Dissertations / Theses on the topic '3D graphic'
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Lohikoski, Håkansson Laura, and Elin Rudén. "Optimization of 3D Game Models : A qualitative research study in Unreal Development Kit." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22822.
Full textMålet med vår studie var att se hur stor skillnad optimering av 3D-modeller i spel gör för att förbättra spelprestandan. Efter att ha utfört en pilotstudie beslutade vi oss för att använda en tidigare byggd 3D-scen för undersökningen i vår C-uppsats. Vi skapade två versioner av scenen i Unreal Development Kit, en där inga modeller var optimerade och den andra där vi optimerat modellerna. Vi skrev därefter ner statistik från de olika scenerna, nämligen draw calls, frame rate, millisecond per frame och visible static mesh elements liksom minnesanvändning. Efter att ha jämfört resultaten såg vi att det fanns en väsentlig skillnad mellan scenerna prestandamässigt. Både draw calls, frame rate och minnesanvändningen hade minskat efter optimeringen vilket ledde till att spelet kördes smidigare.
Powell, Robin. "Optimized Graphics for Handheld Real-time CG Applications." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225831.
Full textBarancová, Simona. "3D model vybraného objektu." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2017. http://www.nusl.cz/ntk/nusl-390214.
Full textMasiulionytė, Vaida. "NURBS paviršiai mobiliuosiuose įrenginiuose." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20140702_195113-10074.
Full textIn the thesis it is analyzed the problems related with NURBS rendering implementation for mobile devices. The main goal of the thesis is to make find out if such implementation is possible at all and to find most effective way to implement it. One more goal is to create a prototype implementation for NURBS standard including Trimmed NURBS. M3G mobile graphics platform was chosen for analysis, which is mostly adopted across the vendors nowadays. There was chosen two rendering algorithms for analysis purposes: Oslo and directional. During analysis it was discovered, that Directional algorithm is more effective than Oslo, and it was adapted to prototype solution – Trimmed NURBS.
Arjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
Javůrek, Jan. "Využití 3D počítačové grafiky pro aplikace v medicíně." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2007. http://www.nusl.cz/ntk/nusl-236895.
Full textHarris, Jane. "Surface tension - the aesthetic fabrication of digital textiles : (the design and construction of 3D computer graphic animation)." Thesis, Royal College of Art, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.393907.
Full textGantzer, George Edward IV. "Discovering the Process of Creating an Animated Biography." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1262110820.
Full textMenclík, Tomáš. "3D model z MRI." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219464.
Full textKok, Petrus Jacobus, and A. Bayaga. "Effects of prior spatial experience, gender, 3d solid computer modelling and different cognitive styles on spatial visualisation skills of graphic design students at a rural-based South African university." Thesis, University of Zululand, 2018. http://hdl.handle.net/10530/1811.
Full textStudies pertaining to the relationship and effect of prior spatial experience, gender and how they influence three-dimensional (3D) solid modelling as well as different cognitive styles on the spatial visualisation skills has little to no evidence, especially in graphics design students at rural–universities. Additionally, graphics design students often struggle to understand, process and convert multi-faceted objects from orthographic two-dimensional (2D) views into isometric projections (3D). However, ongoing study established a strong link between spatial visualisation skills and the effective completion of graphics design content. Moreover, conventional teaching and learning practice using textbooks, physical models, and pencil drawings were found to be insufficient for improving spatial visualisation skills among pre-service teacher students at a rural-university. These challenges formed the basis of the present study which focused on the relation and effect of prior spatial experience, gender, three-dimensional (3D) solid modelling software and different cognitive styles on the spatial visualisation skills of graphics design students at a rural–university. Students at this university are from disadvantaged and under-resourced schools and they arrive at university with little or no computer-based experience. Underpinned by Piaget’s perception and imagery theory, the study determined the effect of 3D solid computer modelling on students’ spatial visualisation skills. The study was carried out at the University of Zululand (UNIZULU) a rural-based university, comprising 200 pre-service teachers undertaking a graphics design module. Research method included mixed methods sequential research design. The study employed a spatial experience questionnaire, the Purdue Spatial Visualisation Test and semi-structured interviews to evaluate students’ prior spatial experiences, gender differences, spatial visualisation skills and cognitive styles before and after a 3D solid computer modelling intervention. Based on the research focus, the findings showed no relation between prior spatial experience, gender and spatial visualisation skills, however, mathematics and sketching activity emerged as strong predictors for spatial visualisation. The findings also showed that there was a significant difference with a moderate positive effect in the spatial visualisation skills between the students in the experimental group and those in the control group. As a consequence, a model was developed, aimed at improving rural-based instruction and learning for 2D to 3D drawing.
Řehánek, Jiří. "Zobrazování "nízké" vegetace v 3D prostoru." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235953.
Full textMrkvička, Tomáš. "Zobrazování komplexních 3D scén." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235446.
Full textRodrigues, Silvana da Rocha. "Aplicando modelos 3D em realidade virtual para inclusão de requisitos de acessibilidade em projetos arquitetônicos." Universidade do Estado do Rio de Janeiro, 2011. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=4500.
Full textThis paper presents a proposal that offers the architect a methodology and a set of tools, which helps building the graphical representation of accessibility features in the architectural design. The basic element of the proposal consists of a 3D model library of accessibility equipments, necessary for a project, which are modeled according to the NBR9050 standard. To organize the whole knowledge of the standard and guide the architect in the use of the methodology, the approach includes a taxonomy of accessibility equipments. It is employed to induce the proper use of the library elements in the target 3D model design. It is also used as a base for building a Help module that is integrated to the proposed set of tools, helping the architect in his/her decision-making, indicating which are the best solutions biased by the NBR9050. To validate the proposal, a prototype was developed, and with this support, an evaluation was performed with architecture undergraduate students. It was confirmed the need for new tools for graphical representation regarding accessibility equipments and mechanisms to facilitate consulting and complying with the standard. The acceptance of the tools proposed in this dissertation was also verified.
Albright, Laura Beth. "2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1230703092.
Full textKonečný, Jiří. "Ladicí nástroj pro shadery." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236361.
Full textBalusek, Radim. "Vytvoření interaktivních pomůcek z oblasti 3D počítačové grafiky." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219471.
Full textHelgersson, Lisa. "Att kommunicera rummets varierande funktion genom 3D-visualiseringar." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35959.
Full textAtt kommunicera rummets varierande funktion genom 3D-visualiseringar is a thesis in information design with orientation in spatial design. The assignment comes from the company Husmuttern AB who work with house concept that will lead to production of module housing. The purpose has been to study how a 3D- visualisation should be formed to communicate rooms varying functions. All this so that I will know how to visualize a classroom in a module housing. To be able to come up with a 3D-model that have this quality it was requires to study communication between two parties, properties of the image, shape and color of the room, with the help of literature, previous research and user tests. Then it was possible to come up with a model that could communicate a classroom constructed in module. Through the user tests it was shown to be preferable with a model that focuses on the basic units of the module housing but that also has some realistic decor to show some function. All this resulted in a model which includes the basic units of the module on one half and realistic décor on the other half in the same model. Thanks to literature and previous research the result for visualization was that it is common to use 3D-modells. In the modeling details and realistic views should be avoid. The focus should be on the essential or it will be too much for the viewer to take in and the message gets lost, but also that to realistic models were considered to be fully complete. All this resulted in a sketchy model with a small amount of décor to show the rooms function
Krupička, Vojtěch. "Bezsnímkové renderování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236500.
Full textBaglie, Luiz Soares dos Santos. "Visualização da informação 3D interativa em navegadores web - histórico e design de solução genérica." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/154588.
Full textRejected by Elza Mitiko Sato null (elzasato@ibilce.unesp.br), reason: Solicitamos que realize correções na submissão seguindo as orientações abaixo: Problema 01) Está faltando o LOGO (Símbolo)da Universidade/Câmpus no cabeçalho da capa do seu trabalho.(este item é obrigatório), e no rodapé solicitamos tirar os escritos(São Paulo – Brasil, Julho) Problema 02) O arquivo contém 13(treze) páginas em branco, solicitamos a retirada das mesmas. Problema 03) ) Nos agradecimentos consta financiadora CAPES, se você recebeu financiamento da CAPES, deve constar o nome dela também na folha de rosto e de aprovação. Problema 04) Na descrição da natureza da pesquisa faltam algumas informações. Na folha de rosto Dissertação apresentada como parte dos requisitos para obtenção do título de Mestre em Ciência da Computação, junto ao Programa de Pós- Graduação em Ciência da Computação, do Instituto de Biociências, Letras e Ciências Exatas da Universidade Estadual Paulista “Júlio de Mesquita Filho”, Câmpus de São José do Rio Preto. e no rodapé : São José do Rio Preto 2018 E na folha de aprovação, como você defendeu em Bauru, deve ser o local efetivo da defesa: “Dissertação apresentada como parte dos requisitos para obtenção do título de Mestre em Ciência da Computação , junto ao Programa de Pós- Graduação em Ciência da Computação , da Faculdade de Ciências da Universidade Estadual Paulista “Júlio de Mesquita Filho”, Câmpus de Bauru.” e no rodapé : Bauru 06 de Julho de 2018 OBS:-Estou encaminhando via e-mail o template/modelo das páginas pré-textuais para que você possa fazer as correções, sugerimos que siga o modelo pois ele comtempla as normas da ABNT Sua submissão será rejeitada para que você possa fazer as correções. Lembramos que o arquivo depositado no repositório deve ser igual ao impresso, o rigor com o padrão da Universidade se deve ao fato de que o seu trabalho passará a ser visível mundialmente. Agradecemos a compreensão. on 2018-07-24T14:45:12Z (GMT)
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Visualização de Informação (VI) é uma disciplina focada na exploração, monitoramento e descoberta de informações, colaboração profissional e apresentações de dados compreensíveis. VI 3D pode ser usada para dados inerentemente tridimensionais ou em visualizações que requerem entendimento de formas (e.g., design de automóvel, moléculas). Além disso, interação por meio dispositivos de entrada além de mouse e teclado auxilia a investigação de novas consultas. VI 3D interativa (VI3DI) pode ser desenvolvida com técnicas e recursos da Realidade Virtual, que envolve aplicações 3D com ambientes virtuais, proporcionando imersão, interação e envolvimento. Imersão pode se dar por sistemas de multi-projeção, os quais usam clusters gráficos (CGs); interação pode fazer uso de dispositivos de entrada diversificados. Navegadores web são interessantes para VI3DI, devido a facilidade de execução, portabilidade e recursos disponíveis. O objetivo desta dissertação é, com base no entendimento dos domínios e tendências presentes nos trabalhos científicos em que multi-projeção e dispositivos de interação são utilizados na web, propor, implementar, aplicar e avaliar um design para aplicações VI3DI na web. É realizada uma revisão sistemática da literatura, revelando a falta de estudos e recursos sobre uso de ambos multi-projeção e dispositivos de interação diversificados na web. Assim, propõe-se um design de solução para aplicações VI3DI web, apoiando a multi-projeção por meio de CGs mestreescravo e descentralizado e dispositivos de interação diversificados. O design é implementado em um framework/biblioteca JavaScript, Livvclib, para validá-lo e facilitar seu reuso. Livvclib é usada adicionar suporte a multi-projeção e dispositivos de interação a uma aplicação web de visualização molecular. A aplicação é avaliada por meio de um experimento com 11 participantes junto a sistema de multi-projeção e dispositivos de interação. Resultados mostram aceitação do desempenho do design proposto, de sua implementação, da possibilidade de visualização das moléculas com a multi-projeção e dos dispositivos de interação diversificados.
Information Visualization (IV) is a discipline focused on exploring, monitoring, and discovering information, professional collaboration, and understandable data presentations. 3D IV can be used for inherently three-dimensional data or in visualizations that require understanding shapes (e.g., automotive design, molecules). In addition, interaction via input devices besides mouse and keyboard helps the investigation of new queries. Interactive 3D IV (I3DIV) can be developed with techniques and resources from Virtual Reality, which involves 3D applications with virtual environments, providing immersion, interaction, and engagement. Immersion can be provided by multi-projection systems, which use graphical clusters (GCs); interaction can make use of diversified input devices. Web browsers are interesting for VI3DI, due to ease of execution, portability and features available. The purpose of this dissertation is to, based on the understanding of the domains and tendencies present in the scientific works in which multi-projection and interaction devices are used on the web, propose, implement, apply, and evaluate a design for VI3DI applications on the web. A systematic review of the literature is conducted, revealing the lack of studies and resources on the use of both multi-projection and diversified interaction devices on the web. Thus, we propose the design of a solution for VI3DI web applications, supporting the multi-projection through master-slave and decentralized GCs, and diversified interaction devices. The design is implemented in a JavaScript framework, Livvclib, to validate it and facilitate its reuse. Livvclib is used to add support to multi-projection and interaction devices to a web application for molecular visualization. The application is evaluated in an experiment with 11 participants, a multi-projection system, and interaction devices. Results show acceptance of the performance of the proposed design, its implementation, the possibility of visualization of the molecules with the multi-projection and of the diversified interaction devices.
Bennet, Fredrik, and Stefan Fenelius. "Implementation of SceneServer : a 3D software assisting developers of computer vision algorithms." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1779.
Full textThe purpose behind this thesis is to develop a software (SceneServer) that can generate data such as images and vertex lists from computer models. These models are placed in a virtual environment and they can be controlled either from a graphical user interface (GUI) or from a MATLAB client. Data can be retrieved and processed in MATLAB. By creating a connection between MATLAB and a 3D environment, computer vision algorithms can be designed and tested swiftly, thus giving the developer a powerful platform. SceneServer allows the user to manipulate, in detail, the models and scenes to be rendered.
MATLAB communicates with the SceneServer application through a Java library, which is connected to an interface in SceneServer. The graphics are visualised using Open Scene Graph (OSG) that in turn uses OpenGL. OSG is an open source cross-platform scene graph library for visualisation of real-time graphics. OpenGL is a software interface for creating advanced computer graphics in 2D and 3D.
Domínguez, Joel Sánchez. "Paralelização do algoritmo FDK para reconstrução 3D de imagens tomográficas usando unidades gráficas de processamento e CUDA-C." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=3811.
Full textA obtenção de imagens usando tomografia computadorizada revolucionou o diagnóstico de doenças na medicina e é usada amplamente em diferentes áreas da pesquisa científica. Como parte do processo de obtenção das imagens tomográficas tridimensionais um conjunto de radiografias são processadas por um algoritmo computacional, o mais usado atualmente é o algoritmo de Feldkamp, David e Kress (FDK). Os usos do processamento paralelo para acelerar os cálculos em algoritmos computacionais usando as diferentes tecnologias disponíveis no mercado têm mostrado sua utilidade para diminuir os tempos de processamento. No presente trabalho é apresentada a paralelização do algoritmo de reconstrução de imagens tridimensionais FDK usando unidades gráficas de processamento (GPU) e a linguagem CUDA-C. São apresentadas as GPUs como uma opção viável para executar computação paralela e abordados os conceitos introdutórios associados à tomografia computadorizada, GPUs, CUDA-C e processamento paralelo. A versão paralela do algoritmo FDK executada na GPU é comparada com uma versão serial do mesmo, mostrando maior velocidade de processamento. Os testes de desempenho foram feitos em duas GPUs de diferentes capacidades: a placa NVIDIA GeForce 9400GT (16 núcleos) e a placa NVIDIA Quadro 2000 (192 núcleos).
The imaging using computed tomography has revolutionized the diagnosis of diseases in medicine and is widely used in different areas of scientific research. As part of the process to obtained three-dimensional tomographic images a set of x-rays are processed by a computer algorithm, the most widely used algorithm is Feldkamp, David and Kress (FDK). The use of parallel processing to speed up calculations on computer algorithms with the different available technologies, showing their usefulness to decrease processing times. In the present paper presents the parallelization of the algorithm for three-dimensional image reconstruction FDK using graphics processing units (GPU) and CUDA-C. GPUs are shown as a viable option to perform parallel computing and addressed the introductory concepts associated with computed tomographic, GPUs, CUDA-C and parallel processing. The parallel version of the FDK algorithm is executed on the GPU and compared to a serial version of the same, showing higher processing speed. Performance tests were made in two GPUs with different capacities, the NVIDIA GeForce 9400GT (16 cores) and NVIDIA GeForce 2000 (192 cores).
Fiorentini, Davide. "Design of a Cartesian Robot for Agro-Food Applications." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textChiacchiera, Andrea. "Studio e analisi di software per il porting di codice a 64 bit." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8171/.
Full textKamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.
Full textMaster of Science
Banerjee, Kutty S. "Remote Execution for 3D Graphics." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.
Full textHan, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /." Online version of thesis, 1993. http://hdl.handle.net/1850/11747.
Full textČermák, Michal. "Detekce pohyblivého objektu ve videu na CUDA." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236992.
Full textKnutsson, Niklas. "An FPGA-based 3D Graphics System." Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2822.
Full textThis report documents the work done by the author to design and implement a 3D graphics system on an FPGA (Field Programmable Gate Array). After a preamble with a background presentation to the project, a very brief introduction in computer graphics techniques and computer graphics theory is given. Then, the hardware available to the project, along with an analysis of general requirements is examined. The following chapter contains the proposed graphics system design for FPGA implementation. A broad approach to separate the design and the eventual implementation was used. Two 3D pipelines are suggested - one fully capable high-end version and one which use minimal resources. The documentation of the effort to implement the minimal graphics system previously discussed then follows. The documentation outlines the work done without going too deep into detail, and is followed by the largest of the tests conducted. Finally, chapter seven concludes the project with the most important project conclusions and some suggestions for future work.
Boyle, John. "Using 3D graphics for database visualisation." Thesis, University of Aberdeen, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307951.
Full textFord, Nicky. "3D graphics hardware prototyping and implementation." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367768.
Full textGranath, Victor. "3D Printing for Computer Graphics Industry." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.
Full textAlvermann, Klaus. "A Transputer Based 3D-Graphics System." International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611934.
Full textThe Institute for Flight Mechanics operates the flying simulators ATTAS (a wing aircraft) and ATTHeS (a helicopter), their respective ground based simulators and uses realtime and offline simulations for system identification and other purposes. Based on a parallel transputer architecture, a 3D-graphics tool for visualization and view simulation to be used with the simulations has been developed. The tool uses data received by telemetry, realtime data from a simulation, or recorded data to show the movement and orientation of an aircraft in realtime 3D-graphics. The aircraft or scene may be observed from any point of view. Placing the camera in the cockpit of the aircraft and showing the environment results in a view simulation. The use of a parallel transputer architecture allows a modular and scalable structure, i.e. the system may be adapted to the needs of the application. By adding software modules and transputers we may include 24 bit colour, shadowing, a higher resolution, a better shading algorithm or other things which are required by an application. On the other hand we may remove transputers to get a small and cheap system if the requirements are low. A small system may consist of only 8 transputers, whereas a big system may include 50 or 60 transputers.
Klement, Martin. "Fúze procedurální a keyframe animace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235456.
Full textBišof, Martin. "Pokročilý editor 3D scény." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236642.
Full textMadi, Kamel. "Inexact graph matching : application to 2D and 3D Pattern Recognition." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE1315/document.
Full textGraphs are powerful mathematical modeling tools used in various fields of computer science, in particular, in Pattern Recognition. Graph matching is the main operation in Pattern Recognition using graph-based approach. Finding solutions to the problem of graph matching that ensure optimality in terms of accuracy and time complexity is a difficult research challenge and a topical issue. In this thesis, we investigate the resolution of this problem in two fields: 2D and 3D Pattern Recognition. Firstly, we address the problem of geometric graphs matching and its applications on 2D Pattern Recognition. Kite (archaeological structures) recognition in satellite images is the main application considered in this first part. We present a complete graph based framework for Kite recognition on satellite images. We propose mainly two contributions. The first one is an automatic process transforming Kites from real images into graphs and a process of generating randomly synthetic Kite graphs. This allowing to construct a benchmark of Kite graphs (real and synthetic) structured in different level of deformations. The second contribution in this part, is the proposition of a new graph similarity measure adapted to geometric graphs and consequently for Kite graphs. The proposed approach combines graph invariants with a geometric graph edit distance computation. Secondly, we address the problem of deformable 3D objects recognition, represented by graphs, i.e., triangular tessellations. We propose a new decomposition of triangular tessellations into a set of substructures that we call triangle-stars. Based on this new decomposition, we propose a new algorithm of graph matching to measure the distance between triangular tessellations. The proposed algorithm offers a better measure by assuring a minimum number of triangle-stars covering a larger neighbourhood, and uses a set of descriptors which are invariant or at least oblivious under most common deformations. Finally, we propose a more general graph matching approach founded on a new formalization based on the stable marriage problem. The proposed approach is optimal in term of execution time, i.e. the time complexity is quadratic O(n2) and flexible in term of applicability (2D and 3D). The analyze of the time complexity of the proposed algorithms and the extensive experiments conducted on Kite graph data sets (real and synthetic) and standard data sets (2D and 3D) attest the effectiveness, the high performance and accuracy of the proposed approaches and show that the proposed approaches are extensible and quite general
Fries, Jakob, and Simon Johansson. "A Modular 3D Graphics Accelerator for FPGA." Thesis, Linköpings universitet, Datorteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71049.
Full textEn modulär och utrymmeseffektiv 3D-grafikaccelerator för tile-baserad rendering i FPGA-system har designats och implementerats. Acceleratorn stöder en delmängd av OpenGL med funktioner som mipmapping, multitexturering och blending. Acceleratorn är uppdelad i en mjukvarudel för projektion och klippning av trianglar och en hårdvarudel för rastrering, färgsättning och utritning till skärm. Avvägningar som gjorts mellan area, prestanda och funktionalitet har beskrivits och motiverats. För att evaulera funktionalitet och prestanda har acceleratorn testats med två olika applikationer.
Bayik, Tolga. "3D graphics acceleration on a multiprocessor architecture." Thesis, University of Hertfordshire, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268070.
Full textEwins, Jon Peter. "Algorithm design and 3D computer graphics rendering." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310664.
Full textOndrejó, Michal. "Parametrické 3D modely." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417257.
Full textLebrun, Justine. "Appariement inexact de graphes appliqué à la recherche d'images et d'objets 3D." Thesis, Cergy-Pontoise, 2011. http://www.theses.fr/2011CERG0510/document.
Full textMany type of documents can be modeled by a graph representation. In this thesis, we focus on theuse of graph for research in multimedia databases.We begin by presenting the theory of graphs and aroundan overview of methods that have been proposed for matching.Then, we are particularly interested in their use for recognitionforms and multimedia indexing.In order to respond in the most generic possible differentresearch problems, we propose to work within the framework of kernel functions.This framework allows to separate the problems related to the nature of the documentsthose introduced by the different types of research. Thus, all ourenergy is devoted to the design of mapping functions,but bearing in mind that they must meet a numbermathematical properties. In this context, we propose newsolutions that better meet the specificgraphs from primitive and visual descriptors. Wealso present algorithms to quickly assessthese functions. Finally, wepresent experiments that highlight thesedifferent characteristics and experiences that showadvantages of our models with respect to the literature
Mitchell, David Anthony Paul. "Fast algorithms and hardware for 3D computer graphics." Thesis, University of Sheffield, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299571.
Full textHedlin, Daniel. "Evaluating a 3D node graphing algorithm : Developing an algorithm for improving 3D map data and comparing resulting node graphs used for underground mines." Thesis, Luleå tekniska universitet, Datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75641.
Full textGruvbolag moderniserar i snabb takt, en del av denna modernisering kräver spårning av utrustning och personal i gruvorna. Mobilaris använder 3D kartor som representerar gruvgångar med två linjer, ena representerar vänster vägg, medans den andra representerar höger vägg. Dessa linjer är ofta diskontinuerliga och blandade med andra linjer som representerar symboler, gamla linjer, felaktiga linjer och så vidare. För att bättre kunna spåra objekts positioner inom en gruva används en nodgraf som kartlägger de möjliga gruvgångarna. Denna nodgraf är delvis genererad och delvis manuellt skapad. De manuella korrigeringarna kräver i nuläget många arbetstimmar. Syftet med denna examen är att utvärdera den nuvarande nodgrafningsalgoritmen genom att utveckla ett program som förbättrar kartdatan. Denna förbättring utförs för att ge nodgrafningsalgoritmen den bästa möjliga kartdatan för att kunna bedöma inom vilka områden den är användbar och inom vilka den ej är det. Flera snabba problemspecifika algoritmer utvecklas för att ta bort linjer som ej tillhör de två väglinjerna, dessa algoritmer täcker ej alla fall på grund av tidsbegränsningar. En algoritm som sammanfogar väglinjer och en algoritm som ansluter diskontinuerliga linjer utvecklas, dessa algoritmer förbättrar kartdatans kvalitet avsevärt. Efter processeringen av kartorna är förbättringarna av de genererade nodgraferna små men ej osignifikanta med en 1% till sällsynt 20% minskning av avbrott. De största förbättringarna görs genom att efterbehandla de genererade nodgraferna, här skiljs kvaliteten mellan de gamla nodgraferna och de nya signifikant med en 75-80% minskning av avbrott. Många av den nuvarande nodgrafningsalgoritmens svagheter upptäcktes. Några av dessa svagheter kan korrigeras genom att efterbehandla nodgraferna, medans andra behöver antingen en ny eller ytterligare algoritmer för att lösas.
Matyskiewicz, Jiří. "3D simulační toolbox." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218941.
Full textMateus, Pedro José Marques. "Documentando o projeto de reabilitação. Da caracterização do existente à comunicação das ideias e do projeto." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2013. http://hdl.handle.net/10400.5/6692.
Full textShrubsole, Paul Anthony. "A flexible, scalable approach to real-time graphics." Thesis, Nottingham Trent University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324576.
Full textMeruvia, Pastor Oscar Ernesto. "Frame coherent 3D stippling for non-photorealistic computer graphics." [S.l.] : [s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=971456097.
Full textMurphy, Darren W. "Extensible 3D (X3D) graphics clouds for geographic information systems." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://bosun.nps.edu/uhtbin/hyperion-image.exe/08Mar%5FMurphy_Darren.pdf.
Full textThesis Advisor(s): Durkee, Philip A. "March 2008." Description based on title screen as viewed on May 5, 2008. Includes bibliographical references (p. 83-84). Also available in print.
NILSSON, ERIK. "3D Graphics Environment for Verification of Automotive Vision System." Thesis, KTH, Maskinkonstruktion (Inst.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-143627.
Full textFör att minska mängden vägolyckor ska den Europeiska Unionen införa en lagstiftning i slutet av 2013 vilket gör det obligatoriskt för nya modeller av tunga nyttofordon att ha två nya system som assisterar föraren. Dessa kräver att fordonet kan detektera väglinjer och framförvarande fordon. För att åstadkomma detta så utvecklas ett kamerasystem av en extern leverantör åt Scania CV AB.Syftet med detta projekt är att utveckla en testmiljö som kompletterar nuvarande testmetoder. De nuvarande svårigheterna är att kunna kontrollera väder, land, vägar och trafik fullt ut samt att kunna känna till väglinjers sträckning och fordons position på ett noggrant sätt. Den utvecklade testmiljön skall erbjuda en bättre flexibilitet, repeterbarhet och tillgänglighet. Lösning innebär att kamerasystemet riktas mot en skärm där en representation av det önskade testscenariot projiceras med hjälp av 3D-grafik. Konfigurationsmöjligheterna innefattar både utseendet av världen och sättet som den virtuella lastbilen rör sig i den virtuella världen.Projektets resultat är att kameran detekterar väglinjer med ett par centimeters noggrannhet och utmärkt repeterbarhet. Huruvida test som utförs i denna miljö möjliggör att kunna dra slutsatser om kamerans prestanda i verkligheten lämnas till framtida arbete. Rekommendation dock, är att utföra en mängd tester för att hitta felaktiga beteenden hos kamerasystemet. När fel dyker upp i den virtuella miljön skall dessa eftersökas i verkligheten. Med detta empiriska angreppssätt kan tilltron till den utvecklade miljön öka, om den förtjänar det.
Rozendaal, Ross. "Interactive visualisation using 3D graphics : an archaeological case study." Master's thesis, University of Cape Town, 2000. http://hdl.handle.net/11427/4980.
Full textThe methods of displaying data from archaeological surveys are of considerable importance in representing realistic impressions of archaeological sites that few people are able to visit. In many cases, further study of a site is not possible at the location of the site. This would require that the surveyed data of the site be displayed in such a way as to be accurate and realistic as well as including interactive tools, enabling further studies. Traditional displays of archaeological data have been either in textual form or in the conventional hardcopy form of maps and drawings. With the advent of computers and computer graphics alternative methods of displaying the data have become possible. 3D graphics have become an important method of displaying archaeological data. In 1995 and 1996 the Department of Geomatics at the University of Cape Town participated in the survey of the 3.6 million year old hominid footprints in Tanzania. The survey was required for the documentation and study of the footprints. In order to facilitate this in 3D graphics, software packages that allowed user interactive tools to be included in the display had to be investigated. Methods of displaying the data also had to be investigated. Java3D was selected to create the 3D models and user interactive tools that included measurement tools, gradient tools and profile tools. These tools were created for the Laetoli footprints but were applicable in other archaeological displays as well.
Alshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.
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