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1

Rust, Ciana. "Facilitating the implementation of Computer-Aided Design into the Engineering Graphics Design classroom." Diss., University of Pretoria, 2017. http://hdl.handle.net/2263/65464.

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The purpose of this study was to investigate what the EGD teacher needed in order to facilitate the successful implementation of CAD as an education tool into the EGD classroom. The researcher aimed to understand how teachers perceive CAD with regard to its usefulness and ease of use in an EGD class. The primary research question was as follows: What is needed to facilitate the implementation of CAD into the EGD classroom? The secondary research questions were: ? What are the barriers that prevent teachers from implementing CAD in their EGD classes? ? What lessons can be learnt from those schools where CAD has already been implemented? In the literature, the researcher looked at EGD as a subject presented in high school as well as the early roots of CAD. The external factors influencing the implementation of ICT in the classroom and the importance of CAD as a teaching tool were explored throughout the study. The theoretical framework used to support this study was the Technology Acceptance Model (TAM). The research approach towards this study was qualitative by nature and followed a multiple-case study design (Yin, 2003). The participants of the study were identified through a convenient-purposive sampling method. The researcher analysed data through an interpretivist point of view. The data analysis was done through the use of thematic analysis methods.
Dissertation (MEd)--University of Pretoria, 2017.
Science, Mathematics and Technology Education
MEd
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Bertoline, Gary R. "The effectiveness of using CADD (Computer-Aided Design Drafting) to learn engineering design graphics /." The Ohio State University, 1987. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487326511714672.

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3

Grandhee, Ashok A. "Design of a computer graphics laboratory." Ohio : Ohio University, 1985. http://www.ohiolink.edu/etd/view.cgi?ohiou1184005646.

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4

Tolmie, Donald Francois. "Design of a low-resource 2D graphics engine for FPGAs." Master's thesis, Faculty of Engineering and the Built Environment, 2018. http://hdl.handle.net/11427/30042.

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This study focused on the design and implementation of a low-resource graphics engine, MicroGE, which can be implemented on an FPGA. MicroGE uses a minimal amount of FPGA resources when compared to other graphics engines. After researching existing graphics engines, it was discovered that most make use of a memory space to store frame buffer data. Because of the restrictions that were imposed on the design of MicroGE, it could not incorporate a large enough memory space to store a frame buffer. It was specified that MicroGE should be able to fit on low-resource FPGAs, without any external memory components. Also, MicroGE should be able to fit on modern, high-resource, FPGAs without using a significant amount of those FPGAs’ resources. These goals were achieved by designing MicroGE according to an architecture which differs from the ones of existing graphics engines. MicroGE only renders parts of the video frame, which can be stored in a small memory space, before those parts are transmitted to an HDMI or DVI monitor. After the design was completed, MicroGE, along with other components, was implemented in a VHDL design. Hardware was developed, which contained a Spartan-6 LX25 FPGA, to verify this VHDL. Other verification methods, including the use of VHDL test benches, were also used to verify the VHDL design. A software library, MGAPI, was developed on an Arduino Due microcontroller board. This software library allowed the Arduino Due to display graphics on an HDMI monitor via MicroGE. The Arduino Due was able to update the display of 1000 graphics primitives within 111 ms. The internal FPGA RAM resource usage of MicroGE, 792 kb, was found to be significantly lower than the amount of memory required for a frame buffer. Even though these results were satisfactory, there are still many improvements that can be made to MicroGE. These improvements include increasing the number of rendering capabilities, optimisation of power usage, and increasing the control and video output interfaces.
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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting terrain features which influence the content in the game levels. The resulting 2D game levels will, using our approach, have a coherent and logical look. The game levels themselves do not contain any interesting gameplay. Instead they rely on a game level designer to add gameplay elements. The resulting modular implementation is considered a success, it proves that it is possible to generate 2D game levels from a procedurally generated 3Dworld, using the features of that world.
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6

Mansey, Pradeep P. "A PHIGS based graphics interface for MECSYN." Thesis, Virginia Polytechnic Institute and State University, 1987. http://hdl.handle.net/10919/53139.

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This thesis presents the development of an interactive graphics interface for MECSYN, a planar mechanism synthesis program. The purpose of this work is to produce a dynamic graphics interface, independent of a graphics device and providing a high level of user interaction. To achieve this, the proposed three-dimensional graphics standard PHIGS (Programmers Hierarchical Interactive Graphics System) is used for graphics support software. An overview of the synthesis theory is presented. The program structure is described and presented along with a listing of the graphics and interface routines of the program to aid in future development of the program (synthesis routines are not included). Several examples illustrating the features and use of the program have been included.
Master of Science
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7

Han, Yiding. "Graphics Processing Unit-Based Computer-Aided Design Algorithms for Electronic Design Automation." DigitalCommons@USU, 2014. https://digitalcommons.usu.edu/etd/3868.

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The electronic design automation (EDA) tools are a specific set of software that play important roles in modern integrated circuit (IC) design. These software automate the design processes of IC with various stages. Among these stages, two important EDA design tools are the focus of this research: floorplanning and global routing. Specifically, the goal of this study is to parallelize these two tools such that their execution time can be significantly shortened on modern multi-core and graphics processing unit (GPU) architectures. The GPU hardware is a massively parallel architecture, enabling thousands of independent threads to execute concurrently. Although a small set of EDA tools can benefit from using GPU to accelerate their speed, most algorithms in this field are designed with the single-core paradigm in mind. The floorplanning and global routing algorithms are among the latter, and difficult to render any speedup on the GPU due to their inherent sequential nature. This work parallelizes the floorplanning and global routing algorithm through a novel approach and results in significant speedups for both tools implemented on the GPU hardware. Specifically, with a complete overhaul of solution space and design space exploration, a GPU-based floorplanning algorithm is able to render 4-166X speedup, while achieving similar or improved solutions compared with the sequential algorithm. The GPU-based global routing algorithm is shown to achieve significant speedup against existing state-of-the-art routers, while delivering competitive solution quality. Importantly, this parallel model for global routing renders a stable solution that is independent from the level of parallelism. In summary, this research has shown that through a design paradigm overhaul, sequential algorithms can also benefit from the massively parallel architecture. The findings of this study have a positive impact on the efficiency and design quality of modern EDA design flow.
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8

Jones, Charlie Alan. "Operational extensions to a power distribution design workstation for enhanced emergency restoration." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-03042009-040652/.

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9

Chuang, Erika Shu-Ching. "Design and implementation of a real-time video and graphics scaler." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/43499.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.
Includes bibliographical references (leaf 112).
by Erika Shu-Ching Chuang.
M.Eng.
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10

Kulik, Joanna L. "The design of a fast and flexible Internet subscription system using content graphics." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/32337.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 2004.
Includes bibliographical references (p. 137-142).
This dissertation describes the design and evaluation of the Fast, Flexible Forwarding system (F3), a distributed system for disseminating information to networked subscribers. It examines existing subscription approaches, proposes F3 as an alternative to these approaches, and presents results from comparisons of F3 and other subscription approaches. Existing subscription approaches examined in the dissertation fall into three categories: unicast, single-identifier multicast, and content-based multicast systems. Careful examination of these approaches suggests that none is able to support complex subscription requests from large numbers of subscribers at high data rates. F3, the systems proposed as an alternative, shares many features with other multicast systems. Like many multicast systems, for example, F3 uses an overlay network of routers to distribute messages to subscribers. F3 differs from other systems, however, in its use of preprocessors to analyze messages before routing begins. Preprocessors carry out analyses of the relationships between subscription topics, and store the results in special content graph data-structures. Preprocessors share the results of their analyses by distributing content graphs to routers in the F3 network. Using content graphs, F3 routers can determine the relationships between subscriptions and notifications more efficiently than in previous approaches. Four studies compared performance of F3 and competing subscription systems. In the four studies, subscription systems handled such tasks as disseminating baseball scores, distributing traffic alerts, and disseminating generic subscriptions formatted as attribute-value pairs.
(cont.) The four studies examined system performance in both simulated network environments and on a working router. Performance characteristics examined in the studies included size of forwarding tables and processing speeds at routers. Results from these experiments showed that F3 does not overproduce messages, as do unicast systems. F3 also outperformed single-identifier multicast systems in such areas as message production, table size, and subscription overhead. The most significant finding of the studies, however, was that F3 processing speed surpassed the speed of a state-of-the-art content-based system by orders of magnitude in scenarios with large numbers of subscribers. Overall, these results suggest that F3 is a promising development in the area of Internet subscription systems.
by Joanna L. Kulik.
Ph.D.
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11

Taylor, Kenneth William 1980. "The design and implementation of a 3D graphics pipeline for the raw reconfigurable architecture." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28540.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.
Includes bibliographical references (p. 345-346).
This thesis presents the design and implementation of a 3D graphics pipeline, built on top of the "Raw" processor developed at MIT. The Raw processor consists of a tiled array of CPUs, caches, and routing processors connected by several high-speed networks, and can be treated as a coarse-grained reconfigurable architecture. The graphics pipeline has four stages, and four-way parallelism in each stage, and is mapped on to a 16-tile Raw array. It supports basic rendering functions such as hardware transform and lighting, perspective correct texture mapping, and depth buffering, and is intended to be used as a slave processor receiving rendering commands from a host system. The design process is described in detail, along with difficulties encountered along the way, and a comprehensive performance evaluation is carried out. The paper concludes with many suggestions for architectural and performance improvements to be made over the initial design.
by Kenneth William Taylor.
S.M.
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12

許健泉 and Kin-chuen Hui. "Solid modelling and its application in mould design: a sweep primitive approach." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1990. http://hub.hku.hk/bib/B31231822.

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Hui, Kin-chuen. "Solid modelling and its application in mould design : a sweep primitive approach /." [Hong Kong : University of Hong Kong], 1990. http://sunzi.lib.hku.hk/hkuto/record.jsp?B12747300.

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14

Saha, Shamik. "SSAGA: Streaming Multiprocessors (SMs) Sculpted for Asymmetric General Purpose Graphics Processing Unit (GPGPU) Applications." DigitalCommons@USU, 2016. https://digitalcommons.usu.edu/etd/5196.

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The evolution of the Graphics Processing Units (GPUs) over the last decade, has reinforced general purpose computing while sustaining a steady performance growth in graphics intensive applications. However, the immense performance improvement is generally associated with a steep rise in GPU power consumption. Consequently, GPUs are already close to the abominable power wall. With a massive popularity of the mobile devices running general-purpose GPU (GPGPU) applications, it is of utmost importance to ensure a high energy efficiency, while meeting the strict performance requirements. In this work, we demonstrate that, customizing a Streaming Multiprocessor (SM) of a GPU, at a lower frequency, is significantly more energy efficient, compared to employing Dynamic Voltage and Frequency Scaling (DVFS) on an SM, designed for a high frequency operation. Using a system level Computer Aided Design (CAD) technique, we propose SSAGA - Streaming Multiprocessors Sculpted for Asymmetric GPGPU Applications, an energy efficient GPU design paradigm. SSAGA creates architecturally identical SM cores, customized for different voltage-frequency domains.
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15

Uhorchak, R. Steven. "An object-oriented class library for the creation of engineering graphs." Thesis, Virginia Tech, 1993. http://hdl.handle.net/10919/42201.

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Since the availability of the first PHIGS (Programmers Hierarchical Interactive Graphics System) implementation in the mid 1980’s, interest in the use of PHIGS has been steadily growing among the CAD applications developer’s community. Every year, more PHIGS-based CAD applications programs are being created to ensure portability and make use of the high-level support provided by PHIGS [JAYA93b]. One of the common uses of computer graphics in engineering is for the creation of graphs. Commonly used graphs, such as line graphs (two-dimensional or three-dimensional), bar charts, pie charts, surface plots, etc., can be created using PHIGS. This involves the creation of several methods to scale the data, draw the graph, display labels, display axes, display legends and several other programming tasks, which are re-created by each applications program. This thesis describes the creation of an object-oriented class library to facilitate the creation of engineering graphs using PHIGS. This library provides the programmer with a set of tools to create commonly used graphs (line graphs, pie charts, bar charts, polar plots, and 3D plots). The class library will allow PHIGS programmers to quickly and easily create graphs for use with applications programs. This set of classes uses a PHIGS-based, Motif-like interface framework (described by Woyak and Myklebust [WOYA93]). User interface methods to allow the end-user of the graphing program to modify attributes of the graph (e.g. line types, legends, colors, etc.) are encapsulated within this class library and are hidden from the programmer using these classes. The library of classes, the user interface methods, and the use of this system is described in this thesis.
Master of Science
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McCrickard, D. Scott. "Maintaining information awareness in a dynamic environment : assessing animation as a communication mechanism." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/9125.

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Ramachandruni, Radha Krishna. "Design of 3D Accelerator for Mobile Platform." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7082.

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Implement a high-level model of computationally intensive part of 3D graphics pipe-line. Increasing popularity of handheld devices along with developments in hardware technology, 3D graphics on mobile devices is fast becoming a reality. Graphics processing is essentially complex and computationally demanding. In order to achieve scene realism and perception of motion, identifying and accelerating bottle necks is crucial. This thesis is about Open-GL graphics pipe-line in general. Software which implements computationally intensive part of graphics pipe-line is built. In essence a rasterization unit that gets triangles with 2D screen, texture co-ordinates and color. Triangles go through scan conversion, texturing and a set of other per-fragment operations before getting displayed on screen.

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Selldin, Håkan. "Design and Implementation of an Application. Programming Interface for Volume Rendering." Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1209.

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To efficiently examine volumetric data sets from CT or MRI scans good volume rendering applications are needed. This thesis describes the design and implementation of an application programming interface (API) to be used when developing volume-rendering applications. A complete application programming interface has been designed. The interface is designed so that it makes writing application programs containing volume rendering fast and easy. The interface also makes created application programs hardware independent. Volume rendering using 3d-textures is implemented on Windows and Unix platforms. Rendering performance has been compared between different graphics hardware.

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Batsios, Nicholas. "Design and construction of a multi-segment snake-like wheeled vehicle." Ohio : Ohio University, 1997. http://www.ohiolink.edu/etd/view.cgi?ohiou1177610642.

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Kamili, Hermawan 1977. "Collaborative Graphical User Interface Design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/80936.

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Li, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.

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Hilton, Michael. "Improving WebIDE through Delightful Design and Gamification." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/931.

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WebIDE is a web-based online learning environment. WebIDE has been used successfully to teach CS0 and CS1 students Java and C concepts and software engineering best practices, specically Test Driven Development. Previous Web- IDE development has concentrated on developing functionality. The main goal of this eort is to improve two non-functional aspects of WebIDE. The rst is to design a more delightful user interface. The second is to add a scoring mecha- nism that encourages students to develop best practices. The scoring mechanism rewards students who answer the question correctly on the rst attempt, dis- couraging them from spamming the answer button. Our objective is to motivate the students to think before answering. The innovations are evaluated through a semi-controlled experiment that was conducted during the Fall quarter of 2012 at Cal Poly.
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Supiratana, Panon. "Graphical visualization and analysis tool of data entities in embedded systems engineering." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-10428.

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Several decades ago, computer control systems known as Electric Control Units (ECUs) were introduced to the automotive industry. Mechanical hardware units have since then increasingly been replaced by computer controlled systems to manage complex tasks such as airbag, ABS, cruise control and so forth. This has lead to a massive increase of software functions and data which all needs to be managed. There are several tools and techniques for this, however, current tools and techniques for developing real-time embedded system are mostly focusing on software functions, not data. Those tools do not fully support developers to manage run-time data at design time. Furthermore, current tools do not focus on visualization of relationship among data items in the system. This thesis is a part of previous work named the Data Entity approach which prioritizes data management at the top level of development life cycle. Our main contribution is a tool that introduces a new way to intuitively explore run-time data items, which are produced and consumed by software components, utilized in the entire system. As a consequence, developers will achieve a better understanding of utilization of data items in the software system. This approach enables developers and system architects to avoid redundant data as well as finding and removing stale data from the system. The tool also allows us to analyze conflicts regarding run-time data items that might occur between software components at design time.
A Data-Entity Approach for Component-Based Real-Time Embedded Systems Development
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Oh, Chang-Geun. "The Effects of Proximity Compatibility and Graphics on Spatio-Temporal SituationAwareness for Navigation." Wright State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=wright1453218915.

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Samarakoon, Mudiyanselage Buddhika. "Design evolution of engineering systems using bond graphs and genetic programming." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/41900.

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Engineering design is a complex task, which typically involves multiple physical domains. It can benefit from a modeling tool that can represent different domains in a unified manner. For complex designs, optimization by traditional techniques (such as gradient-based methods) may not be appropriate. Evolutionary methodologies may be used in design optimization of complex engineering systems. This research is based on a framework for evolutionary design system consisting of a machine health monitoring system, model-based evolutionary design optimization system, and a design expert system. The design weaknesses and faults of an existing engineering system are identified using a machine health monitoring system. Then under supervision of the design expert system, an optimal design is evolved using genetic programming. This thesis primarily addresses the modeling and evolutionary aspects and their integration. The thesis develops the integrated system consisting of bond-graph modeling and genetic programming. The performance of the developed system is studied using both experimentation and simulation. The drawbacks of the fitness calculation methodologies that are presented in literature are identified and improved fitness functions are developed in the present work. A methodology to automatically obtain the state-space model of a system represented using bond graphs is also developed. While previous researchers have investigated the integration of bond graphs and genetic programming in design, they have not applied the method in a real engineering system. The present work specifically addresses the application of the developed method for design improvement for an industrial machine. For this purpose a linear bond graph model of the industrial fish processing machine is developed and the parameter values are identified using genetic programming. The design of the actual system is modified according to the evolved bond graph model and the results are validated using the data from the actual engineering system. The proposed method is applicable particularly to actual systems, first because the initial model can be tested by comparing its simulated results with the corresponding results from the actual system, and second because the design improvements as suggested by the evolutionary design framework may be implemented and tested against the behaviour of the corresponding model.
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Rael, Joshua. "Colormoo: An Algorithmic Approach to Generating Color Palettes." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/975.

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Selecting one color can be done with relative ease, but this task becomes more difficult with each subsequent color. Colormoo is an online tool aimed at solving this problem. We implement three algorithms for generating color palettes based off of a starting color. Data is collected for each palette that is generated. Our analysis reveals two of the algorithms are preferred, but under different circumstances. Furthermore, we find that users prefer palettes containing colors that are compatible, but not too similar. With refined heuristics, we believe these techniques can be extended and applied beyond the field of graphic design alone.
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Van, Huyssteen Salomon Stephanus. "Parallel paradigms in optimal structural design." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/18017.

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Thesis (MScEng)--Stellenbosch University, 2011.
ENGLISH ABSTRACT: Modern-day processors are not getting any faster. Due to the power consumption limit of frequency scaling, parallel processing is increasingly being used to decrease computation time. In this thesis, several parallel paradigms are used to improve the performance of commonly serial SAO programs. Four novelties are discussed: First, replacing double precision solvers with single precision solvers. This is attempted in order to take advantage of the anticipated factor 2 speed increase that single precision computations have over that of double precision computations. However, single precision routines present unpredictable performance characteristics and struggle to converge to required accuracies, which is unfavourable for optimization solvers. Second, QP and dual are statements pitted against one another in a parallel environment. This is done because it is not always easy to see which is best a priori. Therefore both are started in parallel and the competing threads are cancelled as soon as one returns a valid point. Parallel QP vs. dual statements prove to be very attractive, converging within the minimum number of outer iterations. The most appropriate solver is selected as the problem properties change during the iteration steps. Thread cancellation poses problems caused by threads having to wait to arrive at appropriate checkpoints, thus su ering from unnecessarily long wait times because of struggling competing routines. Third, multiple global searches are started in parallel on a shared memory system. Problems see a speed increase of nearly 4x for all problems. Dynamically scheduled threads alleviate the need for set thread amounts, as in message passing implementations. Lastly, the replacement of existing matrix-vector multiplication routines with optimized BLAS routines, especially BLAS routines targeted at GPGPU technologies (graphics processing units), proves to be superior when solving large matrix-vector products in an iterative environment. These problems scale well within the hardware capabilities and speedups of up to 36x are recorded.
AFRIKAANSE OPSOMMING: Hedendaagse verwerkers word nie vinniger nie as gevolg van kragverbruikingslimiet soos die verwerkerfrekwensie op-skaal. Parallelle prosesseering word dus meer dikwels gebruik om berekeningstyd te laat daal. Verskeie parallelle paradigmas word gebruik om die prestasie van algemeen sekwensiële optimeringsprogramme te verbeter. Vier ontwikkelinge word bespreek: Eerste, is die vervanging van dubbel presisie roetines met enkel presisie roetines. Dit poog om voordeel te trek uit die faktor 2 spoed verbetering wat enkele presisie berekeninge het oor dubbel presisie berekeninge. Enkele presisie roetines is onvoorspelbaar en sukkel in meeste gevalle om die korrekte akkuraatheid te vind. Tweedens word QP teen duale algoritmes in ’n parallel omgewing gebruik. Omdat dit nie altyd voor die tyd maklik is om te sien watter een die beste gaan presteer nie, word almal in parallel begin en die mededingers word dan gekanselleer sodra een terugkeer met ’n geldige KKT punt. Parallele QP teen duale algoritmes blyk om baie aantreklik te wees. Konvergensie gebeur in alle gevalle binne die minimum aantal iterasies. Die mees geskikte algoritme word op elke iterasie gebruik soos die probleem eienskappe verander gedurende die iterasie stappe. “Thread” kanseleering hou probleme in en word veroorsaak deur “threads” wat moet wag om die kontrolepunte te bereik, dus ly die beste roetines onnodig as gevolg van meededinger roetines was sukkel. Derdens, verskeie globale optimerings word in parallel op ’n “shared memory” stelsel begin. Probleme bekom ’n spoed verhoging van byna vier maal vir alle probleme. Dinamiese geskeduleerde “threads” verlig die behoefte aan voorafbepaalde “threads” soos gebruik word in die “message passing” implementerings. Laastens is die vervanging van die bestaande matriks-vektor vermenigvuldiging roetines met geoptimeerde BLAS roetines, veral BLAS roetines wat gerig is op GPGPU tegnologië. Die GPU roetines bewys om superieur te wees wanneer die oplossing van groot matrix-vektor produkte in ’n iteratiewe omgewing gebruik word. Hierdie probleme skaal ook goed binne die hardeware se vermoëns, vir die grootste probleme wat getoets word, word ’n versnelling van 36 maal bereik.
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Sabaliauskas, Vaidotas. "Tinklalapių grafikos kūrimo ir optimizavimo sistema." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2007. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20070816_143749-33804.

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Šiame darbe kalbama apie tinklalapių grafokos kūrimo problemas. Antrajame skyriuje aptariami pagrindiniai failų formatai, jų privalumai ir trūkumai. Aptariama tinkamo failo formato parinkimo reikšmė, tinklo pralaidumo reikalavimai, grafinė ir suglaudinimo programinė įranga, jos palyginimas. trečiame skyriuje analizuojama kuriama programinė įranga. Funkcianiams reikalavimams apibrėžti naudojamas panaudojimo atvejų modelis. Šiame skyriuje taip pat aprašoma sistemos architektūra, peteikiama sistemos klasių diagrama ir aprašomi jos metodai bei funkcijos. Taip pat aprašomos veiklos diagramos. Pateikiamas programinės įrangos taikymo pavyzdys. Ketvirtame skyriuje aprašoma detali vartotojo dokumentacija. Aprašomi meniu punktai, piešimo įrankiai ir jų parametrai.
The thesis deals with web design problems, when designers create web templates. Second chapter deals with considering basic file formats such as JPG, PNG and GIF, their advantages and disadvantages. There are analysed problems of image file format selection, network bandwidth usage and dependance from the web site size also the review of commonly used web graphics software and image compression comparison. Third chapter deals with web graphics development and optimization system. There is use case model for describing functional requirements of a system. In the work is described the architecture of a system, detailed description of class diagram with used methods and functions description in detail. All classes are clearly explained by usage and interface. Also third chapter deals with activity diagrams represented as step-by-step workflows of major components in a system. Testing material of created web graphics development and optimization system is given too. Fourth chapter deals with user documentation. There are explained menu items, drawing tools, and their parameters, color selection tools, transparency, brightness, image compression settings and image viewing and converting tools.
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29

Shahdad, Mir Abubakr. "Engineering innovation (TRIZ based computer aided innovation)." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/3317.

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This thesis describes the approach and results of the research to create a TRIZ based computer aided innovation tools (AEGIS and Design for Wow). This research has mainly been based around two tools created under this research: called AEGIS (Accelerated Evolutionary Graphics Interface System), and Design for Wow. Both of these tools are discussed in this thesis in detail, along with the test data, design methodology, test cases, and research. Design for Wow (http://www.designforwow.com) is an attempt to summarize the successful inventions/ designs from all over the world on a web portal which has multiple capabilities. These designs/innovations are then linked to the TRIZ Principles in order to determine whether innovative aspects of these successful innovations are fully covered by the forty TRIZ principles. In Design for Wow, a framework is created which is implemented through a review tool. The Design for Wow website includes this tool which has been used by researcher and the users of the site and reviewers to analyse the uploaded data in terms of strength of TRIZ Principles linked to them. AEGIS (Accelerated Evolutionary Graphics Interface System) is a software tool developed under this research aimed to help the graphic designers to make innovative graphic designs. Again it uses the forty TRIZ Principles as a set of guiding rules in the software. AEGIS creates graphic design prototypes according to the user input and uses TRIZ Principles framework as a guide to generate innovative graphic design samples. The AEGIS tool created is based on TRIZ Principles discussed in Chapter 3 (a subset of them). In AEGIS, the TRIZ Principles are used to create innovative graphic design effects. The literature review on innovative graphic design (in chapter 3) has been analysed for links with TRIZ Principles and then the DNA of AEGIS has been built on the basis of this study. Results from various surveys/ questionnaires indicated were used to collect the innovative graphic design samples and then TRIZ was mapped to it (see section 3.2). The TRIZ effects were mapped to the basic graphic design elements and the anatomy of the graphic design letters was studied to analyse the TRIZ effects in the collected samples. This study was used to build the TRIZ based AEGIS tool. Hence, AEGIS tool applies the innovative effects using TRIZ to basic graphic design elements (as described in section 3.3). the working of AEGIS is designed based on Genetic Algorithms coded specifically to implement TRIZ Principles specialized for Graphic Design, chapter 4 discusses the process followed to apply TRIZ Principles to graphic design and coding them using Genetic Algorithms, hence resulting in AEGIS tool. Similarly, in Design for Wow, the content uploaded has been analysed for its link with TRIZ Principles (see section 3.1 for TRIZ Principles). The tool created in Design for Wow is based on the framework of analysing the TRIZ links in the uploaded content. The ‘Wow’ concept discussed in the section 5.1 and 5.2 is the basis of the concept of Design for Wow website, whereby the users upload the content they classify as ‘Wow’. This content then is further analysed for the ‘Wow factor’ and then mapped to TRIZ Principles as TRIZ tagging methodology is framed (section 5.5). From the results of the research, it appears that the TRIZ Principles are a comprehensive set of innovation basic building blocks. Some surveys suggest that amongst other tools, TRIZ Principles were the first choice and used most .They have thus the potential of being used in other innovation domains, to help in their analysis, understanding and potential development.
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Lau, Kevin Keung. "The use of graphical techniques in component selection systems." Thesis, University of Bath, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.334701.

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31

Basu, Prabal. "Toward Reliable, Secure, and Energy-Efficient Multi-Core System Design." DigitalCommons@USU, 2019. https://digitalcommons.usu.edu/etd/7517.

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Computer hardware researchers have perennially focussed on improving the performance of computers while stipulating the energy consumption under a strict budget. While several innovations over the years have led to high performance and energy efficient computers, more challenges have also emerged as a fallout. For example, smaller transistor devices in modern multi-core systems are afflicted with several reliability and security concerns, which were inconceivable even a decade ago. Tackling these bottlenecks happens to negatively impact the power and performance of the computers. This dissertation explores novel techniques to gracefully solve some of the pressing challenges of the modern computer design. Specifically, the proposed techniques improve the reliability of on-chip communication fabric under a high power supply noise, increase the energy-efficiency of low-power graphics processing units, and demonstrate an unprecedented security loophole of the low-power computing paradigm through rigorous hardware-based experiments.
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Morris, Taylor Javier. "A software automation framework for image-typeface matching in graphic design." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85480.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 43-44).
This research proposes the framework for an automation tool that facilitates the graphic design process of image-font pairing or matching. Considering traditional graphic design principles, a multi-step software algorithm was developed to emulate the process of determining proportions and visual axes of both images and fonts. The algorithm then matches these visual markers using a decision hierarchy to produce a ranking of appropriate fonts from an existing font dataset. To test the algorithm, 8 benchmark images were selected with varying proportions and visual axes. To build the font data set, each image was manually analyzed through a traditional graphic design process and then two fonts per image with similar, matching characteristics were manually selected. The 8 benchmark images and 16 fonts were then used as inputs into the proposed matching software program. The results of the manually prescribed font-image pairings and calculated matches were then compared. Two images had the intended font in the top 4, two images had one of the intended fonts in the top 4, and 4 images had neither of the intended fonts in the top 4. An additional step in image-font pairing includes detail matching by determining curvature similarities. This detail analysis will affect the pairing outcomes and should be further investigated. This research began to analyze these details, and makes recommendations for continuing this work. Additional future directions for this work include incorporating a user-interface to the matching algorithm, introducing expert testing, and down-selecting the first font pool based on deviation.
by Taylor Javier Morris.
S.M.
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33

Seletsky, Ilya iseletsk. "Real Time Visibility Culling With Hardware Occlusion Queries and Uniform Grids." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/975.

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Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, making it possible for the average developer to render large detailed scenes. It also requires very little work from the artists who design the scenes since no portals, occluders, or other special objects need to be used.
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Nukala, Murthy V. R. K. N. "Generalized models of design iteration using signal flow graphs." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11486.

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35

Kiss, Steven Brent. "The Effectiveness of Pilot Response to Generate Concatenated Downlink Messages after Evaluation of Hybrid Graphic-Text Clearances." Wright State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wright1369499745.

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36

Enderby, Glenn E. "Design facility utilizing VDTs /." Online version of thesis, 1989. http://hdl.handle.net/1850/10920.

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37

Gallagher, J. B. Seamus. "In search of paradigms in multimedia systems design : an analysis of software engineering and graphic design approaches using the Kuhnian model." Thesis, Queen's University Belfast, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287613.

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38

Erickson, Sean David. "Design and implementationa of a stereo graphic equalizer using real time digital signal processing." Honors in the Major Thesis, University of Central Florida, 1995. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/139.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering
Electrical Engineering
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39

Lee, Juney M. Arch Massachusetts Institute of Technology. "Grammatical design with graphic statics : rule-based generation of diverse equilibrium structures." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99605.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Civil and Environmental Engineering, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 129-131).
During early stages of design, an architect tries to control space by "finding a form" among countless possible forms, while an engineer tries to control forces by "form-finding" an optimized solution of that particular form. Most commonly used parametric tools in architectural design provide the user with extensive geometric freedom in absence of performance, while engineering analysis software mandates pre-determined forms before it can perform any numerical analysis. This trial-and-error process is not only time intensive, but it also prohibits exploration beyond the design space filled with already known, conventional solutions. There is a need for new design methods that combine form generation with structural performance. This thesis addresses this need, by proposing a grammar-based structural design methodology using graphic statics. By combining shape grammars with graphic statics, the generative (architectural) and the analytical (engineering) procedures are seamlessly integrated into a simultaneous design process. Instead of manipulating forms with multiple variables as one would in the conventional parametric design paradigm, this approach defines rules of allowable geometric generations and transformations. Computationally automated random generator is used to iteratively apply various rules to generate unexpected, interesting and yet structural feasible designs. Because graphic statics is used to embed structural logic and behavior into the rules, the resulting structures are always guaranteed to be in equilibrium, and do not need any further numerical analysis. The effectiveness of this new methodology will be demonstrated through design tests of a variety of discrete, planar structures. Grammatical Design with Graphic Statics (GDGS) contributes new ways of controlling both form and forces during early stages of design, by enabling the designer to: 1) rapidly generate unique, yet functional structures that fall outside of the expected solution space, 2) explore various design spaces unbiasedly, and 3) customize the combination of grammar rules or design objectives for unique formulation of the problem. Design tests presented in this thesis will show the powerful new potential of combining computational graphic statics with shape grammars, and demonstrate the possibility for richer and broader design spaces with much more trial, and less error. Key words: grammatical design, graphic statics, shape grammars, structural grammars, conceptual structural design, structural optimization
by Juney Lee.
M. Eng.
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40

Fern, Kenneth Lahn. "Mondrian--a two-dimensional graphical specification and design programming environment." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/14749.

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41

Tan, Adrian Hadipriono. "While Stands the Colosseum: A Ground-Up Exploration of Ancient Roman Construction Techniques using Virtual Reality." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429228335.

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42

Nilsson, Jesper. "Mixed RTL and gate-level power estimation with low power design iteration." Thesis, Linköping University, Department of Electrical Engineering, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1685.

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In the last three decades we have witnessed a remarkable development in the area of integrated circuits. From small logic devices containing some hundred transistors to modern processors containing several tens of million transistors. However, power consumption has become a real problem and may very well be the limiting factor of future development. Designing for low power is therefore increasingly important. To accomplice an efficient low power design, accurate power estimation at early design stage is essential. The aim of this thesis was to set up a power estimation flow to estimate the power consumption at early design stage. The developed flow spans over both RTL- and gate-level incorporating Mentor Graphics Modelsim (RTL-level simulator), Cadence PKS (gate- level synthesizer) and own developed power estimation tools. The power consumption is calculated based on gate-level physical information and RTL- level toggle information. To achieve high estimation accuracy, real node annotations is used together with an own developed on-chip wire model to estimate node voltage swing.

Since the power estimation may be very time consuming, the flow also includes support for low power design iteration. This gives efficient power estimation speedup when concentrating on smaller sub- parts of the design.

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43

Shuster, Samuel Benjamin Fertel. "Design and Evaluation of a Tactile Texture Production System." ScholarWorks @ UVM, 2018. https://scholarworks.uvm.edu/graddis/910.

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Students who are blind or have low-vision (BLV) do not have the same access to graphical curricular content as their sighted peers. This significantly affects their education, particularly in STEM subjects. Introduction of interactive tactile graphics is one of the only ways for BLV students to access graphical content, and is uniquely suited to teaching drawing skills. The goal of this engineering design project was to expand the capacity of printing technology that produces interactive raised-line graphics by creating a system to print textures that meet specific criteria for usefulness. The addition of textures to tactile graphics is essential for the graphics to be unambiguous and to communicate information about spaces and regions. Maps, geometric figures and graphs are prime examples. The system developed in this project for printing tactile textures was designed as an enhancement of an existing beta prototype printer for interactive tactile graphics co-developed at UVM and E.A.S.Y. LLC. Preliminary experimentation indicated that varying the size of the drawing stylus tip would afford the greatest range of printed textures. Based on this finding, the Texture Creation System (TCS) was designed with this new functionality. This thesis describes the process by which the categories of possible designs were refined and how the TCS - based on a system of interchangeable self-locking tapered tips - was designed, built, revised, and tested. We developed a set of six tactile textures (the Texture Set) as examples of the capabilities of the TCS. We then designed and performed an experiment in which six BLV subjects assessed the textures based on their Distinctness, Recognizability, and Variability in Degree. In all tests that mimic real-world use, the Texture Set was found to be successful in at least 75% of trials. The design also successfully addressed constraints for speed of operation, system cost, noise volume, and compatibility with the beta printer. The design also met standards for reliability and mechanical strength. Future engineering will be required to add sensors to monitor mechanical operation. Also, larger-scale user testing of the Texture Set (and other textures) will be needed for statistical significance and to provide insight into what objective properties of the textures elicit certain subjective responses, i.e. why certain textures meet design criteria better than others.
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Birmingham, Richard Walter. "A graphical exploration of the interaction of material and form in structural design." Thesis, University of Newcastle Upon Tyne, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386742.

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45

Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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47

Houston, Jonas H. "Developing Dendrifrom Facades Using Flow Nets as a Design Aid." DigitalCommons@CalPoly, 2011. https://digitalcommons.calpoly.edu/theses/670.

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This thesis highlights a method of arriving at form that minimizes the need for high end technology and complex mathematical models, yet has structural principles of load flow at the highlighted methods core. Similar to how graphical statics assisted earlier architects and engineers to arrive at form by relating form and forces, this thesis suggests a method of form finding that relates the flow of stresses within solid masses to possible load-bearing façades. Looking to nature, where an abundance of efficient structural solutions can be found, this thesis focuses on a tree-like structural form called the dendriform. In doing so, this thesis explores the idea that through an understanding of typical load flow patterns and the removal of minimally stressed material of the solid body, dendriforms can be revealed that qualitatively exemplify load flow yet maintain an architectural aesthetic.
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48

Andersson, Tom, and Hampus Strömsholm. "Immersion, Make and Break the Game - a Study on the Impact of Immersion." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20496.

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Att en spelare lever sig in i ett spel kan ses som en av de viktigaste delarna av ett bra spel och spelare vill ständigt ha spel där dom känner mer och mer inlevelse. Tidigare forskning visar på att inlevelse i digitala spel inte är ett enkelt område och för att kunna forska på det så krävs det att man delar upp det i mindre, mer hanterbara, delområden som kan undersökas både som enskilda områden och i relation till andra. Denna uppsats bryter ut tre delområden som alla bidrar till inlevelse i spel för att utforska, testa och utvärdera. De valda delområdena används för att skapa en artefakt i form av ett spel där delområdena är implementerade och kan testas. De resultat som presenteras i detta arbete visar på att olika delområden inom inlevelse påverkar inlevelsen i ett spel olika mycket. Vidare visar även denna uppsats på hur vissa av dessa delområden relaterar till varandra och hur de tillsammans påverkar inlevelsen i ett spel som helhet.
Immersion can be considered as an essential part in digital games and developers are constantly challenged when trying to create immersive game experiences to an ever growing demand. However, as previous work suggests, immersion is not an easy concept to grasp and the area must be divided into smaller sub-areas. The sub-areas can then be investigated both individually and in relation to one another. This thesis breaks out three sub-areas (immersive features), that contribute to the overall feeling of immersion, to explore and test. The immersive features are used to create an artifact in the form of a game where all features can be tested. The data presented in this thesis shows that the three features have different amounts of impact on immersion. Furthermore, this thesis shows how the selected features relate to each other and how they together affect the overall game.
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McCulloch, Thomas L. "Feasible Form Parameter Design of Complex Ship Hull Form Geometry." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2552.

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This thesis introduces a new methodology for robust form parameter design of complex hull form geometry via constraint programming, automatic differentiation, interval arithmetic, and truncated hierarchical B- splines. To date, there has been no clearly stated methodology for assuring consistency of general (equality and inequality) constraints across an entire geometric form parameter ship hull design space. In contrast, the method to be given here can be used to produce guaranteed narrowing of the design space, such that infeasible portions are eliminated. Furthermore, we can guarantee that any set of form parameters generated by our method will be self consistent. It is for this reason that we use the title feasible form parameter design. In form parameter design, a design space is represented by a tuple of design parameters which are extended in each design space dimension. In this representation, a single feasible design is a consistent set of real valued parameters, one for every component of the design space tuple. Using the methodology to be given here, we pick out designs which consist of consistent parameters, narrowed to any desired precision up to that of the machine, even for equality constraints. Furthermore, the method is developed to enable the generation of complex hull forms using an extension of the basic rules idea to allow for automated generation of rules networks, plus the use of the truncated hierarchical B-splines, a wavelet-adaptive extension of standard B-splines and hierarchical B-splines. The adaptive resolution methods are employed in order to allow an automated program the freedom to generate complex B-spline representations of the geometry in a robust manner across multiple levels of detail. Thus two complementary objectives are pursued: ensuring feasible starting sets of form parameters, and enabling the generation of complex hull form geometry.
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50

Zhang, Cheng. "The Moon Experience: Designing Participatory Immersive Environments for Experiential Learning." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366363049.

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