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Dissertations / Theses on the topic '3D graphic'

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1

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.

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Our goal with this study is to examine how much optimization of 3D game models can affect the overall performance of a game. After a previous pilot study we decided on use a method where we worked with a 3D scene which was made earlier unconnected to this study. We created two versions of the scene in Unreal Development Kit, one with none of the meshes optimized and the second scene where the meshes are optimized. From these two scenes we wrote down the different stats: the draw calls, frame rate, millisecond per frame and visible static mesh elements as well as the memory usage. Comparing these stats from the two scenes, we found that there was a change in the stats. Draw calls and frame rate had dropped in the second scene, as well as the memory usage which made the game run more smoothly without losing much of its aesthetic quality.
Målet 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.
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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.

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The purpose of this theoretical thesis is to research the problem: producing optimized content for handheld real-time CG applications. This thesis is based on existing literature studiesregarding the subject. It will explore the topic on how to deal with draw calls, shaderoptimizations, hard/smooth edges and how engines deal with polygons and textures and howthis correlates with current technical limitations of current game engines for handheld realtime applications such as the iPhone. On these grounds, the thesis will expand on the subject of how those topics affect the hardware; more specifically targeted the GPU and CPU onmobile devices. Today, the hardware used on mobile devices on the market is limited; it is important tounderstand that a lot of factors come in to play and making optimization a part of the design, not a final step regarding the creation of content is vital when creating CG applications formobile devices. A closer look at the available evidences suggests that when dealing with the limited resources available every performance aspect should be closely looked into. It is vital to optimize the content and correlate your game budget accordingly to the marketed device. In the end it will make for a better game. This thesis sheds a light on the development strategiesfor CG applications on handheld devices.
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Barancová, Simona. "3D model vybraného objektu." Master's thesis, Vysoké učení technické v Brně. Fakulta stavební, 2017. http://www.nusl.cz/ntk/nusl-390214.

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The aim of this thesis is creation of 3D model by a selected program. In the introduction of the thesis is a brief description of chosen object – St. Václav's temple in Brno. Next follows preparation works before measuring, creating of measuring net by GNSS and measuring of object by tachymetric method. In the following chapters is briefly described 2D and 3D computer graphic and program AutoCAD Civil 3D, which was used for create resulting model of the object.
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4

Masiulionytė, 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.

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Darbe yra apžvelgiamos NURBS paviršių atvaizdavimo realizavimo problemos mobiliesiems įrenginiams. Pagrindinis darbo tikslas yra įsitikinti tokios realizacijos galimumu, bei surasti kiek įmanoma efektyvesnį būdą, išsprendžiantį mobiliųjų platformų realizacijų problemas. Dar vienas tikslas, sukurti prototipinį sprendimą, padengiantį NURBS standartą. Analizei pasirinkta M3G mobiliosios grafikos standartas, kuris šiuo metu yra labiausiai paplitęs. Realizacijų palyginimui buvo pasirinkti du algoritmai: Oslo ir tiesioginis. Atlikus veikimo analizę nustatyta, jog tiesioginis algoritmas yra efektyvesnis, kurio pagrindu buvo išbaigtas NURBS standartas, realizuojant Trimmed NURBS modelius.
In 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.
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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.

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Thesis (M.F.A.)--East Tennessee State University, 2004.
Title from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
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6

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.

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7

Harris, 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.

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8

Gantzer, 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.

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9

Menclík, 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.

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The main aim of the thesis is the reconstruction of three-dimensional surface from a~set of two-dimensional images. For the implementation of this application the programming language Java and its extension, that allows work with three-dimensional models, were chosen. First, viewing of three-dimensional models of two different file formats was necessary to allow. To create the three-dimensional models, the Marching Cubes algorithm was used. This algorithm is decribed theoretically in the text, description of the implementation and correction of deficiencies follows. Finally, the implementation of the inversion procedure of reconstruction of the three-dimensional surface, which is the extraction of two-dimensional images from the three-dimensional model, is described.
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Kok, 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.

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Submitted in fulfilment to the Department of Planning and Administration of the requirements for the degree of Doctor in Education in the Faculty of Education at the University of Zululand’ 2018.
Studies 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.
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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.

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This masters thesis deals with a real-time low vegetation rendering in 3D space. The low vegetation means grass and shrub. At first it looks on a implementation of vegetation in a 3D games that already exist and there investigate characteristics notable while playing and after that it comes to a evaluation of visual qualities. As next will follow design of solution of this problems and description of implementation. In final part will be summary of achieved product.
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Mrkvička, Tomáš. "Zobrazování komplexních 3D scén." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235446.

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This thesis deals with representation of large and complex 3D scenes which are usually used by modern computer games. Main aim is design and implementation of data driven rendering system. Proper rendering is directed (driven) by scene description. This description is also designed with respect to scene creators whose typically do not have deep knowledge of programming languages in contrast to game programming developers. First part is focused on design of efficient scene description and its possible applications at scene rendering. Second part is focused on proper system implementation. Finally, consequently important system optimizations are mentioned too.
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Rodrigues, 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.

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Este trabalho apresenta uma proposta que oferece ao arquiteto uma metodologia e um conjunto de ferramentas que auxiliará na representação gráfica de projetos de acessibilidade. O elemento base da proposta constitui-se em uma biblioteca de modelos 3D onde os equipamentos de acessibilidade, necessários em um projeto, estão modelados de acordo com a norma NBR9050. Para organizar o conhecimento da norma e guiar o arquiteto no uso da metodologia, a abordagem inclui uma taxonomia dos equipamentos de acessibilidade, utilizada para induzir o uso correto dos mesmos na modelagem 3D e para a construção de um Help integrado às ferramentas providas, auxiliando o arquiteto em suas tomadas de decisão, indicando quais são as melhores soluções propostas pela NBR9050. Para validar a proposta, um protótipo foi desenvolvido e, com este suporte, foi realizada uma avaliação com estudantes de arquitetura onde se verificou a necessidade de novas ferramentas para representação gráfica e de consulta à norma NBR9050 e a aceitação as ferramentas propostas nesta dissertação.
This 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.
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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.

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Konečný, Jiří. "Ladicí nástroj pro shadery." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236361.

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This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
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Balusek, 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.

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This diploma thesis deals with the creation of interactive tools for 3D computer graphics. The introduction of the thesis focuses on general theory of curves and surfaces and its mathematical description. The topics of Geometric transformation, Perspective projection and Parametric description of 3-dimensional surface are analysed in more detail. The successive chapter deals with the subject of visualisation of spatial objects in Java platform interface. The practical part describes the implementation of individual applets. JAVA programming language, which uses the library functions JOGL, was employed for the very realization of the interactive tools. The goal of the diploma thesis is the creation of a set of interactive applets in the field of computer graphics. These applets will be placed on the website of the faculty and they will serve students of VUT in Brno to improve the quality of education.
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Helgersson, 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.

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Att kommunicera rummets varierande funktion genom 3D-visualiseringar är ett examensarbete i informationsdesign med inriktning rumslig gestaltning. Uppdraget kommer från Husmuttern AB som arbetar med huskoncept som sedan ska leda till produktion av modulhus. Syftet med arbetet har varit att studera hur en 3D-modell bör utformas för att kommunicera ett rums varierande funktion. Detta för att veta hur jag ska visualisera en undervisningssal i ett modulhus. För att arbeta fram en 3D-modell som uppfyller dessa krav krävs det att studera kommunikation mellan parter, bildens egenskaper, rummets form och färg, detta med stöd i litteratur, forskning och användartester. Därefter kunde en modell arbetas fram som kunde kommunicera en undervisningssal i ett modulhus. Genom användartesterna visade det sig att det är bra med en modell som fokuserar på modulhusets grund men också att ha med inredning för att visa funktionen. Det resulterade i en modell som innehöll husgrunden på en halva och realistisk inredning på den andra halvan men i samma modell. Genom litteratur och tidigare forskning blev resultatet för visualiseringar att det är ofta som 3D-modeller används. I utformningen bör detaljer uteslutas och verklighetstrogna vyer undvikas. Fokus bör ligga på det väsentliga då det annars blir för mycket att ta in för betraktaren och budskapet går förlorat, samt att verklighetstrogna skisser upplevs som färdigutvecklade. Det resulterade i en skissartad modell med avskalad inredning för att visa rummets funktion.
Att 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
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Krupička, Vojtěch. "Bezsnímkové renderování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236500.

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This master's thesis deals with the problem of real-time rendering of computer graphics using the method of frameless rendering} as counterpart to the traditional way, which is based on switching between two output buffers. Frameless rendering method is defined and studied in greater depth and its adaptive variant, which delivers better output quality without a~significant reduction of latency, is described in detail. In addition, this thesis describes the implementation of the application which has been developed to demonstrate the principle and functionality of the frameless rendering on the selected scenes. It also includes evaluation of performed tests focused to the output quality.
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Baglie, 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.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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.
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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.

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The 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.

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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.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico
A 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).
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Fiorentini, Davide. "Design of a Cartesian Robot for Agro-Food Applications." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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Nella tesi si affronta il problema della progettazione di un sistema meccatronico fortemente automatizzato per applicazioni agricole. In particolare il progetto è rivolto alla costruzione di una macchina per l’attività di raccolta automatizzata di teste di broccoli disposte in filari presenti in campo coltivato. Il fine dello studio, tramite l’applicazione su un vegetale specifico, è l’introduzione di tecnologie di uso ormai comune nel campo industriale in un settore tradizionalmente poco sensibile all’innovazione come quello agricolo. La progettazione deve quindi tenere conto di diverse problematiche di natura differente a quelle tipicamente industriali ed adoperare opportuni accorgimenti. L’ideazione di un sistema essenzialmente completo e funzionale, con relativa simulazione di un tipico ciclo di lavoro, si presta successivamente ad ulteriori valutazioni non esclusivamente tecniche ma anche di tipo economico. Dopo un’analisi generale dello scenario, si è trovato idoneo l’utilizzo di un robot cartesiano montato sopra una macchina agricola guidata da un operatore. Viene concretizzato il disegno ed il dimensionamento delle varie componenti meccaniche, compreso il manipolatore. In seguito è creato un modello matematico del sistema fisico utile a simulare il funzionamento della macchina. Particolare attenzione è data al controllo del robot in quanto risultante essere la parte più critica del sistema. E’ inoltre fornito il controllo temporizzato delle varie azioni. Infine si è effettuata una simulazione al calcolatore di un tipico ciclo di raccolta su una singola testa broccolo. Il vegetale, riconosciuto dalla macchina, viene raccolto secondo una sequenza di azioni sincronizzate tra loro e depositato in un punto specifico nel raggio di azione del robot. Sono inoltre forniti elementi sugli aspetti simulativi e sull’integrazione tra varie componenti del sistema complesso.
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Chiacchiera, 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/.

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XCModel è un sistema CAD, basato su NURBS, realizzato ed utilizzato in ambiente accademico. È composto da quattro pacchetti per la modellazione 2D, 3D e la resa foto-realistica, ognuno dotato di una propria interfaccia grafica. Questi pacchetti sono in costante evoluzione: sia per le continua evoluzioni dell’hardware che ai cambiamenti degli standard software. Il sistema nel complesso raccoglie la conoscenza e l’esperienza nella modellazione geometrica acquisita nel tempo dai progettisti. XCModel, insieme ai suoi sottosistemi, sono stati progettati per diventare un laboratorio di insegnamento e ricerca utile a sperimentare ed imparare metodi ed algoritmi nella modellazione geometrica e nella visualizzazione grafica. La natura principalmente accademica, e la conseguente funzione divulgativa, hanno richiesto continui aggiornamenti del programma affinché potesse continuare a svolgere la propria funzione nel corso degli anni. La necessità di continuare a ad evolversi, come software didattico, anche con il moderno hardware, è forse il principale motivo della scelta di convertire XCModel a 64 bit; una conversione che ho svolto in questa tesi. Come molte altre applicazioni realizzate a 32 bit, la maggior parte del codice viene eseguito correttamente senza problemi. Vi sono però una serie di problematiche, a volte molto subdole, che emergono durante la migrazione delle applicazioni in generale e di XCModel in particolare. Questa tesi illustra i principali problemi di portabilità riscontrati durante il porting a 64 bit di questo pacchetto seguendo il percorso da me intrapreso: mostrerò gli approcci adottati, i tool utilizzati e gli errori riscontrati.
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Kamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.

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Simulation modeling and visualization can substantially help in designing complex construction operations and in making optimal decisions where traditional methods prove ineffective or are unfeasible. However, there has been limited use of simulation in planning construction operations due to the unavailability of appropriate visual communication tools that can provide users with a more realistic and comprehensible feedback from simulation analyses. Visualizing simulated construction operations in 3D can significantly help in establishing the credibility of simulation models. In addition, 3D visualization can provide valuable insight into the subtleties of construction operations that are otherwise non-quantifiable and presentable. New software development technologies emerge at incredible rates that allow engineers and scientists to create novel, domain-specific applications. This study capitalized on a computer graphics technology based on the concept of the "Scene Graph" to design and implement a general-purpose 3D Visualization System that is Simulation and CAD-software independent. This system, the "Dynamic Construction Visualizer", enables realistic visualization of modeled construction operations and the resulting products in 3D and can be used in conjunction with a wide variety of simulation tools. This thesis describes the "Dynamic Construction Visualizer" as well as the "Scene Graph" architecture and the Frame Updating algorithms used in its design.
Master of Science
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Banerjee, Kutty S. "Remote Execution for 3D Graphics." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.

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Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /." Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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Čermák, 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.

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This thesis deals with model-based approach to 3D tracking from monocular video. The 3D model pose dynamically estimated through minimization of objective function by particle filter. Objective function is based on rendered scene to real video similarity.
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Knutsson, 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.

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This 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.

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Boyle, John. "Using 3D graphics for database visualisation." Thesis, University of Aberdeen, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307951.

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The upsurge in the number of casual users and the general acceptance of computer technology has shown that the principal driving force in software engineering is shifting from functionality to usability. It has also become evident that the desktop metaphor and its whole related genre do not provide the modern interface designer with the expressive power that is needed. Nowhere is a new approach more needed than in interfaces for databases. Previous studies in interface design for database management systems have attempted to use solely the desktop metaphor. We have used three dimensional graphical techniques to construct an interface, called Amaze for our object oriented database P/FDM. Interactive animated 3D graphics have been embedded inside a standard menu driven framework. Using 3D graphics new metaphors have been developed to aid the user interaction. Our development has taken a modular approach, which allowed us to develop a number of different visualisations for query construction, the structure of the database and result representation. It is possible to view the data using a number of multimodal displays (a number of customised multimodal displays have been built). Amaze has been used on a variety of different data sets (including a protein structure database, a personnel database and an antibody database). These databases differ greatly in size and complexity of their semantics. The work discussed in this thesis suggests an alternative approach to user interface design for database systems, it introduces the idea of Database Visualisation and suggests novel mechanisms for computer interaction using 3D graphics.
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Ford, Nicky. "3D graphics hardware prototyping and implementation." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367768.

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Granath, 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.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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Alvermann, Klaus. "A Transputer Based 3D-Graphics System." International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611934.

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International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California
The 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.
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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.

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The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.
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Bišof, Martin. "Pokročilý editor 3D scény." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236642.

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This work describes important periods of making application on editing 3D scene. It concerns a program which makes possible visualization of objects and simulation graphic scene. The introduction of this document is dedicated to theorical analysis, which is oriented on objects presentation in computer graphic with detailed orientation on Boundary Representation. The following chapter is about transformations and manipulators. Design part introduces basic problems and apprises with exercise solutions on general level. In the part of the implementation, we find detailed description of actual solution for particular phase of proposal. It states description of advanced camera system and transformation of objects by the help of graphic manipulators. The next chapter discuss implement effects, modifications and solution for graphical user interface.
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Madi, Kamel. "Inexact graph matching : application to 2D and 3D Pattern Recognition." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE1315/document.

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Les Graphes sont des structures mathématiques puissantes constituant un outil de modélisation universel utilisé dans différents domaines de l'informatique, notamment dans le domaine de la reconnaissance de formes. L'appariement de graphes est l'opération principale dans le processus de la reconnaissance de formes à base de graphes. Dans ce contexte, trouver des solutions d'appariement de graphes, garantissant l'optimalité en termes de précision et de temps de calcul est un problème de recherche difficile et d'actualité. Dans cette thèse, nous nous intéressons à la résolution de ce problème dans deux domaines : la reconnaissance de formes 2D et 3D. Premièrement, nous considérons le problème d'appariement de graphes géométriques et ses applications sur la reconnaissance de formes 2D. Dance cette première partie, la reconnaissance des Kites (structures archéologiques) est l'application principale considérée. Nous proposons un "framework" complet basé sur les graphes pour la reconnaissance des Kites dans des images satellites. Dans ce contexte, nous proposons deux contributions. La première est la proposition d'un processus automatique d'extraction et de transformation de Kites a partir d'images réelles en graphes et un processus de génération aléatoire de graphes de Kites synthétiques. En utilisant ces deux processus, nous avons généré un benchmark de graphes de Kites (réels et synthétiques) structuré en 3 niveaux de bruit. La deuxième contribution de cette première partie, est la proposition d'un nouvel algorithme d'appariement pour les graphes géométriques et par conséquent pour les Kites. L'approche proposée combine les invariants de graphes au calcul de l'édition de distance géométrique. Deuxièmement, nous considérons le problème de reconnaissance des formes 3D ou nous nous intéressons à la reconnaissance d'objets déformables représentés par des graphes c.à.d. des tessellations de triangles. Nous proposons une décomposition des tessellations de triangles en un ensemble de sous structures que nous appelons triangle-étoiles. En se basant sur cette décomposition, nous proposons un nouvel algorithme d'appariement de graphes pour mesurer la distance entre les tessellations de triangles. L'algorithme proposé assure un nombre minimum de structures disjointes, offre une meilleure mesure de similarité en couvrant un voisinage plus large et utilise un ensemble de descripteurs qui sont invariants ou au moins tolérants aux déformations les plus courantes. Finalement, nous proposons une approche plus générale de l'appariement de graphes. Cette approche est fondée sur une nouvelle formalisation basée sur le problème de mariage stable. L'approche proposée est optimale en terme de temps d'exécution, c.à.d. la complexité est quadratique O(n2), et flexible en terme d'applicabilité (2D et 3D). Cette approche se base sur une décomposition en sous structures suivie par un appariement de ces structures en utilisant l'algorithme de mariage stable. L'analyse de la complexité des algorithmes proposés et l'ensemble des expérimentations menées sur les bases de graphes des Kites (réelle et synthétique) et d'autres bases de données standards (2D et 3D) attestent l'efficacité, la haute performance et la précision des approches proposées et montrent qu'elles sont extensibles et générales
Graphs 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
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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.

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A modular and area-efficient 3D graphics accelerator for tile based rendering in FPGA systems has been designed and implemented. The accelerator supports a subset of OpenGL, with features such as mipmapping, multitexturing and blending. The accelerator consists of a software component for projection and clipping of triangles, as well as a hardware component for rasterization, coloring and video output. Trade-offs made between area, performance and functionality have been described and justified. In order to evaluate the functionality and performance of the accelerator, it has been tested with two different applications.
En 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.
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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.

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Ewins, 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.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both individually and in the context of an entire architecture. It is helpful to be able to model different algorithmic variations rapidly and experiment with them interchangeably. This thesis begins with a description of software based modelling techniques for the rapid investigation of algorithms for 3D computer graphics within the context of a C++ prototyping environment. Recent tremendous increases in the rendering performance of graphics hardware have been shadowed by corresponding advancements in the accuracy of the algorithms accelerated. Significantly. these improvements have led to a decline in tolerance towards rendering artefacts. Algorithms for the effective and efficient implementation of high quality texture filtering and edge antialiasing form the focus of the algorithm research described in this thesis. Alternative algorithms for real-time texture filtering are presented in terms of their computational cost and performance. culminating in the design of a low cost implementation for higher quality anisotropic texture filtering. Algorithms for edge antialiasing are reviewed. with the emphasis placed upon area sampling solutions. A modified A-buffer algorithm is presented that uses novel techniques to provide: efficient fragment storage; support for multiple intersecting transparent surfaces; and improved filtering quality through an extendable and weighted filter support from a single highly optimised lookup table.
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Ondrejó, Michal. "Parametrické 3D modely." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417257.

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The aim of this work is to propose possibilities of interconnection of objects in parametric model. Individual options are implemented in the parametric three-dimensional modeling system. This system allows the creation of models using various geometric operations, change parameters at any time, animate the created model, and save the parametric model in a human-readable format. The proposed solution was implemented and evaluated on simple example.
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Lebrun, 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.

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Les graphes sont des modèles de représentation qui permettent de modéliser un grand nombre de type de documents. Dans cette thèse, nous nous intéressons à leur utilisation pour la recherche dans des bases de données multimédia.Nous commençons par présenter la théorie autour des graphes ainsi qu'un aperçu des méthodes qui ont été proposées pour leur mise en correspondance.Puis, nous nous intéressons plus particulièrement à leur utilisation pour la reconnaissance des formes et l'indexation multimédia.Dans le but de répondre de la manière la plus générique possible aux différents problèmes de recherche, nous proposons de travailler dans le cadre des fonctions noyaux.Ce cadre permet de séparer les problèmes liées à la nature des documents de ceux apportés par les différents types de recherche. Ainsi, toute notre énergie est consacrée à la conception de fonctions de mise en correspondance,mais en gardant à l'esprit qu'elles doivent respecter un certain nombre de propriétés mathématiques. Dans ce cadre, nous proposons de nouvelles solutions qui permettent de mieux répondre aux caractéristiques particulières des graphes issus de primitives et descripteurs visuels. Nous présentons aussi les algorithmes qui permettent d'évaluer rapidement ces fonctions. Enfin, nous présentons des expériences qui mettent en lumière ces différentes caractéristiques, ainsi que des expériences qui montrent les avantages qu'offre nos modèles vis à vis de la littérature
Many 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
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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.

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Hedlin, 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.

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Mining companies are rapidly modernizing, and part of this modernization requires the tracking of equipment and personnel within mines. Mobilaris uses 3D maps that represent mine paths using two lines, one representing the left wall and one representing the right. These lines are often discontinuous and mixed with other lines that represent symbols, old lines, erroneous lines, etc. To better track the positions of items within a mine, a node graph that maps the possible cave paths is used. This node graph is partly generated and partly constructed manually. The manual corrections currently require a great deal of time. The purpose of this degree is to determine the viability of the current node graphing algorithm by developing a program that improves the map data. This improvement will be carried out to give the node graphing algorithm the best possible map data to determine where it is usable and where it is not. Multiple quick and problem-specific algorithms are developed to remove lines not part of the two path lines; these do not cover all found cases due to time constraints. An algorithm that merges path lines and an algorithm that connects disconnected path lines are developed. These algorithms greatly improve the quality of the map data. After processing the maps, the improvements to the generated node graphs are small but not insignificant, with a 1% to rare 20% reduction in breaks. The greatest improvements are made by postprocessing the generated node graphs; here, the differences in improvement between the old node graphs and the new are significant, with a 75-80% reduction in breaks. Many of the weaknesses of the current node graphing algorithm are also determined; some of these can be corrected by postprocessing the node graph, while some need either new or additional algorithms to be solved.
Gruvbolag 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.
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43

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.

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This project deals with the design and implementation of the extensible programmable environment intended for the creation of various 3D simulations, specifically targeted for testing of the algorithms and creation of applications from the field of computer vision and robotics. Environment VISIMBOX was implemented in c# programming language and uses OpenGL as back-end for hardware accelerated rendering.
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44

Mateus, 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.

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45

Shrubsole, 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.

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46

Meruvia, 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.

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47

Murphy, 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.

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Thesis (M.S. in Meteorology)--Naval Postgraduate School, March 2008.
Thesis 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.
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48

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.

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In order to reduce the amount of road accidents the European Union is enforcing legislation in late 2013 which makes it mandatory for new commercial heavy duty vehicle models to include two new driver assistances systems. These require the truck to be capable of detecting lane markings and vehicles. To accomplish this, a camera system is being developed by an external supplier for Scania CV AB; the Forward Looking Camera (FLC).The purpose of this project is to develop a test environment to complement current test methods. The current difficulties are being able to control weather, land, roads and traffic fully and being able to easily observe lane marking and vehicle positions accurately. The developed test environment should facilitate these lacking elements and offer greater flexibility, repeatability and accessibility. The solution involves directing the FLC towards a screen where a 3D graphics representation of the desired test scenario is projected. The configuration possibilities cover both the appearance of the scenery and the way the virtual truck moves in this virtual world.The project result is that the FLC is able to detect lanes with an accuracy of a few centimeters and excellent repeatability. Whether or not tests performed in this environment are applicable to draw conclusions on the performance of the FLC in the real world is left for future work. The recommendation however is to perform a multitude of tests in an attempt to locate faults. When these faults appear in the virtual environment the same faults should be searched for in the real world. This empirical approach is the way to gain trust in the system, if it deserves it.
För 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.
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49

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.

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Bibliography: leaves 82-84.
The 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.
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50

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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