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1

Merad, Djamel. "Reconnaissance 2D/2D et 2D/3D d'objets à partir de leurs squelettes." Evry-Val d'Essonne, 2004. http://www.theses.fr/2004EVRY0029.

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Pohlt, Michael. "Exzitonen in gekoppelten 2d Elektronen- und 2d Lochgasen /." [S.l. : s.n.], 2001. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB9556658.

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Haider, Zulqarnain. "Rich 2D Mapping." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-39800.

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Fire fighting operations, sometimes, can put the life of fire fighters in threat. For example an environment with potential fire risk and with the presence of gas bottles can cause an explosion, besides other dangers, and certainly put the life of both the victims and fire fighters at risk. Recent advancements in the field of robotics enabled to develop a robotic system which can assist the fire fighters to avoid any human injury and property damage. The live update of the map displayed on the operator’s screen, while teleoperating the robot for search process, can help to properly plan the rescue operation. This thesis details the implementation of a rich 2D mapping system for FUMO2 a fire fighting assistant robot developed by AB Realisator. Rich 2D mapping system produces an occupancy grid map, having the geometry and temperature of the environment with position of fire extinguishers, by fusing different sensor modalities. By rich we mean any type of additional information on top of the standard, geometric only, 2D maps. A sensor fusion method is proposed to integrate the distance measurements reported by a laser range finder, temperature readings acquired by a thermal IR camera and the position of fire extinguishers delivered by visible spectrum camera based object detector. The object detector detects the object in real time and is developed utilizing the technique of cascade of boosted classifiers using MB-LBP features. The proposed system is implemented on both FUMO2 a fire fighting assistant robot and in Gazebo simulator for testing and evaluation.
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JOHANSSON, ANNA. "3D-2D-3D." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18108.

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The area of this work is a combination of draping and printing. It strives towards the technique that dazzles the eye with illusions of more than one dimension. As a viewer you will believe that the prints are real drapings while they are flat surfaces. Today prints in fashion are categorized as placed prints or all-over prints, and generally created as a flat surface to decorate the garments. In this work the idea is to manipulate and challenge the boundaries of print and give it life through the body shapes and in the movement. Potentially this work could be an introduction to a new way of working with prints in fashion. This work could poosibly be presented as a new technique where placed- print and all-over prints comes together- called placed all-over prints. Also, it could develop into further techniques in using two-dimensional flatness and save fabric in using photography as an option to the real three-dimensional drapings. Furthermore could it mean savings in material as a conscious choice in the process ? This investigation explores two particular kinds of techniques, - print and draping, that are merged into one expression. The aims of this work is to find new ways of using print in combination with draping in dress and explore the possibilities to find a new technique to create interesting womenswear. To unite dimensions like two-dimensional and three-dimensional as a method of finding new forms and expressions. Through experiments with striped textiles the focus is to investigate the possibilities of greater visual effects on two-dimensional prints. For a depth and to exaggerate the directions in the fabric before translating it into a flat surface the striped textile can be a tool for further design. The striped textile has the potential to help the eye to understand the directions in the print and can be used in more than one dimension and color. To explore how to create 3D effect on 2D in print design through draping in dress is the aim of this work.
Program: Modedesignutbildningen
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Porto, Bruna Francisca Sousa. "Design moldes 2D." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2019. http://hdl.handle.net/10400.5/19902.

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Dissertação de Mestrado em Design, com a especialização em Design de Moda apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.
A investigação centra-se no design de moda destacando o design de moldes 2D, em particular os componentes de moldes, como ferramenta de exploração de ideias/formas. A abordagem alternativa explorada nesta investigação é uma resposta pessoal à questão de investigação que surgiu do facto da designer não se identificar com a abordagem convencional em design de moda, nomeadamente com a exploração de formas tridimensionais através de croquis e a respetiva tradução em design de moldes 2D. Neste sentido, desenvolveu-se um projeto com o objetivo de utilizar o design de moldes 2D como ferramenta de exploração de ideias/formas para o design de peças de vestuário, de forma a potenciar a expressividade da designer. A metodologia usada na investigação é mista, intervencionista e não intervencionista, de base qualitativa. A dissertação inclui a contextualização teórica e o desenvolvimento de um projeto prático. Do projeto resultaram doze explorações de formas, e três artefactos finais que fortaleceram a abordagem pessoal de resolução de problemas da designer. Foi potenciada a capacidade da designer de visualizar a tridimensionalidade do corpo para o qual projeta e também a capacidade de explorar formas mais complexas de tipologias pré-concebidas.
ABSTRACT: The research focuses on fashion design highlighting pattern design, in particular the pattern pieces, as an exploration tool for ideas/shapes. The alternative approach explored in this research is a personal answer to the research question that arose from the fact that the designer did not identify with the conventional approach to fashion design, namely the exploration of three-dimensional shapes through sketches and their translation into pattern design. In this sense, a project was developed with the purpose of using pattern design as a tool for exploring ideas/shapes for the design of garments, in order to enhance the expressiveness of the designer. The methodology used in the research is mixed, interventionist and noninterventionist, of qualitative basis. The dissertation includes the theoretical contextualization and the development of a practical project. From the project resulted in twelve explorations of shapes, and three final artifacts that strengthened the designer's personal approach to problem solving. The designer's ability to visualize the threedimensionality of the body to which she designs is enhanced, as well as the ability to explore more complex forms of preconceived typologies.
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Duha, Vilém. "2D v 3D." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2009. http://www.nusl.cz/ntk/nusl-232240.

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Tomek, Tomáš. "Laserový 2D skener." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-240944.

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This thesis deals with design and implementation of extension module that enables 2D scanning with single-point interferometer. Afterwards is here solved question of software, which output data can be visualized in ModalVIEW by ABSignal company. My work also contains an overview of LDV sensors and scan systems, which are used to laser beam steering.
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Grand-Brochier, Manuel. "Descripteurs 2D et 2D+t de points d'intérêt pour des appariements robustes." Phd thesis, Université Blaise Pascal - Clermont-Ferrand II, 2011. http://tel.archives-ouvertes.fr/tel-00697021.

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De nos jours les méthodes de vision par ordinateur sont utilisées dans de nombreuses applications telles que la vidéo-surveillance, l'aide à la conduite ou la reconstruction 3D par exemple. Ces différentes applications s'appuient généralement sur des procédés de reconnaissance de formes ou de suivi. Pour ce faire, l'image est analysée afin d'en extraire des amers ou des primitives (contours, fonctions d'intensité ou modèles morphologiques). Les méthodes les plus courantes s'appuient sur l'utilisation de points d'intérêt représentant une discontinuité des niveaux de gris caractérisant un coin dans une image. Afin de mettre en correspondance un ensemble de points d'une image à une autre, une description locale est utilisée. Elle permet d'extraire l'information du voisinage de chaque point (valeurs des pixels, des intensités lumineuses, des gradients). Dans le cas d'applications telles que la vidéo-surveillance ou les caméras embarquées, l'ajout d'une information temporelle est fortement recommandé. Cette généralisation est utilisée au sein du laboratoire pour des projets de type véhicules intelligents (CyCab : véhicule intelligent, VELAC : VEhicule du Lasmea pour l'Aide à la Conduite). Les travaux de recherche présentés dans ce mémoire ont pour objectif de mettre en oeuvre différents outils de détection, description et mise en correspondance de points d'intérêt. Un certain nombre de contraintes a été établi, notamment l'utilisation d'images en niveaux de gris, la robustesse et l'aspect générique de la méthode. Dans un premier temps, nous proposons une analyse bibliographique des méthodes existantes. Cette dernière permet en effet d'en déduire les paramètres de mise en oeuvre ainsi que les principaux avantages et inconvénients. Nous détaillons par la suite la méthode proposée. La détection des primitives repose sur l'utilisation du détecteur fast-hessien que nous optimisons. L'utilisation d'une description locale basée sur des histogrammes de gradients orientés (HOG) est très répandue et procure de très bons résultats. Nous proposons de compléter son utilisation par un recalage et une mise à l'échelle d'un masque d'analyse elliptique créant ainsi une nouvelle forme de description locale (E-HOG). La mise en correspondance des points d'intérêt se base quant à elle sur une approche par corrélation à laquelle nous ajoutons un coefficient de sélection ainsi qu'une étape de suppression des doublons. Les différents résultats validant notre approche s'appuient sur l'utilisation de transformations synthétiques (vérité terrain) ou réelles. Nous proposons également une généralisation de notre approche au domaine spatiotemporel, permettant ainsi d'élargir son domaine d'utilisation. Le masque d'analyse précédemment cité est modifié et s'appuie donc sur l'utilisation d'ellipsoïdes. Les tests de validation reposent d'une part sur des séquences vidéo ayant subi des transformations synthétiques et d'autre part sur des séquences réelles issues de la plate-forme PAVIN (Plate-forme d'Auvergne pour Véhicules Intelligents).
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Bozkurt, Nesli. "2d/3d Imaging Simulator." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610147/index.pdf.

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3D modeling of real objects has an increasing importance in numerous areas. Although many methods and solutions are already proposed for 3D data acquisition, research continuing in this area is still intense. However, a crucial drawback about 3D data extraction algorithms is their testing and validation difficulty. Additionally, obtaining calibrated 2D and 3D imaging systems is troublesome due to their high effort demand for calibration and high cost. In this thesis, a 2D/3D Imaging Simulator is proposed in order to ease development and testing of 3D data interpretations of different methods and also to generate synthetic images for miscellaneous use. Furthermore, an example application on FRGC database is explained in detail.
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Sandgren, Rickard, and Harry Lundström. "Spelproduktion för 2d miljö." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3176.

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Vi började vårt projekt med grunderna till verktyg för att utveckla spel i 2d. Dessa ämnade vi färdigställa under projektet och med dem utveckla en speldemo. Eftersom vi hade gemensamma visioner om spelutveckling så bestämde vi oss för att samarbeta, och fokusera på våra respektive områden. Med att utveckla egna verktyg ville vi få en större förståelse för de grundläggande mekanismerna av en spelmotor och möjligheten att påverka dessa efter våra specifika behov. Det var också för att hålla koden fri från licensierade komponenter för att i framtiden kunna underlätta distribution.
Detta är en reflektionsdel till en digital medieproduktion.
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11

Holz, Christian. "3D from 2D touch." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6779/.

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While interaction with computers used to be dominated by mice and keyboards, new types of sensors now allow users to interact through touch, speech, or using their whole body in 3D space. These new interaction modalities are often referred to as "natural user interfaces" or "NUIs." While 2D NUIs have experienced major success on billions of mobile touch devices sold, 3D NUI systems have so far been unable to deliver a mobile form factor, mainly due to their use of cameras. The fact that cameras require a certain distance from the capture volume has prevented 3D NUI systems from reaching the flat form factor mobile users expect. In this dissertation, we address this issue by sensing 3D input using flat 2D sensors. The systems we present observe the input from 3D objects as 2D imprints upon physical contact. By sampling these imprints at very high resolutions, we obtain the objects' textures. In some cases, a texture uniquely identifies a biometric feature, such as the user's fingerprint. In other cases, an imprint stems from the user's clothing, such as when walking on multitouch floors. By analyzing from which part of the 3D object the 2D imprint results, we reconstruct the object's pose in 3D space. While our main contribution is a general approach to sensing 3D input on 2D sensors upon physical contact, we also demonstrate three applications of our approach. (1) We present high-accuracy touch devices that allow users to reliably touch targets that are a third of the size of those on current touch devices. We show that different users and 3D finger poses systematically affect touch sensing, which current devices perceive as random input noise. We introduce a model for touch that compensates for this systematic effect by deriving the 3D finger pose and the user's identity from each touch imprint. We then investigate this systematic effect in detail and explore how users conceptually touch targets. Our findings indicate that users aim by aligning visual features of their fingers with the target. We present a visual model for touch input that eliminates virtually all systematic effects on touch accuracy. (2) From each touch, we identify users biometrically by analyzing their fingerprints. Our prototype Fiberio integrates fingerprint scanning and a display into the same flat surface, solving a long-standing problem in human-computer interaction: secure authentication on touchscreens. Sensing 3D input and authenticating users upon touch allows Fiberio to implement a variety of applications that traditionally require the bulky setups of current 3D NUI systems. (3) To demonstrate the versatility of 3D reconstruction on larger touch surfaces, we present a high-resolution pressure-sensitive floor that resolves the texture of objects upon touch. Using the same principles as before, our system GravitySpace analyzes all imprints and identifies users based on their shoe soles, detects furniture, and enables accurate touch input using feet. By classifying all imprints, GravitySpace detects the users' body parts that are in contact with the floor and then reconstructs their 3D body poses using inverse kinematics. GravitySpace thus enables a range of applications for future 3D NUI systems based on a flat sensor, such as smart rooms in future homes. We conclude this dissertation by projecting into the future of mobile devices. Focusing on the mobility aspect of our work, we explore how NUI devices may one day augment users directly in the form of implanted devices.
Die Interaktion mit Computern war in den letzten vierzig Jahren stark von Tastatur und Maus geprägt. Neue Arten von Sensoren ermöglichen Computern nun, Eingaben durch Berührungs-, Sprach- oder 3D-Gestensensoren zu erkennen. Solch neuartige Formen der Interaktion werden häufig unter dem Begriff "natürliche Benutzungsschnittstellen" bzw. "NUIs" (englisch natural user interfaces) zusammengefasst. 2D-NUIs ist vor allem auf Mobilgeräten ein Durchbruch gelungen; über eine Milliarde solcher Geräte lassen sich durch Berührungseingaben bedienen. 3D-NUIs haben sich jedoch bisher nicht auf mobilen Plattformen durchsetzen können, da sie Nutzereingaben vorrangig mit Kameras aufzeichnen. Da Kameras Bilder jedoch erst ab einem gewissen Abstand auflösen können, eignen sie sich nicht als Sensor in einer mobilen Plattform. In dieser Arbeit lösen wir dieses Problem mit Hilfe von 2D-Sensoren, von deren Eingaben wir 3D-Informationen rekonstruieren. Unsere Prototypen zeichnen dabei die 2D-Abdrücke der Objekte, die den Sensor berühren, mit hoher Auflösung auf. Aus diesen Abdrücken leiten sie dann die Textur der Objekte ab. Anhand der Stelle der Objektoberfläche, die den Sensor berührt, rekonstruieren unsere Prototypen schließlich die 3D-Ausrichtung des jeweiligen Objektes. Neben unserem Hauptbeitrag der 3D-Rekonstruktion stellen wir drei Anwendungen unserer Methode vor. (1) Wir präsentieren Geräte, die Berührungseingaben dreimal genauer als existierende Geräte messen und damit Nutzern ermöglichen, dreimal kleinere Ziele zuverlässig mit dem Finger auszuwählen. Wir zeigen dabei, dass sowohl die Haltung des Fingers als auch der Benutzer selbst einen systematischen Einfluss auf die vom Sensor gemessene Position ausübt. Da existierende Geräte weder die Haltung des Fingers noch den Benutzer erkennen, nehmen sie solche Variationen als Eingabeungenauigkeit wahr. Wir stellen ein Modell für Berührungseingabe vor, das diese beiden Faktoren integriert, um damit die gemessenen Eingabepositionen zu präzisieren. Anschließend untersuchen wir, welches mentale Modell Nutzer beim Berühren kleiner Ziele mit dem Finger anwenden. Unsere Ergebnisse deuten auf ein visuelles Modell hin, demzufolge Benutzer Merkmale auf der Oberfläche ihres Fingers an einem Ziel ausrichten. Bei der Analyse von Berührungseingaben mit diesem Modell verschwinden nahezu alle zuvor von uns beobachteten systematischen Effekte. (2) Unsere Prototypen identifizieren Nutzer anhand der biometrischen Merkmale von Fingerabdrücken. Unser Prototyp Fiberio integriert dabei einen Fingerabdruckscanner und einen Bildschirm in die selbe Oberfläche und löst somit das seit Langem bestehende Problem der sicheren Authentifizierung auf Berührungsbildschirmen. Gemeinsam mit der 3D-Rekonstruktion von Eingaben ermöglicht diese Fähigkeit Fiberio, eine Reihe von Anwendungen zu implementieren, die bisher den sperrigen Aufbau aktueller 3D-NUI-Systeme voraussetzten. (3) Um die Flexibilität unserer Methode zu zeigen, implementieren wir sie auf einem großen, berührungsempfindlichen Fußboden, der Objekttexturen bei der Eingabe ebenfalls mit hoher Auflösung aufzeichnet. Ähnlich wie zuvor analysiert unser System GravitySpace diese Abdrücke, um Nutzer anhand ihrer Schuhsolen zu identifizieren, Möbelstücke auf dem Boden zu erkennen und Nutzern präzise Eingaben mittels ihrer Schuhe zu ermöglichen. Indem GravitySpace alle Abdrücke klassifiziert, erkennt das System die Körperteile der Benutzer, die sich in Kontakt mit dem Boden befinden. Aus der Anordnung dieser Kontakte schließt GravitySpace dann auf die Körperhaltungen aller Benutzer in 3D. GravitySpace hat daher das Potenzial, Anwendungen für zukünftige 3D-NUI-Systeme auf einer flachen Oberfläche zu implementieren, wie zum Beispiel in zukünftigen intelligenten Wohnungen. Wie schließen diese Arbeit mit einem Ausblick auf zukünftige interaktive Geräte. Dabei konzentrieren wir uns auf den Mobilitätsaspekt aktueller Entwicklungen und beleuchten, wie zukünftige mobile NUI-Geräte Nutzer in Form implantierter Geräte direkt unterstützen können.
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Yanai, Itai. "2D model of water." Thesis, Boston University, 1997. https://hdl.handle.net/2144/27808.

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Boston University. University Professors Program Senior theses.
PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
2031-01-02
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Криворотенко, Д. "Основні принципи 2D анімації." Thesis, НТУ "ХПІ", 2016. http://repository.kpi.kharkov.ua/handle/KhPI-Press/21599.

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Šimek, Dominik. "Implementace 2D ultrazvukových simulací." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385975.

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The work deals with design and implementation of 2D ultrasound simulation. Applications of the ultrasound simulation can be found in medicine, biophysic or image reconstruction. As an example of using the ultrasound simulation we can mention High Intensity Focused Ultrasound that is used for diagnosing and treating cancer. The program is part of the k-Wave toolbox designed for supercomputer systems, specifically for machines with shared memory architecture. The program is implemented in the C++ language and using OpenMP acceleration.  Using the designed solution, it is possible to solve large-scale simulations in 2D space. The work also deals with merging and unification of the 2D and 3D simulation using modern C++. A realistic example of use is ultrasound simulation in transcranial neuromodulation and neurostimulation in large domains, which have more than 16384x16384 grid points. Simulation of such size may take several days if we use the original MATLAB 2D k-Wave. Speedup of the new implementation is up to 8 on the Anselm and Salomon supercomputers.
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Montoya, Armisén Pedro. "Characterization of 2D materials." Thesis, Uppsala universitet, Molekyl- och kondenserade materiens fysik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416436.

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Rautiainen, J. (Joona). "2D spectroscopy in astronomy." Bachelor's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201905282219.

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Abstract. 2D-spectroscopy in astronomy is defined as a technique where a spatially resolved electromagnetic spectrum is obtained over a two-dimensional field. In this paper the very basic principles of spectroscopy are briefly covered starting from the single slit concept via the Huygens principle and the Fraunhofer diffraction. The basic concept of a grating-based spectrograph is described. The connection between observed spectra, the chemical footprints and the underlying physical properties of the systems are briefly covered. The main IFU techniques used in the field of integral field spectroscopy are introduced. The basic ideas on how the data from the observed targets are produced and the wanted physical properties from the data are recovered are discussed. The work demonstrates the usage of 2D-spectroscopic data and its usefulness. The decay in the velocity dispersion profiles in the near central regions of galaxies known as sigma-drop is briefly introduced and a sample of 13 galaxies hosting a possible sigma-drop is analyzed via elliptical apertures. The radial profiles of each galaxy are extracted from given 2D-data connected to the kinematics of the sample galaxies. The radial profiles are then graphically presented with kinematic maps corresponding to the rotation velocity, the velocity dispersion, h₄ and h₃ profiles of the galaxy. Here the h₄ and h₃ are the amplitudes of the Gauss-Hermite series corresponding to the symmetric and asymmetric deviation from a Gaussian. The sample consists of only barred galaxies which could indicate star formation caused sigma-drops due to the bar-driven inflow of the gas to the central regions of the galaxies. Well-defined dust lanes are seen in ~70% of the sample showing a possible relation between the dust and the sigma-drops. There is no direct connection observed between the sigma-drops and the sizes of the galaxies.
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Fajardo, Nathalie, and Fredric Söderlind. "Karaktärsdesign i 2D spel." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18577.

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Detta kandidatarbete behandlar ämnet karaktärsdesign inom 2D spel. Det har undersökts vilkavisuella val som kan göras i skapandet av en karaktär samt hur en ljuddesign ser ut inomkaraktärsdesign. Avhandlingen innehåller tidigare & aktuell forskning som undersöker hur formerföljer funktioner hos en karaktär och hur färger kan påverka den visuella bilden av en karaktär.Forskningskapitlet innehåller också hur man tar fram personlighet hos en karaktär. Kapitlet omljuddesign innehåller ljudeffekter, röster, och inlevelse inom karaktärsdesign.I kandidatarbetet ingår skapandet av karaktärer i ett 2D spel, hur dem skulle kunna se ut ochljuddesignen till dem. Karaktärerna tas fram genom skisser av kroppar och ansikten. Valen iskapandet av karaktärerna baseras på egna preferenser, men primärt utifrån den forskning som hargjorts. Det slutgiltiga kandidatarbetet innehåller diverse forskningen som har undersökts om vadman behöver tänka på när man skapar en karaktär i ett 2D spel. Diskussionen innefattar vårakritiska åsikter om resultatet av vår undersökning och egna tankar.
This bachelor thesis adresses the subject character design in 2D games. Research about what visualchoices can been made in the creation of a character, as well as how a sounddesign looks like incharacter design. The bachelor thesis includes past & current research that examines how shapesfollows functions in a character and how colors can affect the visual image of a character. Theresearch chapter also includes how to bring out the personality in a character. The chapter aboutsounddesign contains sound effects, voices and immersion relative to character design.In the bachelor thesis includes the production of characters in a 2D game, how they could look likeand their sounddesign. The characters are finalized through sketches of bodies and faces. Thechoices in the creation of the characters are based out of own preferences, but primarily based onthe research that has been done. The result of the bachelor thesis will contain research that has beenexplored about what to consider when creating a character in a 2D game. The discussion containsour critcal opinions of the result of our thesis and our own thoughts.
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David, Arakaki Ueyonahara Christian. "Animación 2d-DG143-201302." Universidad Peruana de Ciencias Aplicadas (UPC), 2013. http://hdl.handle.net/10757/635475.

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Desde sus inicios ¿Flash¿ ha sido un referente para la creación de animaciones 2D y contenidos interactivos para la World Wide Web (Rich media content) por la ligereza de sus archivos y las posibilidades que ofrece esta herramienta. Esta versatilidad ha hecho que el manejo de esta herramienta sea esencial en la formación de profesionales en el diseño gráfico.Hoy podemos ver varias series de televisión y cortometrajes desarrollados en formato Flash (swf) que se iniciaron en la Web y ahora gozan gran éxito comercial en canales como MTV y Boomerang. El objetivo del curso de animación 2D es enseñarle al alumno los principios básicos de la animación en Flash y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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David, Arakaki Ueyonahara Christian. "Animación 2d-DG143-201401." Universidad Peruana de Ciencias Aplicadas (UPC), 2014. http://hdl.handle.net/10757/635476.

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Desde sus inicios "Flash" ha sido un referente para la creación de animaciones 2D y contenidos interactivos para la World Wide Web (Rich media content) por la ligereza de sus archivos y las posibilidades que ofrece esta herramienta. Esta versatilidad ha hecho que el manejo de esta herramienta sea esencial en la formación de profesionales en el diseño gráfico.Hoy podemos ver varias series de televisión y cortometrajes desarrollados en formato Flash (swf) que se iniciaron en la Web y ahora gozan gran éxito comercial en canales como MTV y Boomerang. El objetivo del curso de animación 2D es enseñarle al alumno los principios básicos de la animación en Flash y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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David, Arakaki Ueyonahara Christian. "Animación 2d-DG143-201402." Universidad Peruana de Ciencias Aplicadas (UPC), 2014. http://hdl.handle.net/10757/635477.

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Desde sus inicios "Flash" ha sido un referente para la creación de animaciones 2D y contenidos interactivos para la World Wide Web (Rich media content) por la ligereza de sus archivos y las posibilidades que ofrece esta herramienta. Esta versatilidad ha hecho que el manejo de esta herramienta sea esencial en la formación de profesionales en el diseño gráfico.Hoy podemos ver varias series de televisión y cortometrajes desarrollados en formato Flash (swf) que se iniciaron en la Web y ahora gozan gran éxito comercial en canales como MTV y Boomerang. El objetivo del curso de animación 2D es enseñarle al alumno los principios básicos de la animación en Flash y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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David, Arakaki Ueyonahara Christian, and Pasco Alfaro Raul Rodrigo. "Animación 2d-DG143-201501." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/635478.

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Desde sus inicios "Flash" ha sido un referente para la creación de animaciones 2D y contenidos interactivos para la World Wide Web (Rich media content) por la ligereza de sus archivos y las posibilidades que ofrece esta herramienta. Esta versatilidad ha hecho que el manejo de esta herramienta sea esencial en la formación de profesionales en el diseño gráfico.Hoy podemos ver varias series de televisión y cortometrajes desarrollados en formato Flash (swf) que se iniciaron en la Web y ahora gozan gran éxito comercial en canales como MTV y Boomerang. El objetivo del curso de animación 2D es enseñarle al alumno los principios básicos de la animación en Flash y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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Rodrigo, Pasco Alfaro Raul, and Assen Caparo Jorge Javier. "Animación 2d-DG143-201502." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/635479.

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Desde sus inicios "Flash" ha sido un referente para la creación de animaciones 2D y contenidos interactivos para la World Wide Web (Rich media content) por la ligereza de sus archivos y las posibilidades que ofrece esta herramienta. Esta versatilidad ha hecho que el manejo de esta herramienta sea esencial en la formación de profesionales en el diseño gráfico.Hoy podemos ver varias series de televisión y cortometrajes desarrollados en formato Flash (swf) que se iniciaron en la Web y ahora gozan gran éxito comercial en canales como MTV y Boomerang. El objetivo del curso de animación 2D es enseñarle al alumno los principios básicos de la animación en Flash y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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23

Rodrigo, Pasco Alfaro Raul, and Assen Caparo Jorge Javier. "Animación 2d-DG143-201601." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/635480.

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Curso de especialidad en la carrera de Diseño Profesional Gráfico de carácter teórico-práctico dirigido a los estudiantes del sexto ciclo que busca desarrollar las competencias de pensamiento innovador y el uso de nuevas tecnologías.Existen herramientas que permiten generar gráficas animadas como "Flash" y "After Effects" que son un fuerte referente para la creación de animaciones 2D que gracias a la facilidad versatilidad y gran cantidad de posibilidades que brindan estas mismas las han situado dentro de las más usadas a nivel mundial. Herramientas como estas nos permiten además de generar contenido audiovisual aplicar técnicas diversas de colorización composición aplicación efectos especiales y motion graphics sobre dichos productos pudiendo ver su aplicación en spots publicitarios videos musicales videos institucionales y en películas cinematográficas y de animación.El objetivo del curso es lograr que el estudiante conozca y maneje los principios básicos de la animación y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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Rodrigo, Pasco Alfaro Raul, and Assen Caparo Jorge Javier. "Animación 2d-DG143-201602." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/635481.

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Curso de especialidad en la carrera de Diseño Profesional Gráfico de carácter teórico-práctico dirigido a los estudiantes del sexto ciclo que busca desarrollar las competencias de pensamiento innovador y el uso de nuevas tecnologías.Existen herramientas que permiten generar gráficas animadas como "Flash" y "After Effects" que son un fuerte referente para la creación de animaciones 2D que gracias a la facilidad versatilidad y gran cantidad de posibilidades que brindan estas mismas las han situado dentro de las más usadas a nivel mundial. Herramientas como estas nos permiten además de generar contenido audiovisual aplicar técnicas diversas de colorización composición aplicación efectos especiales y motion graphics sobre dichos productos pudiendo ver su aplicación en spots publicitarios videos musicales videos institucionales y en películas cinematográficas y de animación.El objetivo del curso es lograr que el estudiante conozca y maneje los principios básicos de la animación y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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Rodrigo, Pasco Alfaro Raul, and Assen Caparo Jorge Javier. "Animación 2d-DG143-201701." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/635482.

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Curso de especialidad en la carrera de Diseño Profesional Gráfico de carácter teórico-práctico dirigido a los estudiantes del sexto ciclo que busca desarrollar las competencias de pensamiento innovador y el uso de nuevas tecnologías.Existen herramientas que permiten generar gráficas animadas como "Adobe Animate" y "After Effects" que son un fuerte referente para la creación de animaciones 2D que gracias a la facilidad versatilidad y gran cantidad de posibilidades que brindan estas mismas las han situado dentro de las más usadas a nivel mundial. Herramientas como estas nos permiten además de generar contenido audiovisual aplicar técnicas diversas de colorización composición aplicación efectos especiales y motion graphics sobre dichos productos pudiendo ver su aplicación en spots publicitarios videos musicales videos institucionales y en películas cinematográficas y de animación.El objetivo del curso es lograr que el estudiante conozca y maneje los principios básicos de la animación y capacitarlo en la creación dirección y producción de proyectos animados utilizando una metodología ordenada y eficiente.
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26

Haldar, Soumyajyoti. "Influence of defects and impurities on the properties of 2D materials." Doctoral thesis, Uppsala universitet, Materialteori, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-300970.

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Graphene, the thinnest material with a stable 2D structure, is a potential alternative for silicon-based electronics. However, zero band gap of graphene causes a poor on-off ratio of current thus making it unsuitable for logic operations. This problem prompted scientists to find other suitable 2D materials. Creating vacancy defects or synthesizing hybrid 2D planar interfaces with other 2D materials, is also quite promising for modifying graphene properties. Experimental productions of these materials lead to the formation of possible defects and impurities with significant influence in device properties. Hence, a detailed understanding of the effects of impurities and defects on the properties of 2D systems is quite important. In this thesis, detailed studies have been done on the effects of impurities and defects on graphene, hybrid graphene/h-BN and graphene/graphane structures, silicene and transition metal dichalcogenides (TMDs) by ab-initio density functional theory (DFT). We have also looked into the possibilities of realizing magnetic nanostructures, trapped at the vacancy defects in graphene, at the reconstructed edges of graphene nanoribbons, at the planar hybrid h-BN graphene structures, and in graphene/graphane interfaces. A thorough investigation of diffusion of Fe adatoms and clusters by ab-initio molecular dynamics simulations have been carried out along with the study of their magnetic properties. It has been shown that the formation of Fe clusters at the vacancy sites is quite robust. We have also demonstrated that the quasiperiodic 3D heterostructures of graphene and h-BN are more stable than their regular counterpart and certain configurations can open up a band gap. Using our extensive studies on defects, we have shown that defect states occur in the gap region of TMDs and they have a strong signature in optical absorption spectra. Defects in silicene and graphene cause an increase in scattering and hence an increase in local currents, which may be detrimental for electronic devices. Last but not the least, defects in graphene can also be used to facilitate gas sensing of molecules as well as and local site selective fluorination.
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Nilsson, Morgan, and Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.

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This thesis evaluates and tests different methods utilized to produce a 2D aesthetic within a 3D pipeline, as in, converting 3D geometry to an aesthetic that is similar to hand-drawn classic films such as Snow White And The Seven Dwarfs. This thesis explores methods to produce both exterior and interior lines that indicate shape and form of 3D models, the conclusion from the tested methods leaves with the statement that it is unlikely the human factor will be ever entirely replaced by automated solutions, and instead a mixed approach with shader relied solutions and involvement of texturing techniques which provides artistic controls where necessary, is deemed to be the most effective way of preserving the hand-drawn 2D aesthetic within a 3D-pipeline.
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28

Mhiri, Rawia. "Approches 2D/2D pour le SFM à partir d'un réseau de caméras asynchrones." Thesis, Rouen, INSA, 2015. http://www.theses.fr/2015ISAM0014/document.

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Les systèmes d'aide à la conduite et les travaux concernant le véhicule autonome ont atteint une certaine maturité durant ces dernières aimées grâce à l'utilisation de technologies avancées. Une étape fondamentale pour ces systèmes porte sur l'estimation du mouvement et de la structure de l'environnement (Structure From Motion) pour accomplir plusieurs tâches, notamment la détection d'obstacles et de marquage routier, la localisation et la cartographie. Pour estimer leurs mouvements, de tels systèmes utilisent des capteurs relativement chers. Pour être commercialisés à grande échelle, il est alors nécessaire de développer des applications avec des dispositifs bas coûts. Dans cette optique, les systèmes de vision se révèlent une bonne alternative. Une nouvelle méthode basée sur des approches 2D/2D à partir d'un réseau de caméras asynchrones est présentée afin d'obtenir le déplacement et la structure 3D à l'échelle absolue en prenant soin d'estimer les facteurs d'échelle. La méthode proposée, appelée méthode des triangles, se base sur l'utilisation de trois images formant un triangle : deux images provenant de la même caméra et une image provenant d'une caméra voisine. L'algorithme admet trois hypothèses: les caméras partagent des champs de vue communs (deux à deux), la trajectoire entre deux images consécutives provenant d'une même caméra est approximée par un segment linéaire et les caméras sont calibrées. La connaissance de la calibration extrinsèque entre deux caméras combinée avec l'hypothèse de mouvement rectiligne du système, permet d'estimer les facteurs d'échelle absolue. La méthode proposée est précise et robuste pour les trajectoires rectilignes et présente des résultats satisfaisants pour les virages. Pour affiner l'estimation initiale, certaines erreurs dues aux imprécisions dans l'estimation des facteurs d'échelle sont améliorées par une méthode d'optimisation : un ajustement de faisceaux local appliqué uniquement sur les facteurs d'échelle absolue et sur les points 3D. L'approche présentée est validée sur des séquences de scènes routières réelles et évaluée par rapport à la vérité terrain obtenue par un GPS différentiel. Une application fondamentale dans les domaines d'aide à la conduite et de la conduite automatisée est la détection de la route et d'obstacles. Pour un système asynchrone, une première approche pour traiter cette application est présentée en se basant sur des cartes de disparité éparses
Driver assistance systems and autonomous vehicles have reached a certain maturity in recent years through the use of advanced technologies. A fundamental step for these systems is the motion and the structure estimation (Structure From Motion) that accomplish several tasks, including the detection of obstacles and road marking, localisation and mapping. To estimate their movements, such systems use relatively expensive sensors. In order to market such systems on a large scale, it is necessary to develop applications with low cost devices. In this context, vision systems is a good alternative. A new method based on 2D/2D approaches from an asynchronous multi-camera network is presented to obtain the motion and the 3D structure at the absolute scale, focusing on estimating the scale factors. The proposed method, called Triangle Method, is based on the use of three images forming a. triangle shape: two images from the same camera and an image from a neighboring camera. The algorithrn has three assumptions: the cameras share common fields of view (two by two), the path between two consecutive images from a single camera is approximated by a line segment, and the cameras are calibrated. The extrinsic calibration between two cameras combined with the assumption of rectilinear motion of the system allows to estimate the absolute scale factors. The proposed method is accurate and robust for straight trajectories and present satisfactory results for curve trajectories. To refine the initial estimation, some en-ors due to the inaccuracies of the scale estimation are improved by an optimization method: a local bundle adjustment applied only on the absolute scale factors and the 3D points. The presented approach is validated on sequences of real road scenes, and evaluated with respect to the ground truth obtained through a differential GPS. Finally, another fundamental application in the fields of driver assistance and automated driving is road and obstacles detection. A method is presented for an asynchronous system based on sparse disparity maps
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29

Chenevarin, Stéphane. "2D-PMAS-IR et 2D-PJAS-IR : spectroscopie infrarouge 2D en modulation et en saut de pression des espèces adsorbées sur catalyseurs solides." Caen, 2003. http://www.theses.fr/2003CAEN2050.

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Une nouvelle méthode de caractérisation des catalyseurs solides par spectroscopie infrarouge de molécules sondes a été mise au point. La pression d'équilibre de la molécule sonde à la surface du solide subit une perturbation de forme. Sinusoi͏̈dale et périodique (technique dite PMAS-Pressure Modulation of Adsorbed Species) ou prendre la forme d'un saut de pression (technique PJAS-Pressure Jump of Adsorbed Species). L'analyse des résultats par corrélation 2D ou par transformée de Fourier de la série en fonction du temps permet d'accéder à une spectroscopie bidimensionnelle IR 2D. Cette approche permet de décongestionner les spectres IR des mélanges d'espèces adsorbées ou d'une même molécule sonde sur plusieurs sites, d'identifier les bandes de faible intensité et de faciliter l'attribution des bandes. Les premiers essais de PMAS et PJAS ont été réalisés en phase gaz avec des acides carboxyliques (séparation des constituants) puis avec des solides (silice), et ont permis de passer à l'étude de l'adsorption d'acétonitrile sur mordénite. L'influence des conditions expérimentales de l'adsorption d'acétonitrile sur mordénite a d'abord été étudiée de manière classique, un comportement atypique des bandes (OH) en fonction de la température à été mis en évidence. La 2D-PJAS-IR a ensuite permis de relier les diverses formes d'acétonitrile adsorbé avec les divers sites d'adsorption possibles. Nous avons montré que la liaison-H particulièrement forte et la protonation à haute température ne se produisaient que dans les poches latérales de la structure microporeuse. Nous avons également obtenu la première mise en évidence directe par infrarouge de trois OH différents dans la mordénite.
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30

Büchner, Christin. "Adding a novel material to the 2D toolbox." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät, 2016. http://dx.doi.org/10.18452/17575.

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Die Sammlung der zwei-dimensionalen (2D) Materialien ist begrenzt, da sehr wenige Verbindungen stabil bleiben, sobald sie nur aus Oberflächen bestehen. Aufgrund ihrer außergewöhnlichen Eigenschaften sind 2D Materialien jedoch nach wie vor überaus begehrt. Vor kurzem wurden atomar definierte, chemisch gesättigte SiO2 Bilagen auf verschiedenen Metalloberflächen präpariert. Eine solche ultradünne Silika-Lage wäre eine vielversprechende Ergänzung zur Familie der 2D Materialien, wenn sie unter Strukturerhalt vom Wachstumssubstrat isoliert werden kann. In dieser Arbeit untersuchen wir die Eigenschaften einer Silika-Bilage im Zusammenhang mit Anwendungen von 2D Materialien. Die Bilage besitzt kristalline und amorphe Regionen, die beide atomar glatt sind. Die kristalline Region besitzt ein hexagonales Gitter mit gleichmäßiger Porengröße, während die amorphe Region einer komplexeren Beschreibung bedarf. In einer Studie von Baublöcken zeigen wir, dass mittelreichweitige Struktureinheiten in Korrelation mit einem Parameter für die Bindungswinkelfrustration auftreten. Das Netzwerk verschiedener Nanoporen stellt eine größenselektive Membran dar, wie wir in einer Adsorptionsstudie zeigen. Pd- und Au-Atome durchdringen den Silikafilm abhängig von der Größe der zur Verfügung stehenden Nanoporen. Der ultradünne Film hält der Einwirkung verschiedener Lösungsmittel stand und die Beständigkeit der Struktur in Wasser wird analysiert. Diese Studien deuten die außergewöhnliche Stabilität dieser Struktur an. Wir entwickeln eine polymerbasierte mechanische Exfoliation, um den Film von seinem Wachstumssubstrat zu entfernen, und zeigen, dass der Film als intakte Einheit vom Substrat abgelöst wird. Wir präsentieren anschließend den Transfer des Silikafilms auf ein TEM-Gitter, wo er schraubenartig gewundene Formen annimmt. Weiterhin wurde der Film auf ein Pt(111)-Substrat transferiert. In diesem Fall wird unter Erhalt der Struktur ein Transfer in der Größenordnung von Millimetern erreicht.
The library of two-dimensional (2D) materials is limited, since only very few compounds remain stable when they consist of only surfaces. Yet, due to their extraordinary properties, the hunt for new 2D materials continues. Recently, an atomically defined, self-saturated SiO2 bilayer has been prepared on several metal surfaces. This ultrathin silica sheet would be a promising addition to the family of 2D materials, if it can be isolated from its growth substrate without compromising its structure. In this work, we explore the properties of a silica bilayer grown on Ru(0001) in the context of 2D technology applications. The bilayer sheet exhibits crystalline and amorphous regions, both being atomically flat. The crystalline region possesses a hexagonal lattice with uniform pore size, while the amorphous region requires a more complex description. In a building block study of the amorphous region, we find that medium range structural patterns correlate with a parameter describing the bond angle frustration. The resulting network of different nanopores represents a size-selective membrane, as illustrated in an adsorption study. Pd and Au atoms are shown to penetrate the silica film selectively, depending on the presence of appropriately sized nanopores. The ultrathin silica film is shown to withstand exposure to different solvents and the stability of the structure in water is analyzed. These studies indicate extraordinary stability of this nanostructure. We develop a polymer assisted mechanical exfoliation method for removing the film from the growth substrate, providing evidence that the film is removed as an intact sheet from the growth substrate. We subsequently present the transfer of the silica bilayer to a TEM grid, where it forms micro-ribbons. Further, the film is transferred to a Pt(111) substrate, where mm-scale transfer under retention of the structure is achieved.
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31

Bezzi, Luca. "Materiali 2D van der Waals." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Dalla scoperta del grafene, molte ricerche sono state condotte sui cosiddetti “materiali 2D”. Questo elaborato si focalizza sulle proprietà strutturali, elettroniche, ottiche ed eccitoniche di due materiali bidimensionali, ossia il grafene il disolfuro di molibdeno (MoS2-1H), quest’ultimo un importante semiconduttore. Le proprietà di questi materiali sono diverse rispetto alla loro controparte massiva (bulk) grafite e MoS2-2H, e un loro confronto è stato preso in considerazione. Come metodo di indagine sono state scelte simulazioni quanto- meccaniche ab initio dei sistemi in esame, un approccio che, negli ultimi decenni, sta avendo un impatto sempre più importante sulla fisica, sulla chimica dello stato solido e sulla scienza dei materiali, promuovendo non solo una comprensione più profonda, ma anche la possibilità di contribuire in modo significativo alla progettazione di materiali per nuove tecnologie. Questo importante passo avanti è stato possibile grazie a: (i) una descrizione migliorata ed efficiente degli effetti elettronici a molti corpi (many-body) nella teoria del funzionale della densità (DFT), nonché lo sviluppo di metodi post-DFT per lo studio di proprietà specifiche; (ii) un’accurata implementazione di questi metodi in software altamente efficienti, stabili e versatili, capaci di sfruttare il potenziale delle architetture informatiche moderne. Tra i possibili software ab initio basati su DFT, abbiamo scelto il pacchetto di simulazione di Vienna ab initio VASP, considerato un gold standard per questo tipo di indagini. I risultati ottenuti per le varie proprietà di bulk e di superficie (bidimensionale) dei materiali scelti sono in ottimo accordo con dati ottenuti in precedenza, sia a livello teorico, sia sperimentale. Questo elaborato getta quindi le basi per futuri studi nel campo dei materiali 2D per comprendere, analizzare, ingegnerizzare nuovi materiali con proprietà desiderabili e per sviluppare nuove applicazioni degli stessi.
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32

Schmidt, Peter 1989. "Exploring intersubbands in 2D materials." Doctoral thesis, Universitat Politècnica de Catalunya, 2019. http://hdl.handle.net/10803/666724.

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Transition metal dichalcogenides (TMDs) are semiconducting layered materials that can be isolated up to the limit of a single atomic layer. Next to graphene, they are some of the most intensively studied materials within the larger family of 2D materials. TMDs have been studied thoroughly for both their electrical and optical properties showing intriguing phenomena. All optical studies have so far been limited to the visible to near-infrared wavelength region, exploiting interband transitions from the valence to the conduction band. This is surprising, since the two-dimensionality of TMDs gives rise to additional transitions within the conduction and valence band. These intersubband transitions typically lie in the mid-infrared to THz wavelength region and are a direct consequence of the quantum confinement of the charge carriers' wave functions in the out-of-plane direction, leading to quantized energy states. In systems such as III-V semiconductor heterostructures, intersubband transitions have been well studied and have led to the development of quantum cascade lasers and quantum well infrared photodetectors. Intersubband transitions in TMDs are particularly promising, as the layered nature of 2D materials leads to atomically sharp interfaces between different materials thus limiting the detrimental effects of interface roughness. Furthermore, due to the TMDs' weak van der Waals interactions in the out-of-plane direction, there are no lattice matching conditions. Intersubband transitions can therefore be combined with all kinds of two- and three-dimensional materials, including waveguides and cavities. In this thesis, we explore intersubband transitions in 2D materials. We first lay the theoretical framework for intersubband transitions in TMDs by using ab initio DFT calculations. We then demonstrate their first experimental observation using scattering scanning near-field optical microscopy (s-SNOM). We employ a doping modulation technique that provides the necessary sensitivity to observe intersubband absorption within a single quantum well. Our measurement technique allows us to quantitatively observe intersubband absorption with a nanometer scale spatial resolution, which is the highest reported spatial resolution of intersubband transitions in any class of material. We perform spectrally resolved measurements, which are in good agreement with our theoretical calculations and show signatures of many-body interactions and non-vertical transitions due to the momentum provided by the sharp AFM tip apex. Finally, we investigate the interaction of intersubband transitions with graphene plasmons and hBN hyperbolic phonon polaritons by transfer matrix method and finite difference time domain simulations and fabricate various van der Waals heterostructures in order to experimentally explore these interactions.
Los dicalcogenuros de metales de transición (TMDs) son materiales basados en capas semiconductoras que se pueden aislar hasta una única capa atómica. Tanto el grafeno como los TMDs son los materiales bidimensionales (2D) más estudiados hasta el momento. Los TMDs se han estudiado a fondo debido a sus propiedades eléctricas y ópticas. Sorprendentemente, todos los estudios ópticos realizados hasta la fecha, se han limitado al rango óptico del visible y del infrarrojo cercano. Este rango de frecuencia viene definido por las transiciones entre la banda de valencia y la banda de conducción. Sin embargo, la bidimensionalidad de los TMDs da lugar a transiciones adicionales dentro de la banda de conducción y valencia. Estas transiciones, conocidas como transiciones subbandas, se encuentran normalmente en la región de infrarrojo medio a terahercios, y son una consecuencia directa del confinamiento cuántico de las funciones de onda de los portadores de carga en la dirección fuera del plano. En sistemas como las heteroestructuras semiconductoras III-V, las transiciones subbandas han sido estudiadas ampliamente y han llevado al desarrollo de láseres de cascada cuántica y fotodetectores de pozo cuántico. Las transiciones subbandas en los TMD son particularmente prometedoras, ya que la naturaleza de capas de los materiales 2D conduce a interfaces atómicamente perfectas, lo que limita los efectos perjudiciales acareados por la rugosidad entre interfaces. Además, no hay requerimiento de poseer el complementario estructural de la red cristalina. Por eso, las transiciones subbandas se pueden combinar con todo tipo de materiales bidimensionales y tridimensionales, incluyendo guías de onda y cavidades. En esta tesis, exploramos las transiciones subbandas en materiales 2D. Primero, establecemos el marco teórico para las transiciones intersubband en TMDs utilizando los cálculos de DFT (ab-initio). Luego demostramos su primera observación experimental utilizando microscopía óptica de campo cercano (s-SNOM). Empleamos una técnica de modulación en el dopaje del TMD, que proporciona la sensibilidad necesaria para observar la absorción intersubband proveniente de un único pozo cuántico. Nuestra técnica de medición nos permite observar cuantitativamente la absorción de subbandas, con una resolución espacial a escala nanométrica, que representa la resolución espacial más alta observada para cualquier clase de material. Realizamos mediciones espectrales, que concuerdan con nuestros cálculos teóricos, y mostramos indicaciones de interacciones de muchos cuerpos y transiciones indirectas debido al momento proveniente de la punta del AFM. Finalmente, investigamos la interacción de las transiciones subbandas con los plasmones de grafeno y los polaritones de fonones hiperbólicos del hBN por simulaciones teóricas y fabricamos varias heteroestructuras de van der Waals para explorar experimentalmente estas interacciones.
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Lieng, Henrik. "Surface modelling for 2D imagery." Thesis, University of Cambridge, 2014. https://www.repository.cam.ac.uk/handle/1810/246467.

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Vector graphics provides powerful tools for drawing scalable 2D imagery. With the rise of mobile computers, of different types of displays and image resolutions, vector graphics is receiving an increasing amount of attention. However, vector graphics is not the leading framework for creating and manipulating 2D imagery. The reason for this reluctance of employing vector graphical frameworks is that it is difficult to handle complex behaviour of colour across the 2D domain. A challenging problem within vector graphics is to define smooth colour functions across the image. In previous work, two approaches exist. The first approach, known as diffusion curves, diffuses colours from a set of input curves and points. The second approach, known as gradient meshes, defines smooth colour functions from control meshes. These two approaches are incompatible: diffusion curves do not support the local behaviour provided by gradient meshes and gradient meshes do not support freeform curves as input. My research aims to narrow the gap between diffusion curves and gradient meshes. With this aim in mind, I propose solutions to create control meshes from freeform curves. I demonstrate that these control meshes can be used to render a vector primitive similar to diffusion curves using subdivision surfaces. With the use of subdivision surfaces, instead of a diffusion process, colour gradients can be locally controlled using colour-gradient curves associated with the input curves. The advantage of local control is further explored in the setting of vector-centric image processing. I demonstrate that a certain contrast enhancement profile, known as the Cornsweet profile, can be modelled via surfaces in images. This approach does not produce saturation artefacts related with previous filter-based methods. Additionally, I demonstrate various approaches to artistic filtering, where the artist locally models given artistic effects. Gradient meshes are restricted to rectangular topology of the control meshes. I argue that this restriction hinders the applicability of the approach and its potential to be used with control meshes extracted from freeform curves. To this end, I propose a mesh-based vector primitive that supports arbitrary manifold topology of the mesh.
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Setterberg, Joel, and Jonatan Elsgard. "IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖ." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-36140.

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Under de senaste åren har en ny trend inom spelindustrin uppstått då en stor del av spelen har gått tillbaka till de tvådimensionella miljöerna som var vanligare i tv-spelens barndom, detta tack vare att mobiltelefoner och deras spel har tagit allt större plats på marknaden och de är ofta tvådimensionella på grund av sin begränsade hårdvara. De tvådimensionella spelen har enligt tradition inte haft någon dynamisk ljussättning, utan de har bestått utav färdig grafik med förutbestämda intensiteter vilket gör att spelen kan se platta ut. Men inom andra områden av spelindustrin, framförallt tredimensionella spel, har utvecklingen av dynamiska ljussättningsmetoder kommit långt. Problemet med dessa metoder är att de kräver objektens normaler, vilka normalt inte finns tillgängligt i tvådimensionella bilder. Idag är mobiltelefonerna kraftfulla och klarar av mycket tyngre beräkningar än vad de gjorde för bara några år sedan. Därför undersökte vi möjligheten att implementera dynamisk ljussättning i ett tvådimensionellt spel på androidbaserade mobiltelefoner. För att genomföra detta krävdes också att vi undersökte metoder för att generera normaler för tvådimensionell grafik. För att ett fullständigt spel skulle kunna skapas så implementerades också saker som kollisionshantering, artificiell intelligens och procedurell generering av banor.
In recent years, a new trend in the gaming industry has emerged since a large part of the games have gone back to the two-dimensional environments that were more common in the early days of the video games history . This is due to mobile phones and their games have taken more and more space on the market and they are often two-dimensional because of the limited harware. The twodimensional games have traditionally never had any dynamic lighting , they have consisted of premade graphics with predetermined intensities , which means that the games may look flat. But in other areas within the gaming industry, especially three-dimensional games, the evolution of dynamic lighting techniques have come a long way. The problem with these methods is that they require the object's normals, which are not normally available in two-dimensional images. Today mobile phones are powerful and capable of much heavier computations than they did just a few years ago. Therefore, we examined the possibility of implementing dynamic lighting in a twodimensional games on Androidbased mobile phones. To accomplish this it required that we investigated methods to generate normals for two-dimensional graphics. In order to create a full game we also implemented features such as collision handling, artificial intelligence and procedural generation of maps.
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NYCANDER, PETER, and TOBIAS ANDERSSON. "RoboCup 2D Soccer Simulation League." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-136689.

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RoboCup 2D Soccer Simulation League is an international artificial intelligence (AI) competition in which computer programs compete in soccer. This report will present the work of analyzing the successful teamWrightEagle, and the isolation of the key strategic and behavioral aspects that make them successful. It will also present the work of creating a new team in which the aspects exctracted from WrightEagle has been implemented, but in a much simpler way. It was found that good passing play, good stamina preservation and the ability to stay spread out wereWrightEagle’s key strategic and behavioral aspects. While these aspects has been implemented in the created team, the lack of good core functionality proved to be a more
RoboCup 2D Soccer Simulation League är en internationell tävling i artificiell intelligens (AI), där datorprogram tävlar i fotboll. Den här rapporten kommer presentera arbetet i att analysera det framgångsrika laget WrightEagle, och att hitta de aspekter vad gäller strategi och betéende som gör dem så framgångsrika. Den kommer också att presentera skapandet av ett nytt lag som implementerar de funna aspekterna från WrightEagle, men på ett mycket enklare sätt. Bra passningsspel, bra uthållighetsbevarande, och deras förmåga att hålla sig utspridda var de funna aspekterna från WrightEagle vad gäller strategi och betéende. De här aspekterna har blivit implementerade i det skapade laget, men bristen av bra basfunktionalitet visade sig väga mycket tyngre och det resulterande laget preseterar dåligt.
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Khellah, Fakhry Mahmoud. "Large-scale 2D dynamic estimation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60545.pdf.

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37

Howard, Bruce. "Polymerization of 2D gravity models." Thesis, University of Oxford, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301443.

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38

Martinez-Ortiz, Carlos A. "2D and 3D shape descriptors." Thesis, University of Exeter, 2010. http://hdl.handle.net/10036/3026.

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The field of computer vision studies the computational tools and methods required for computers to be able to process visual information, for example images and video. Shape descriptors are one of the tools commonly used in image processing applications. Shape descriptors are mathematical functions which are applied to an image and produce numerical values which are representative of a particular characteristic of the image. These numerical values can then be processed in order to provide some information about the image. For example, these values can be fed to a classifier in order to assign a class label to the image. There are a number of shape descriptors already existing in the literature for 2D and 3D images. The aim of this thesis is to develop additional shape descriptors which provide an improvement over (or an alternative to) those already existing in the literature. A large majority of the existing 2D shape descriptors use surface information to produce a measure. However, in some applications surface information is not present and only partially extracted contours are available. In such cases, boundary based shape descriptors must be used. A new boundary based shape descriptor called Linearity is introduced. This measure can be applied to open or closed curve segments. In general the availability of 3D images is comparatively smaller than that of 2D images. As a consequence, the number of existing 3D shape descriptors is also relatively smaller. However, there is an increasing interest in the development of 3D descriptors. In this thesis we present two basic 3D measures which afterwards are modified to produce a range of new shape descriptors. All of these descriptors are similar in their behaviour, however they can be combined and applied in different image processing applications such as image retrieval and classification. This simple fact is demonstrated through several examples.
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LAGUN, TATIANA GOSSO. "TOPOLOGY OPTIMIZATION OF 2D STRUCTURES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2001. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=2218@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A determinação automática e ótima de uma topologia é um passo muito importante dentro do processo da otimização de estruturas. Normalmente, a busca da topologia ótima é o primeiro passo para a definição da configuração da estrutura, pois é nela que é encontrada uma distribuição ótima de material dentro de um domínio pré-estabelecido. Esta dissertação tem como objetivo apresentar uma metodologia simples de otimização topológica, dado um sistema estrutural, definido por suas condições de apoio, carregamento e um domínio de projeto. Tipicamente, um problema de otimização topológica procura obter uma conectividade ótima da estrutura em um domínio de projeto visando minimizar a flexibilidade (ou maximizar a rigidez) com restrição no volume total da estrutura. Desde a introdução dos métodos de homogeneização o campo de pesquisa na área de otimização topológica aumentou e novos critérios estão sendo desenvolvidos. Nesta dissertação é apresentada uma metodologia para a solução de problemas de otimização topológica de estruturas no meio contínuo. A parametrização do tensor constitutivo é feita através de materiais do tipo SIMP (Solid Isotropic Microstruture with Penalty). O problema matemático proposto é o de minimização do volume total da estrutura com restrição no trabalho externo, além de obedecer implicitamente às restrições de equilíbrio e conectividade da estrutura. A análise estática da estrutura é realizada pelo Métodos dos Elementos Finitos utilizando o programa FEMOOP (Finit Element Method - Object Oriented Program) desenvolvido pelo grupo de pesquisa em computação gráfica do DEC/PUC-Rio. Vários métodos são sugeridos para a resolução do problema matemático de otimização topológica. Entre eles encontram-se métodos puramente heurísticos e métodos amparados por uma base matemática sólida. Nesta dissertação, o problema de otimização topológica é resolvido através de técnicas de programação matemática e é resolvido através da técnica de programação seqüencial convexa, utilizando o algoritmo do Método das Assíntotas Móveis (MMA). O desenvolvimento de um programa de computador em otimização topológica, permitiu determinar de maneira automática uma topologia ótima, bem como o estudo de algoritmos de solução e critérios de otimização topológica foi de grande importância para uma maior compreensão de modelos estruturais.
Automatic and optimal determination of a topology is a crucial step in the process of structural optimization. Usually, the search for an optimal topology is the first step for the definition of the structure layout, found as an optimal distribution of material inside of a pre- established domain. This dissertation has as an objective to present a simple methodology for topology optimization, given a structural system, defined by support conditions, load and a design domain.Typically, a problem of topology optimization tries to obtain an optimum connectivity of the structure in a design domain, seeking to minimize the compliance (or maximize the stiffness) with constraints over the total volume of the structure. Since the introduction of homogenization methods,the research field in the area of topology optimization increased and new criteria are being developed.In this dissertation a methodology is presented for the solution of problems of topology optimization of structures in a continuum medium. The parametrization of the constitutive tensor is made through materials of the type SIMP (Solid Isotropic Microstruture with Penalty). The proposed mathematical problem is of minimization of the total volume of the structure with constraint to the external work while obeying implicitly the equilibrium constraints and connectivity of the structure. The static analysis of the structure is accomplished by the Finite Elements Method using the program FEMOOP (Finite Element Method - Object Oriented Program) developed by the research group in computer graphics of DEC/PUC-Rio.Several methods are suggested for the resolution of the mathematical problem of topology optimization. Among them there are some purely heuristic and others aided by a solid mathematical base. In this dissertation, the problem of topology optimization is solved through techniques of mathematical programming, applying the technique of convex sequential programming, using the algorithm of the Method of Moving Asymptots (MMA).The development of a computer program in topology optimization allowed us to determine automatically an optimal topology, and the study of solution algorithms and criteria of topology optimization were of great importance to a larger understanding of structural models.
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40

BEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FINANCIADORA DE ESTUDOS E PROJETOS
Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e não-foto-realistas, que podem ser adaptadas para utilização de normais aproximadas. Visando amenizar o trabalho exaustivo de colorir cada desenho, um método baseado no relacionamento entre imagens é apresentado para colorir automaticamente cada quadro numa seqüência de desenhos. Este processo de colorização considera a necessidade de possíveis intervenções humanas para garantir a qualidade final de cada imagem da animação. Um estudo sobre aproximação de normais, técnicas de sombreamento, segmentação de imagens e rastreamento de objetos é amplamente discutido nesta dissertação.
This dissertation discusses the 3D colorization effects usage over a 2d animation, which has been produced through frame-by-frame techniques. Normal vector maps approximates the drawing geometry and provide the ability to perform shading effects by applying digital image processing algorithms, avoiding 3D geometry scene transformation. A set of photorealistic and non-photorealistic renderization techniques, which can be adapted to normal approximation usage, is proposed in the colorization process. Also, a method based on interframe dependence is presented, aiming to reduce the thoroughgoing effort of colorizing each individual frame within an animation. This colorization process considers possible human interventions to ensure image´s result quality. Finally, this dissertation provides a comprehensive study regarding several topics, such as normal approximations, shading techniques, image segmentation and object tracking.
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41

Chu, Chia-Wei. "Clustering for 2D chemical structures." Thesis, University of Sheffield, 2011. http://etheses.whiterose.ac.uk/12810/.

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The clustering of chemical structures is important and widely used in several areas of chemoinformatics. A little-discussed aspect of clustering is standardization, it ensures all descriptors in a chemical representation make a comparable contribution to the measurement of similarity. The initial study compares the effectiveness of seven different standardization procedures that have been suggested previously, the results were also compared with unstandardized datasets. It was found that no one standardization method offered consistently the best performance. Comparative studies of clustering effectiveness are helpful in providing suitability and guidelines of different methods. In order to examine the suitability of different clustering methods for the application in chemoinformatics, especially those had not previously been applied to chemoinformatics, the second piece of study carries out an effectiveness comparison of nine clustering methods. However, the result revealed that it is unlikely that a single clustering method can provide consistently the best partition under all circumstances. Consensus clustering is a technique to combine multiple input partitions of the same set of objects to achieve a single clustering that is expected to provide a more robust and more generally effective representation of the partitions that are submitted. The third piece of study reports the use of seven different consensus clustering methods which had not previously been used on sets of chemical compounds represented by 2D fingerprints. Their effectiveness was compared with some traditional clustering methods discussed in the second study. It was observed that no consistently best consensus clustering method was found.
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42

Fitzgibbon, Andrew W. J. "Stable segmentation of 2D curves." Thesis, University of Edinburgh, 1998. http://hdl.handle.net/1842/362.

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This thesis deals with the specific subproblem of converting sequences of two-dimensional data points into higher level descriptions in terms of curved shape primitives. This is an important member of the wider family of segmentation problems, as rawcurve data are readily available from edge-detection processes, but higher level processes—such as the extraction of geometric invariants or 2D object recognition—require the higher level descriptions. The overriding principle of the work is that if the segmentation process is accurate and repeatable, the later stages of processing are greatly simplified.
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43

Martinz-Ortiz, Carlos Andres. "2D and 3D shape descriptors." Thesis, University of Exeter, 2010. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.535912.

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44

Kormoš, Lukáš. "2D molekulární systémy na površích." Doctoral thesis, Vysoké učení technické v Brně. CEITEC VUT, 2021. http://www.nusl.cz/ntk/nusl-438774.

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Molekulárne systémy predstavujú jeden zo smerov súčasného výskumu nových nanoelektronických zariadení. Organické molekuly nachádzajú uplatnenie v rôznych aplikáciách, ako sú napríklad solárne články, displeje alebo kvantové počítače. Rast vysokokvalitných molekulárnych vrstiev s požadovanými vlastnosťami často vyžaduje využitie samousporiadavaných štruktúr, hlboké pochopenie rozhrania kovu a organických molekúl a tiež dynamiky rastu molekulárnych vrstiev. Predkladaná práca sa zaoberá predovšetkým samousporadanými štruktúrami bifenyl-dikarboxylovej kyseliny (BDA) na Cu (1 0 0) a Ag (1 0 0), ktoré boli skúmané v UHV s využitím STM, XPS a LEEM. V prípade BDA-Ag je podrobne opísaných niekoľko chemicky a štrukturálne odlišných molekulárnych fáz. Ďalej boli BDA a TCNQ molekuly skúmané na grafene pripravenom na Ir (1 1 1). Okrem toho sa organo-kovové systémy syntetizovali depozíciou atómov Ni a Fe s molekulami TCNQ a BDA. Záverečná časť tejto práce popisuje povrchovú syntézu grafénových nanoribonov (7-AGNR) na špecicky štrukturovanom substráte Au (16 14 15) z prekurzorových molekúl DBBA. Rekonštrukcia povrchu po raste bola analyzovaná pomocou STM a elektronické vlastnosti 7-AGNRs pomocou ARPES.
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45

Breton, Rodolphe. "Reconstruction inversible d'objets discrets 2D." Poitiers, 2003. http://www.theses.fr/2003POIT2305.

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Notre travail s'inscrit dans le cadre de la géométrie discrète, un domaine dans lequel les données manipulées sont discrètes. Ce domaine est souvent associé à celui de la géométrie euclidienne, plus classique. Il est possible de passer du modèle euclidien au modèle discret par une opération nommée discrétisation. L'opération réciproque est appellée reconstruction. Pour les besoins d'un logiciel de modélisation développé au laboratoire SIC, nous nous sommes attaché à réaliser une reconstruction de courbes discrètes standard 2D vérifiant des critères de réversibilité ß la discrétisation d'un objet discret reconstruit donne exactement l'objet discret d'origine ß, d'esthétique ß l'objet reconstruit est aussi proche que possible de ce qu'on attend intuitivement ß et d'unicité ß pour un objet discret donné, la reconstruction sera toujours la même. Notre méthode de reconstruction est basée sur un algorithme de reconnaissance de segments discrets nai͏̈fs conçu par J. Vittone mais utilise le modèle standard, plus adapté à la description de contours dans le modèle inter-pixel
The framework of our thesis is discrete geometry since we handle discrete objects. A Euclidean object can be converted into a discrete one by an operation of discretization. Conversely, the reconstruction allows us to obtain a discrete object from a Euclidean one. We created a reconstruction method for 2D discrete curves and implemented it in a modeling software developped in the SIC laboratory. This method satisfies three criteria : invertibility ß the discretization of the reconstructed object leads to the original discret object ß, aesthetics ß the reconstructed object is as close as possible to what we intuitively expect ß, unicity ß the reconstruction of a given discret object will always give the same Euclidean object. Our reconstruction method is based on an algorithm written by J. Vittone. Although this algorithm is designed to recognize naive discrete segments, we work with standard segments since it is well fitted to describe objects boundaries in the inter-pixel model
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46

Akguc, Gursoy Bozkurt. "Chaos in 2D electron waveguides." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts Internaional, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3035928.

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47

Rajm, Martin. "Laserový vibrometr s 2D rozmítáním." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219813.

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This thesis deals in the theoretical part with the non-contact vibration measurement by single point Laser Doppler vibrometer and it concretes constructions used in practice. It deals also with the possibilities of the laser beam scanning to measure the vibrations in the plane and there are also listed suitable-commercial systems for this solution. Mentioned sweep is immediately necessary for 2D scanning vibrometer construction. In the practical part, the single-point laser vibrometer OFV-5000 was expanded by scanning galvo system, supplemented by a measuring cards for signal acquisition from the vibrometer and suitable control hardware was chosen for mentioned laser. For the resulting hardware assembly was designed and implemented in LabVIEW measurement software, to control the 2D scanning system, to set the position of the laser beam and to process and to visualize of measured vibration signals in the plane. The functionality of the developed measuring system was checked by performed measurement and visualization of the velocity vibration of restraint girder, excited by shaker.
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48

Maléř, Martin. "Hra piškvorky pomocí 2D manipulátoru." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-221123.

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This master’s thesis deals with the renewal of electrical equipment of 2D manipulator and putting it into operation. It contains a description of the machine, used components and their connections. It describes the principle of two communication buses, which are used for machine control. Next part is devoted to the safety analysis of the machine. Following chapters describe developing of a control program and designing of a visualization.
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CURRELI, NICOLA. "2D material-based electromagnetic devices." Doctoral thesis, Università degli Studi di Cagliari, 2020. http://hdl.handle.net/11584/284406.

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The realization of technologically-advanced components to be used in optoelectronic systems is one appealing research area in modern electronics. The electronics industry has to face several problems related to the cost of materials used in the implementation of the devices and also to pursue more sustainable growth without the use of polluting processes. To address these issues, alternative materials and processes must be developed considering the device requirements. A possible solution could be the use of two-dimensional (2D) nanomaterials due to their exceptional properties, together with pollutant-free commercially available deposition techniques. This thesis investigates the printing of specifically designed graphene- and indium selenide- based inks for the realization of antennas, supercapacitors as well as photodetectors, as fundamental units of an integrated wireless sensing system.
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50

Chiout, Anis. "Straintronique des matériaux 2D semiconducteurs." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASP012.

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Les travaux de cette thèse ont porté sur l'étude de nouveaux matériaux semi-conducteurs d'épaisseur atomiquement fine, à savoir les matériaux dichalcogénures métalliques de transition 2D (TMD). Mon travail a porté à la fois sur des aspects purement fondamentaux de la matière condensée, sur la mise en place de mesures sur une plateforme nano-optoélectromécanique (NOEMS) et sur des dispositifs innovants utilisant les propriétés mécaniques de ces matériaux. Les matériaux 2D sont uniques en ce sens qu'ils sont à la fois très solides et mécaniquement résistants dans le plan du matériau, mais aussi très flexibles dans et hors du plan. Une monocouche est analogue à bien des égards à un film plastique extensible, aussi dur que l'acier et ultimement fin. Nous avons mis en place différentes expériences qui illustrent parfaitement le nouveau domaine de la straintronique dans les matériaux 2D, qui consiste à contrôler les déformations en 2D pour améliorer les propriétés optiques ou électroniques, et vice versa. Les nanorésonateurs mécaniques à base de TMD sont très sensibles à la dilatation thermique, et nous avons utilisé cette propriété pour créer une nanoguitare qui peut être accordée sur plus d'une octave, un outil nanométrique nouveau qui permettrait de se projeter dans des applications impliquants les filtres mécaniques ou accéleromètres de nos téléphones. Ensuite, nous avons déformé une membrane 2D suspendue avec une pointe tout en mesurant et en extrayant les propriétés électroniques et optiques sur la pointe, avec des déformations extrêmes allant jusqu'à 10%. Enfin, nous avons cherché à comprendre le principe de fonctionnement et les possibilités de réaliser un transfert d'information cohérent en couplant fortement deux vibrations mécaniques ou en couplant deux harmoniques d'un même mode. Nous avons également créé des peignes de fréquences multi-modes en couplant paramétriquement un mode mécanique et un mode électrique dans un résonateur mécanique en matériaux 2D
The work of this thesis focused on the study of new semiconductor materials of atomically thin thickness, namely 2D transition metal dichalcogenide (TMD) materials. My work involved both purely fundamental aspects of condensed matter, the implementation of measurements on a nano-optoelectromechanical platform (NOEMS) and innovative devices using the mechanical properties of these materials. 2D materials are unique in that they are both very strong and mechanically resistant in the plane of the material, but also very flexible in and out of the plane. A monolayer is analogous in many ways to a stretchable plastic film, as hard as steel and ultimately thin. We have set up various experiments that perfectly illustrate the new field of straintronics in 2D materials, which consists of controlling 2D deformations to improve optical or electronic properties, and vice versa. TMD-based mechanical nanoresonators are very sensitive to thermal expansion, and we used this property to create a nanoguitar that can be tuned over more than an octave, an essential nanometric tool that can have many potential applications in our phones as mechanical filters or accelerometers. Next, we deformed a suspended 2D membrane with a tip while measuring and extracting electronic and optical properties on the tip, with extreme deformations of up to 10%. Finally, we sought to understand the operating principle and the possibilities of achieving coherent information transfer by strongly coupling two mechanical vibrations or by coupling two harmonics of the same mode. We have also created multi-mode frequency combs by parametrically coupling a mechanical mode and an electrical mode in a mechanical resonator made of 2D material.Finally, we sought to understand the operating principle and the possibilities of achieving coherent information transfer by strongly coupling two mechanical vibrations or by coupling two harmonics of the same mode. We have also created multi-mode frequency combs by parametrically coupling a mechanical mode and an electrical mode in a mechanical resonator made of 2D material
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