Dissertations / Theses on the topic 'Engineering graphics and design'
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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.
Full textDissertation (MEd)--University of Pretoria, 2017.
Science, Mathematics and Technology Education
MEd
Unrestricted
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.
Full textGrandhee, Ashok A. "Design of a computer graphics laboratory." Ohio : Ohio University, 1985. http://www.ohiolink.edu/etd/view.cgi?ohiou1184005646.
Full textTolmie, 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.
Full textParborg, 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.
Full textMansey, Pradeep P. "A PHIGS based graphics interface for MECSYN." Thesis, Virginia Polytechnic Institute and State University, 1987. http://hdl.handle.net/10919/53139.
Full textMaster of Science
Han, Yiding. "Graphics Processing Unit-Based Computer-Aided Design Algorithms for Electronic Design Automation." DigitalCommons@USU, 2014. https://digitalcommons.usu.edu/etd/3868.
Full textJones, 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/.
Full textChuang, 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.
Full textIncludes bibliographical references (leaf 112).
by Erika Shu-Ching Chuang.
M.Eng.
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.
Full textIncludes 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.
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.
Full textIncludes 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.
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.
Full textHui, 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.
Full textSaha, Shamik. "SSAGA: Streaming Multiprocessors (SMs) Sculpted for Asymmetric General Purpose Graphics Processing Unit (GPGPU) Applications." DigitalCommons@USU, 2016. https://digitalcommons.usu.edu/etd/5196.
Full textUhorchak, R. Steven. "An object-oriented class library for the creation of engineering graphs." Thesis, Virginia Tech, 1993. http://hdl.handle.net/10919/42201.
Full textMaster of Science
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.
Full textRamachandruni, 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.
Full textImplement 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.
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.
Full textTo 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.
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.
Full textKamili, Hermawan 1977. "Collaborative Graphical User Interface Design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/80936.
Full textLi, 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.
Full textHilton, Michael. "Improving WebIDE through Delightful Design and Gamification." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/931.
Full textSupiratana, 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.
Full textA Data-Entity Approach for Component-Based Real-Time Embedded Systems Development
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.
Full textSamarakoon, 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.
Full textRael, Joshua. "Colormoo: An Algorithmic Approach to Generating Color Palettes." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/975.
Full textVan, Huyssteen Salomon Stephanus. "Parallel paradigms in optimal structural design." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/18017.
Full textENGLISH 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.
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.
Full textThe 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.
Shahdad, Mir Abubakr. "Engineering innovation (TRIZ based computer aided innovation)." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/3317.
Full textLau, 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.
Full textBasu, Prabal. "Toward Reliable, Secure, and Energy-Efficient Multi-Core System Design." DigitalCommons@USU, 2019. https://digitalcommons.usu.edu/etd/7517.
Full textMorris, 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.
Full textCataloged 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.
Seletsky, Ilya iseletsk. "Real Time Visibility Culling With Hardware Occlusion Queries and Uniform Grids." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/975.
Full textNukala, 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.
Full textKiss, 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.
Full textEnderby, Glenn E. "Design facility utilizing VDTs /." Online version of thesis, 1989. http://hdl.handle.net/1850/10920.
Full textGallagher, 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.
Full textErickson, 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.
Full textBachelors
Engineering
Electrical Engineering
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.
Full textCataloged 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.
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.
Full textTan, 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.
Full textNilsson, 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.
Full textIn 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.
Shuster, Samuel Benjamin Fertel. "Design and Evaluation of a Tactile Texture Production System." ScholarWorks @ UVM, 2018. https://scholarworks.uvm.edu/graddis/910.
Full textBirmingham, 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.
Full textSurangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Full textHung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.
Full textHouston, Jonas H. "Developing Dendrifrom Facades Using Flow Nets as a Design Aid." DigitalCommons@CalPoly, 2011. https://digitalcommons.calpoly.edu/theses/670.
Full textAndersson, 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.
Full textImmersion 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.
McCulloch, Thomas L. "Feasible Form Parameter Design of Complex Ship Hull Form Geometry." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2552.
Full textZhang, 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.
Full text