Monday 30 September 2013

Go 3D Print a Dinosaur!


Chances are you’ve already watched every lecture on paleontology on the internet already, but, in case you missed it, I’ll point you towards a recent talk given by Dr. Kenneth Lacovara, Associate Professor in the Biodiversity Department of Drexel University.  In it, Dr. Lacovara explains how paleontology is still very much the same science as it has always been, digging in uncomfortable climates to excavate fossils of long-dead specimens for later study in a lab. He also points out, though, that one technology has very much pushed the science into the 21st century.  (Hint: it begins with a 3 and ends with an ‘inting’.)

After Dr. Lacovara and his team have spent grueling hours in unforgiving circumstances to drag an old dino bone from the Earth, there’s the trouble of examining it and displaying it in a way that doesn’t damage the quality of the specimen. With 3D scanners and CT machines, however, Lacovara can create digital copies of the Jurassic parts for a variety of applications. Not only do 3D models of the files make for non-degradable representations of the skeletons he uncovers, but such models can be used to simulate evolutionary iterations of dinosaur physiology.  Paleontologists can simulate which dinosaur muscular systems, for instance, will survive under what circumstances and pass on their genes to the next generations so that we might project the course of evolution. Below is an example, which Lacovara discusses in detail in his lecture, of a reconstructed Thoracosaurus neocesariensis (sort of an old-timey crocodile) that moves based on programmed muscle mechanics, as opposed to frame-by-frame manipulation of individual body parts on the part of an animator: http://vimeo.com/14750657

DIGITAL PALEOART: Reconstruction and Restoration from Laser-Scanned Fossils from Evan Boucher on Vimeo.

Of course, digital models have some disadvantages because they don’t exist in the tangible world. 3D printing the models, thus, creates a method for testing the bones in ways that a virtual environment won’t allow. Lacovara pointed out that paleontologists can test out real world mechanics by 3D printing replicas of dinosaur parts and assembling robotic structures out of rubber bands, glue, and processors. They can then test how a dinosaur may have behaved in an actual physical environment.
Dr. lacovara 3D printing dinosaur bones 

3D printing, then, gives experts access to physiological information that would not be available with authentic dinosaur bones, either out of fear of destroying original evidence or because real dinosaur bones are many times larger in size than their 3D-printed counterparts. And, since the models can be transmitted digitally, specimens salvaged and scanned by one team on one side of the world can be sent to another team on the other side to allow for cross-institutional and interdisciplinary collaboration. Of course, it was possible to construct dino replicas in the past, by creating moulds of the original specimens, but, as we’ve learned about casting, moulds don’t always capture the fine detail that 3D-printed models do and will break with time. If museums, on the other hand, have access to a 3D printer, they can print themselves multiple models of varying size, without relying on huge shipping costs and the need to share actual specimens with other institutions.

What’s left then? If we can already print accurate, animatronic replicas of dinosaurs, then my imagination is, naturally, wandering to the process of combining the technology with bioprinting and cloning. That way, we can have semi-organic dinobots ready to rampage small islands or even to fly into space and fight planet eating robots voiced by Orson Wells. No?

For more realistic interpretations of how 3D printing and paleontology go hand-in-hand, watch Dr. Lacovara’s lecture below: http://vimeo.com/74973260

Wednesday 25 September 2013

New Device to Revolutionize Gaming in Virtual Realities


Head-mounted devices, which display three dimensional images according one's viewing direction, allowing the users to lose themselves in computer generated worlds are already commercially available. However, it has not yet been possible to walk through these virtual realities, without at some point running into the very real walls of the room. A team of researchers at the Vienna University of Technology has now built a "Virtualizer," which allows for an almost natural walk through virtual spaces. The user is fixated with a belt in a support frame, the feet glide across a low friction surface. Sensors pick up these movements and feed the data into the computer. The team hopes that the Virtualizer will enter the market in 2014.


Digitized Motion
Various ideas have been put forward on the digitalization of human motion. Markers can be attached to the body, which are then tracked with cameras -- this is how motion capture for animated movies is achieved. For this, however, expensive equipment is needed, and the user is confined to a relatively small space. Prototypes using conveyor belts have not yet yielded satisfactory results.
Tuncay Cakmak, a student at TU Vienna, had a much better idea; when the feet slide across a smooth low-friction surface, almost natural walking movements are possible without in fact changing one's position. Together with some other students and virtual reality expert Hannes Kaufmann (TU Vienna), he developed the "Virtualizer."
In the Virtualizer's metal frame, the user is kept in place with a belt. The smooth floor plate contains sensors, picking up every step. Rotations of the body are registered by the belt. "Coming to terms with the low friction takes a little bit of practice," says Tuncay Cakmak, "but soon one can run across the smooth sensor plate quite naturally."

Run, Look, Duck, Jump

The Virtualizer can be used with standard 3D headgear, which picks up the users viewing direction and displays 3D pictures accordingly. This is independent from the leg motion, therefore running into one direction and looking into another becomes possible.

Moving through virtual realities using a keyboard or a joystick can lead to a discrepancy between visual perception and other body sensations. This is a problem for the brain: "Many people become nauseous in such situations. This is called 'cybersickness'," says Tuncay Cakmak. In the Virtualizer, however, the displayed visual data is in line with one's physical motion. The feeling of presence in the virtual world is stronger, and it becomes easier to assess distances and proportions. In addition, movement in the Virtualizer has an element of physical exercise.

Entering the market
The prototype developed at TU Vienna already works very well -- only some minor adjustments are still to be made. The Virtualizer has already caused some a stir. "Some major companies have already expressed their interest -- for us, however, it is important that the technological development remains in our hands," says Tuncay Cakmak.

The Virtualizer is scheduled to enter the market as soon as 2014. The price cannot be determined yet. "Our first priority is to create a high quality product, but of course we want to offer it at the lowest possible price," says Cakmak. "Our product should lead virtual reality out of the research labs and into the gamers' living rooms."


Video: www.youtube.com/embed/xNj2raXBeV0?rel=0
Source article: http://www.sciencedaily.com/releases/2013/09/130924091526.htm?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+sciencedaily%2Fcomputers_math%2Fvirtual_reality+%28ScienceDaily%3A+Computers+%26+Math+News+--+Virtual+Reality%29

Monday 23 September 2013

Ever wondered what Sculpteo's 3D Printing Cloud Engine is all about?

There are sometimes misunderstandings about what’s Sculpteo’s 3D Printing Cloud Engine. So we’ve imagined a new video lo let you know what’s behind this factory of the future. The short clip tells you the story of Emily, the Glucose Sweet Design’s shop owner, who embedded all Sculpteo’s tools on her website: http://www.youtube.com/watch?v=Qpe2Hlzrgso


That way, you’ll be able to fully understand the potential of our tools wether you use it directly on our website or embedded on your website. You’ll also get to understand the whole production process from picking an object online to its fabrication and delivery.

Source: http://blog.sculpteo.com/2013/09/16/ever-wondered-what-our-3d-printing-cloud-engine-is-all-about/

Tuesday 10 September 2013

The rise of a new 3D desktop scanner

DIMBODY is a 3d scanner, a digitalizer that allows you to take a physical object, and turn it into a digital 3D model on your computer.

DIMBODY is based on a triangulation between a laser plane  and a CMOS monochromatic sensor, it acquires point coordinates of an object (point cloud). The point cloud is then transformed in a 3d surface by the software and saved as a STL file. Subsequently you can print it in your 3d printer, or scale, then transform, or modify it in a CAD software. Thanks to the rotating turret DIMBODY accuracy is outstanding and  thanks to its rotating platform the scanning phase is totally automated.

Technical Specifications

5 Mpixel monocromatic CMOS sensor
red line laser 
max object size: 300 x 300 x 300mm (12x12x12 inches)
scanning time: 24 min at ULTRA resolution ( 10'000'000 points), 14 min at SUPER resolution (3'000'000 points), 8 min at NORMAL (1'000'000 points)
accuracy. +-0.1mm (ULTRA), +-0.2(SUPER) +- 0.4 (NORMAL)
USB2 

Open Source

All software, hardware and electronics components developed by us will be released as open source. Control electronic cards are based on arduino-compatible microcontroller. You can use arduino ide to modify , or to develop a completely new one.

DIMBODY believes in open source software and hardware developing. We are working on a arduino-compatible electronics, which design will be released and free.  At the end of this campaign clients could buy even only single parts, (like this arduino based control card)
At the same way control software will be released as open source, so you or the community can modify it as you like.
Communication control between DIMBODY ad pc will be published and every one can utilize personal software to manage point clouds and mesh generation

Why a rotating turret lead to a better mesh for complex models?

The rotating turret is the core value of DIMBODY. 
Without a rotating turret, if you try to scan a body like this one:
you will find that some parts like proboscis or ears will intercept the laser plane and it prevent the laser to correctly touch hidden areas. So you will have no points in that areas, and some holes in the resulting mesh.
But DIMBODY is smart, and can see things from different point of view. 

Scanning process consist of two different phases.  
In the first phase platform turns at a 10°, 15°, 20° or 30° steps, and then the turret start to take a complete scanning (100 to 400 frames), and the process is repeated until the complete rotation of the object (360°)

When all the the frames are acquired we have a lot more information than all other competitors using fixed lasers. 

Source article at: http://www.indiegogo.com/projects/dimbody-3d-desktop-scanner