Berghmans and Lander Kennis 2016
The use of 3D is something that is growing every day. The possibilities with 3D software are endless. The city is building a new football stadium but no decent 3D model was available, we were given the assignment to make a realistic model.
The second part of this thesis is about photogrammetry software. There are a lot of different software´s available, but there are no comparisons available.
The football stadium was made beginning with a model of the architect agency.
Step by step we added more details and materials until the model was as realistic as possible.
For the photogrammetry software´s we searched for the best available software´s. After that we downloaded five different software´s, made the same model and compared the result.
After the model of the stadium was made it was presented in the CAVE (computer assisted virtual environment). Because of all the added details and materials, you had the feeling that you were already standing on the football pitch.
The photogrammetry software´s opened a complete new world in making 3D models. Out of all the tested software´s we took the best one to make a detailed model.
Utilising 3D scanning within 3D printingMikko Seppälä 2016
The purpose of this thesis was to explore 3D scanning and 3D printing technologies.
The thesis consists of different 3D printing methods and introduces different 3D
scanning methods. The process of 3D scanning and 3D printing was also studied.
The aim of this project was to explore how those two technologies work together.
The purpose was to go through the process in which a physical object is scanned
into a digital file, which can then be printed again into a new physical object.
the goal was to find different applications for the process.
The results of the process were very impressive and they exceeded all expectations.
Transforming a physical object into a digital file succeeded using a Microsoft Kinect
device and a 3D scanner. The scanned object was also printed into a new object
with miniFactory 3D printer.
Commissioning a virtual presenter and a motion capture systemMikko Lahti 2015
The CAVE studio in the virtual laboratory of Seinäjoki University of Applied Sciences is in great need of streamlining its introduction demo, because currently this takes a lot of staff time, and there is no paid substitute staff.
Researching and developing the optical tracking system of the CAVE studio to be used in motion capture applications is also necessary, because if implemented well, it may increase the commercial collaborations with parties interested in motion capture. The objective of this work was a CAVE presentation, carried out using the VR4MAX visualization interface.
This includes a character created in Make Human character creation software, animated in Motive motion capture software and modelled in 3ds Max 3D modelling software. There is also a CAVE presentation speech, created by using the text-to-speech method. This thesis studied the commissioning of a motion capture system and its optimal workflow. The thesis resulted in a functioning CAVE presentation and the commissioning of the motion capture system was successful.
Modelling a building in ArchiCAD and Revit - State Office Building of SeinäjokiVincent Marynissen and Bart Moons 2015
In this thesis, we summarized our findings the modelling of a building in Autodesk Revit and Graphisoft ArchiCAD. These are both BIM-software applications. BIM stands for Building Information Modelling.
The building we have been modelling is the ‘State Office Building’. This building is part of Seinäjoki’s famous City Centre, designed by renowned architect Alvar Aalto. To work with BIM, We had to acquaint ourselves with Finland’s guidelines concerning BIM. These guidelines are written down in a series of documents, called COBIM2012. We also checked the dimensions of the building. We did some exterior measuring with a laser meter, to determine if we could use the old architectural plans of the building as a basis. We were also able to follow a group of professionals from the Finnish Geospatial Research Institute when they took laser scans from the City Centre. The approaches of both Revit and ArchiCAD appeared to be quite similar to each other. But there were also some differences. In Revit, the somewhat higher learning curve and smaller object library resulted in a lesser progressed model. However, the parts that were modeled have a great accuracy due to the flexibility and freedom of the Family Editor. In ArchiCAD on the other hand, due to the availability of the huge builtin library, we were able to get a lot of detail in the model very fast.
Although we were new to the software, we got some satisfactory results. We learned a great deal about the modelling-possibilities of both Revit and ArchiCAD. To put things into perspective, we eventually used only a fraction of the features of both software packages. We did not get, for example, into energy analysis, the making of sheets, the 2D-capabilities, cooperation possibilities, MEP and Structural analysis, etc... This was a matter of making choices. One of the reasons is because we specifically wanted to focus on the 3D modelling part of the software. Another reason is that it is impossible to learn everything about two different software packages in 4 months. We thought it was far better to focus on a small part of the software and to pursue quality.
Beta testing and deployment of the Unity Cluster Rendering -feature in the CAVE at SeAMKAntti Kuusisto 2015
The research period of this thesis was performed during an internship in the laboratory
of virtual technology at Seinäjoki University of Applied Sciences. The purpose
of this thesis was to beta test and deploy Unity Techonlogies’ Unity Cluster
Rendering -feature in the CAVE at the laboratory of virtual technology. Inspiration
for this thesis started from Asmo Jussila’s thesis Utilizing Unity game engine in the
At the beginning of this thesis SeAMK’s CAVE hardware, software and Unity are
introduced. After that the thesis focuses on beta testing and deploying the Unity
Cluster Rendering -feature. The deployment includes four intermediate phases.
After the deployment research results are examined and future is planned. In the
end there is a summary.
Unity game engine was able to function in the CAVE at SeAMK, even though
some minor problems could not be solved. Confidentiality agreement concerning
the Unity Cluster Rendering -feature was written. That is the reason why some
parts of this thesis have been removed from the public version.
Motion capture applications in virtual environmentRisto Norja 2014
This thesis was written for the virtual reality laboratory of the Seinäjoki University of Applied Sciences’ School of Technology. The main goal of the thesis was to harness the optical tracking system to act as a motion capture tool to capture the user’s movement and inspect the possibilities of using the recorded tracking data as a tool for entertainment, machine control, ergonomic design and engineering. Motion capture means capturing the motion of the user or a moving object into data that can be viewed, analysed and edited. This technology provides tools that are widely used in entertainment and can provide a useful area of research at Seinäjoki University of Applied Sciences’ Virtual Reality Laboratory by giving it additional value and improving the utilization of the laboratory. The theory chapter of this thesis comprises the history of the motion capture, the differences in file for-mats used in motion capture, and the different protocols used in streaming the captured data over (computer) network. Also the main differences in different motion capture techniques are introduced.
The goal of the thesis was to provide study material for the students’ independent work using provided motion capture equipment. The motion capture was carried out using the Motive-software of a tracking system manufacturer Natural Point. The thesis describes a case-example of utilising the virtual reality laboratory by configuring the system as desired, tells the physical preparations and illustrates how to record and edit the motion capture data. In the end the user is guided through the process to view the recorded data by transferring it into biped-skeleton to visualize human movement using 3ds Max 2013 Design 3D visualisation software.
Creating Photorealistic 3D Models With Photoshop and 3ds maxJoffrey Fontenelle and Thomas Grauwen 2014
3D visualisation is the core of this paper. More and more construction companies are using 3D software for designing. In the future it will be as commonly used as Word and Excel. But nowadays it is still a subject that has to be better explored. Autodesk 3ds Max is a programme that is written by people. This means there are sometimes some unclear problems which cannot be solved that easily as in a 2D designing software.
Trial-and-error is the way to explore this software. But it is stupid to have every new person working with this software experiencing the same trial-and-error problems. This is why the process of designing and UVW unwrapping a building will be written down in this paper. Eventually an updated guide will be created to help other people with this subject. “Updated” because there are already guides about this subject, but these are expired. Every year the software improves so the guides have to follow as well.
This is just a little chapter in the complex story that 3D software is.
Utilizing Unity game engine in the CAVE-systemAsmo Jussila 2013
This thesis was carried out at Seinäjoki University of Applied Sciences, School of Technology. The purpose of this work was to modernize the dated virtual reality programs of the CAVE system in the virtual laboratory. Three different game engines were researched for compatibility with the CAVE system.
Popular and free CryEngine 3 SDK, Unreal Development Kit, and Unity game engines were chosen for the game engine comparison. Game engines were compared with each other in graphical features, ease of use, scalability and compatibility with the CAVE. As a result of the game engine study, Unity was found out to be the most suitable game engine for the CAVE system.
The practical part of the work consisted of a demonstration application created in Unity. Unity was modified so that it supported the CAVE’s features and devices. The application used the CAVE system for stereoscopic 3D effect, wireless input devices, and PC LAN synchronization. Optical tracking was not implemented because it would have required too many resources.
Realtime 3D Visualization – A New Tool for Project DevelopmentMaarten Bosmans and Zeb Van Hout 2012
The goal of this step-by-step guide is to give people who are interested in virtual reality the appropriate skills to turn a set of architectural drawings into a 3D real-time visualization at maximum speed and efficiency.
Virtualizing a building is a complicated process. There are many different steps involved, each with their own approach. After a brief description of our work environment in Chapter 1, the second chapter of this guide will help people become familiar with architectural drawings. If you have not had proper training in the architectural field, you will likely have lots of questions when you get a set of architectural drawings. Chapter 3 provides a general overview of we how we prepared the linework in AutoCAD. Preparing linework properly can be a time-consuming process, but it is an important process that when done effectively can save an incredible amount of time and grief in the long run. Chapters 4 through 5 will show you how we fairly quick turned our prepared linework into a 3D structure using a particular method of work what we believe to be the most efficient and accurate way of modeling. Chapter 6 looks closely at how we transformed our bare 3D structure into a stunning scene before final rendering in Chapter 7.
Augmented reality on simulating robot cellSami Puumila 2012
This final thesis was made for the virtual laboratory of Seinäjoki University of Applied Sciences, School of Technology. The purpose of the work was to animate a robot cell of the cooperative company and to make an augmented reality application of it for cooperative company to simulate it in its customer’s premises.
The preparations of the robot cell and animation were made on Autodesk 3ds Max Design 2011. Augmented reality was added to the robot cell by AR-media Plugin which is 3ds Max Design add-on application. Furthermore, the work included to study how augmented reality could be used in the VR4MAX, which already existed in the virtual laboratory. The theory section of the thesis concentrates on augmented reality, without familiarizing into mobile applications.
The end result was an animated robot cell, which cooperative company can demonstrate in its customer’s premises. Furthermore, the work instructions were obtained from the use of augmented reality on AR-media Plugin and VR4MAX programs.
Three teamwork space concepts for Frami F buildingTimo Huhtala 2011
The objective of this thesis was to design teamwork spaces for Business School. Thesis is a part of the research project called Co-Design with Generative tools at Seinäjoki University of Applied Sciences. The goal of thesis was to design three concepts for teamwork spaces in Frami F building.
The data collection part began with getting acquainted to the existing teamwork spaces of the user group and the structure of their teamwork. The learning environment and the team operation are the main views in data collection. The concepts were first presented to the users with rendered pictures. The feedback from the users was used to finish the concepts and they were presented in a CAVE environment. The result of the design process is presented by rendered pictures.
3D Character Creation and Controlling in CAVE environmentPeetu Orava 2011
The aim of this thesis was to describe the different phases of a 3D-character creation, which included designing by using Photoshop, modelling in 3ds Max, and creating details and textures in ZBrush. Bone structure for a final character was created with Skin modifier in 3ds Max and then all was exported to Virtools.
Gamepad controls for the character were then created in Virtools so that the character may be controlled in CAVE environment using readymade animations. Different working procedures, as well as the types and use of the used software tools become familiar in the process for user.
3D Modeling for Real-time Visualization - Lakeuden Risti church in SeinäjokiBart Vermeiren and Laura Peeters 2011
Designing a building is a comprehensive process. There are many different steps involved, each with a different approach. A value to add to this process is to make a real-time visualization of the building. We took the challenge to model the Lakeuden Risti church in Seinäjoki.
As each other process of a building starts by drawing the floor plan, it is the same when modeling the church. First we need to draw the 2D floor plan and all the other required shapes in AutoCAD.
The next step is extruding this 2D plan to a 3D model using 3ds Max. By extruding the plan the rough model is created which is further finished by modeling all the structural elements that are visible. To make the whole thing more realistic, materials are applied to simulate reality. Furniture and other interior elements are modeled to furnish the church and complete the model.
This model can be rendered for real-time visualization. With 3D glasses and a head tracking it will create the feeling that the user is standing in the church and able to move around in it.
Real time 3D animation in CAVE environmentJanne Suurkoivu 2011
The purpose of this final year project was a study how virtual character’s motion capture system can be built in a CAVE environment of the VR laboratory.
For the virtual character project focused on how to attach the bone system and the geometry of the finalized virtual character together and how finalised virtual character may be exported to the Virtools composition.
In this project 3ds max was used in finalising the virtual character. For the motion capture sensors the project focused on how motion sensors may be added to the motion capture system. Finally it was studied how to add together the virtual character and motion sensors in the Virtools composition. The easiest part of the project was to build a virtual character.
When building a virtual character bone system Virtools as a motion detection software and its settings had to be considered. When adding the motion sensors there were problems because of old devices and lack of Virtools software support. Also environmental magneticity caused problems to the delicate devices. Adding the motion sensor data to the Virtools composition was not a problem and adding the virtual character in the same composition was relatively easy Virtools Building Blocks were used as the virtual character structure.
3D-visualization of mechanisms in a virtual environmentToni Luomanmäki 2011
This thesis was done for Seinäjoki University of Applied Sciences, School of Technology. The purpose of this thesis was to demonstrate the operation of different mechanisms through the means of 3D visualization in a virtual environment (CAVE). The visualized mechanisms chosen for this thesis were planetary and cycloid gears and angular speed reducer, because understanding their functioning through a static picture may be difficult at times. 3D visualization in a virtual environment provides a good learning environment to observe and to understand the operation of different kind of complex mechanisms.
The gears were modeled with Autodesk Inventor software into a single assembly model, which was converted through Autodesk 3ds Max software into Virtools software. By using Virtools an application was built that gives possibility to view a 3D model in the virtual environment.
The end result was an interactive CAVE application, which allows the user to examine the structures and the operating principles of the gears. The work was successful and as a result the obtained CAVE application helps the user to understand the operation of the selected mechanisms more easily than by using static images. Overall the work was a challenging and educational process of 3D modeling and virtual technology.
Use of 3D-modeling in building technologyEetu Lahtinen 2010
Client satisfaction is the baseline in client based designing. It is easier for a layman to visualize the differences between house models using 3D-modeling than in ordinary drawings. The 3D-model of a house in CAVE is almost as clear as in reality and the customer can see the building in real size. The client can get the results he/she wants at once.
The thesis includes an inquiry about the differences and features between 2Dpictures and 3D-models. Creating the model in virtual laboratory (CAVE) was also one of the researched objectives. The purpose of the questions was to clarify if it is easier to visualize the 3D-models in CAVE than on an ordinary computer screen.
The target group was clients that have never been in contact with construction designing programs and who are about to build a house in the near future.
Furniture fitting roomTaina Kaapu and Tarja Tiainen 2007
Finnish furniture manufacturers have manufactured products for Finnish consumers. Then the trade and production were firmly in the hands of the familiar players. Globalization has brought with it an international competition in the furniture industry, which needs new insights and innovations to develop. Businesses should pay more attention to the needs of consumers by creating personalized products to them using means of mass customization. Development of Finnish furniture companies are moving in this direction, products are not manufactured to stock, but they are prepared for order - for example, the buyer decides upholstery material of the sofa.
This report describes the furniture fitting room (HusKo) project activities and results. Objective of the project was to find ways in which consumer involvement in the product design process is increased. In this project, a solution is sought in information technology - use of three-dimensional virtual technology. In a sister project, the User jury, new ways were sought to use physical furniture protos for consumer centrity in design process. The user panel project was carried out by Seinäjoki University of Applied Sciences School of Culture and Design in Habitcenter, Jurva.
Immersive 3D-modeling application in virtual environmentAntti Tuurinkoski 2007
The purpose of this thesis was to design an immersive 3D-modeling application for virtual environment. Immersive virtual environments are usually used for visualization or product testing. The use of immersive environment creates new possibilities in the area of graphical design of products. The massive virtual environments used today, have some problems when talking about long term usage. This phenomenon is called cybersickness.
The design process was divided in two main parts. The first part concentrated on user interface design. The second part was about creating a new method for three-dimensional modeling. The user interface design was focused on creating a simple but powerful way of using existing devices. At the same time the focus was in minimizing negative effects of virtual environments. The modeling technique design was done searching a way to produce three-dimensional geometry easily using position-tracked controlling device.
The product of this thesis is a prototype of an intuitive and fast to use 3D-modeling software used in CAVE virtual environment. The modeling technique of this software is a method of creating three-dimensional geometry using free hand strokes.
Clothes shop in a virtual environmentJarkko Vesiluoma 2005
The purpose of this thesis was to produce a prototype of a virtual clothes shop to CAVE. The user can specify his or her height and size at the start of the program and then fit clothes on his or her virtual model. The secondary purpose of this thesis is to be an info package of CAVE for future developers of the program.
The development was started by defining the prototype model as a program evolution model, it was used in specification, design, implementation and testing. The prototype model was selected as a development model of the program because this is the first program made for CAVE in Seinajoki Polytechnic.
The first developments phase was to make the requirement analysis. The specification phase worked as a foundation for the design phase. In the design phase the programs architecture was specified more accurately. The implementations were done side by side. After one part of the program was done it was tested and changed if needed.