Dissertations / Theses on the topic 'Tessellation'
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Kvalsvik, Jakobsen Andreas. "Tessellation based Terrain Rendering." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18623.
Full textHess, Steffen. "Particle hydrodynamics with tessellation techniques." Diss., lmu, 2011. http://nbn-resolving.de/urn:nbn:de:bvb:19-131613.
Full textCervin, Albert. "Adaptive Hardware-accelerated Terrain Tessellation." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91334.
Full textI den här rapporten för examensarbete presenteras en algoritm för att utföra adaptiv hårdvarutessellation av terräng. Algoritmen använder sig av ett offline-steg där ett höjdfält analyseras med avseende på kurvatur och resultatet lagras i en densitets-karta. Den här densitets-kartan används sedan som en resurs i hårdvarutessellationen där den påverkar en tessellationsfaktor för en given triangel-kant. Algoritmen har implementerats i spelmotorn FrostbiteTM2 skapad av EATM DICETM och producerar goda resultat samtidigt som den gör rendering av terrängen effektivare. Detta medf¨or att detaljnivån för terrängrenderingen kanökas, vilket i sin tur leder till en visuell förbättring. Algoritmen är för närvarande endast implementerad för hårdvarutessellation men skulle också kunna användas för mjukvarugenerering av terrängens geometri. Algoritmen fungerar tillfredsställande och producerar goda resultat med en acceptabel hastighet.
Panzitta, Michael James. "Tessellation for computer image generation." Master's thesis, University of Central Florida, 1987. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/2611.
Full textOf the vast number of algorithms used in modern computer image generation, most rely upon data bases comprised of polygons. This becomes a severe impediment when curved objects must be modeled and displayed with an acceptable level of speed and accuracy. A technique is needed to provide a means of modeling curved surfaces, storing them in a data base, and displaying them using existing algorithms. Tessellation is one methd of achieving such goals.
M.S.
Masters;
College of Engineering
Engineering
Engineering
51 p.
vi, 51 leaves, bound : ill. ; 28 cm.
O'Connor, Kevin Luke. "Image segmentation through optimal tessellation." Thesis, Imperial College London, 1988. http://hdl.handle.net/10044/1/47210.
Full textSchaap, Willem Egbert. "DTFE the Delaunay Tessellation Field Estimator /." [S.l. : [Groningen : s.n.] ; University Library Groningen] [Host], 2006. http://irs.ub.rug.nl/ppn/298831376.
Full textLöwgren, Martin, and Niklas Olin. "PN-triangle tessellation using Geometry shaders : The effect on rendering speed compared to the fixed function tessellator." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3818.
Full textLambert, Thibaud. "Level-Of-Details Rendering with Hardware Tessellation." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0948/document.
Full textIn the last two decades, real-time applications have exhibited colossal improvements in the generation of photo-realistic images. This is mainly due to the availability of 3D models with an increasing amount of details. Currently, the traditional approach to represent and visualize highly detailed 3D objects is to decompose them into a low-frequency mesh and a displacement map encoding the details. The hardware tessellation is the ideal support to implement an efficient rendering of this representation. In this context, we propose a general framework for the generation and the rendering of multi-resolution feature-aware meshes compatible with hardware tessellation. First, we introduce a view-dependent metric capturing both geometric and parametric distortions, allowing to select the appropriate resolution at rendertime. Second, we present a novel hierarchical representation enabling on the one hand smooth temporal and spatial transitions between levels and on the other hand a non-uniform hardware tessellation. Last, we devise a simplification process to generate our hierarchical representation while minimizing our error metric. Our framework leads to huge improvements both in terms of triangle count and rendering time in comparison to alternative methods
Alonso, Ortega Rodrigo Ignacio. "A delaunay Tessellation based void finder algorithm." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/139868.
Full textIngeniero Civil en Computación
En el campo de la cosmología, los vacíos son regiones del espacio cuya densidad es nota- blemente menor que la densidad de fondo, abarcando distancias en el rango de 20 50 Mpc/h (1 Mpc/h ∼ 2,10 × 1019 km). Los primeros vacíos fueron descubiertos en los primeros catá- logos sistemáticos de galaxias lejanas a fines de la década de 1970. Sus propiedades han sido reconocidas como críticas para la comprensión de la estructura a gran escala del universo. Múltiples esfuerzos han sido destinados al estudio de los vacíos cósmicos para una mejor com- prensión de las etapas tempranas y posterior evolución del universo a gran escala, mediante el refinamiento y validación de los modelos cósmicos actuales. La tarea de detectar vacíos, sin embargo, no es trivial y es subjetiva pues la definición de vacío es algo ambigua. Hasta el día de hoy diversos autores continúan investigando este campo, por ejemplo mediante el diseño de mejores algoritmos para detectarlos dentro de catálogos o surveys de galaxias. Considerando lo anterior, hemos desarrollado un algoritmo de detección de vacíos basado en teselaciones de Delaunay: el algoritmo DELFIN (DELaunay Edge Void FINder) que se caracteriza por ser robusto, eficiente y extensible (tanto en 2-d y 3-d), aplicable en grandes catálogos de galaxias. Hemos alcanzado estas características mediante modificaciones y ex- tensiones sobre el algoritmo de Hervías et al. publicado en 2014. Nuestro algoritmo comparte algunas similitudes elementales con otros trabajos, pero las teselaciones de Delaunay proveen mayor maleabilidad y mejor rendimiento. Además, hemos validado nuestro algoritmo tanto con datos artificiales como reales, evaluándonos frente a un algoritmo buscador de vacíos ya existente (Foster y Nelson, 2008), con resultados alentadores. Tanto la implementación 2-d como la implementación 3-d (bajo ciertos supuestos) corren en tiempo O(n log n), donde n es el número de galaxias. Finalmente, proponemos algunas áreas para futura investigación, a partir de las cuales este algoritmo se vería beneficiado, así como también algunas sugerencias sobre cómo abordar y resolver algunos problemas asociados.
Olsson, Victor, and Viktor Eklund. "CPU Performance Evaluation for 2D Voronoi Tessellation." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18259.
Full textYe, Ziqiao. "Tessellation of the sphere with different compression techniques." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7373.
Full textMany kinds of data have a spherical representation, the idea is to tessellate the "sphere" in an efficient way and then decode the data so it can be compressed easily. In this paper, the process of exploration will start from the basic spherical wavelet-like to some new tessellation compression techniques in 3D to decompose the sphere with squares or triangles. The produced tessellation will have more round corners and the artefacts will be less prominent. Earth map will be textured on the sphere to compare the effect of different compression techniques.
Jamali, Firouzabadi Farshad. "Magic carpet : digital interpretation of traditional tessellation patterns." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/4163.
Full textNießner, Matthias [Verfasser]. "Rendering Subdivision Surfaces using Hardware Tessellation / Matthias Nießner." München : Verlag Dr. Hut, 2013. http://d-nb.info/1042878218/34.
Full textA-iyeh, Enoch. "Voronoi tessellation quality: applications in digital image analysis." A-iyeh E., Peters, J.F, Proximal Groupoid Patterns in Digital Images, Computing Research Repository: Computer Vision and Pattern Recognition, 2016, 2017. http://hdl.handle.net/1993/32055.
Full textFebruary 2017
Cerrone, Kathryn L. "TESSELLATIONS: LESSONS FOR EVERY AGE." University of Akron / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=akron1151427935.
Full textOlaranont, Nonthakorn. "2-D Epithelial Tissues, Cell Mechanics, and Voronoi Tessellation." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1308.
Full textHeß, Steffen [Verfasser], and Simon [Akademischer Betreuer] White. "Particle hydrodynamics with tessellation techniques / Steffen Heß. Betreuer: Simon White." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2011. http://d-nb.info/1015083730/34.
Full textLee, Sunmi. "The edge-isoperimetric problem for the square tessellation of plane." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1622.
Full textRavindran, Adithya. "Implementation of handwritten text recognition using density value of Delauney tessellation." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333871.
Full text川平, 友規, and TOMOKI kAWAHIRA. "Tessellation and Lyubich–Minsky laminations associated with quadratic maps, I: pinching semiconjugacies." Cambridge University Press, 2009. http://hdl.handle.net/2237/14319.
Full textNystad, Jørgen. "Parametric Generation of Polygonal Tree Models for Rendering on Tessellation-Enabled Hardware." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-12211.
Full textBernauer, Julie. "Utilisation de la tessellation de Voronoï pour l'étude des complexes protéine-protéine." Phd thesis, Université Paris Sud - Paris XI, 2006. http://tel.archives-ouvertes.fr/tel-00804990.
Full textMotukupalli, Ravindranath Swathi. "Life time improvement of Wireless Body Area Networks using Clustered Voronoi Tessellation." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1446547308.
Full textGottheil, Jeremy. "Modelling Mineral Liberation of Ore Breakage to Improve the Overall Efficiency of Mining Operations." Thesis, Université d'Ottawa / University of Ottawa, 2021. http://hdl.handle.net/10393/42555.
Full textLiljekvist, Pontus Holmertz, and Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.
Full textMedans spelindustrin växer ökar behovet av visuellt tilltalande grafik. Detta driver utvecklingen av hårdvara och nya tekniker framåt. Med den senaste generationens 3D grafik API kom renderingssteget tesselering. Eftersom varje generation av spel blir mer avancerat ökar efterfrågan på detaljerade modeller. Detta leder till en högre arbetsbörda för GPUn. Syftet med denna avhandling är att undersöka tesselering och utveckla en prototyp för att optimera tesseleringspipelinen. Prototypen är utformad för att hjälpa till att minska antalet genererade trianglar genom att dela upp figuren i regioner, varje region med egen tesseleringsfaktor. Prototypen stödjer både manuell och automatisk generering av dessa regioner, ett nytt filformat utvecklades för att stödja dessa. Prototypen delades upp i tre delar, ett Python baserat Maya plug-in som används för att förbereda modellen för export, en Maya exportör som genererar filerna, och ett visningsprogram som kan rendera den färdiga figuren. Figuren från den föreslagna tekniken utvärderades genom att jämföra den med motsvarande figur med universal tesseleringsfaktor. Mätningar visar att den föreslagna tekniken klarar att reducera antalet trianglar med låg felmarginal.
Johansson, Tobias. "Procedurally Generated Lightning Bolts Using Tessellation and Stream-Output : A GPU Based Approach." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13708.
Full textBock, Martin [Verfasser]. "Beyond whole-cell motion : reactive interpenetrating flow and elliptic Voronoi tessellation / Martin Bock." Bonn : Universitäts- und Landesbibliothek Bonn, 2013. http://d-nb.info/1044974389/34.
Full textLi, Yuhao. "Multiclass Density Estimation Analysis in N-Dimensional Space featuring Delaunay Tessellation Field Estimation." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-301958.
Full textTillgren, Sebastian. "Generating 3D Avalanche Slabs with Voronoi Tessellation in Real-Time on the CPU." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20223.
Full textKhalili, Pegah. "Developing a triangular tessellation method for the analysis of medium ring pucker conformations." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/6636.
Full textFleischer, Frank. "Analysis and fitting of random tessellation models applications in telecommunication and cell biology." [S.l. : s.n.], 2007. http://nbn-resolving.de/urn:nbn:de:bsz:289-vts-59419.
Full textKumaresan, Karthik. "Ultra-High Performance Concrete and Lattice Models." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/35144.
Full textMaster of Science
Johansson, Emil. "Analyzing performance for lighting of tessellated grass using LOD." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22018.
Full textHins-Mallet, Karine. "Amélioration du processus de géosimulation des phénomènes urbains complexes par l'adaptation d'une tessellation Voronoï." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/27046/27046.pdf.
Full textSimilar to the intensive developments in Geographic Information Systems (GIS) and spatial databases, the field of urban geosimulation was increasingly used in recent years, with an emphasis on high-resolution applications. This recent tendency does not agree however with the traditionally homogeneous spatial representation provided by regular cellular automata which are commonly used as the spatial structures of geosimulation applications. Several issues are raised in the literature, including reports of limitations in spatial reasoning and a lack of realism related to such spatial representations. The few solutions that, so far, deviate from the ‘dogma of regularity of the spatial representation’ are also subject to recent criticism. In this context, we propose an alternative multi-scale model based on the Voronoi diagram of polygons, which matches geographic features of the urban environment. The proposed theoretical model was developed and tested in the context of a urban geosimulation using high resolution spatial data, in the form of registered parcels of irregular shapes and sizes. The first results of the approach demonstrate the potential of our model in the context of urban geosimulation. Finally, based on our extensive analysis of the main approaches of space segmentation, we propose a schematic method to choose a spatial decomposition suited to urban geosimulation.
Flodin, Hans, Gustav Friberg, and Fredrik Wahlberg. "Trajectory Planning for a Rigid Body Based on Voronoi Tessellation and Linear-Quadratic Feedback Control." Thesis, KTH, Optimeringslära och systemteori, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-118351.
Full textBalasuriya, Sumitha. "A computational model of space-variant vision based on a self-organised artificial retina tessellation." Thesis, University of Glasgow, 2006. http://theses.gla.ac.uk/4934/.
Full textDUPUIS, Franck. "Tessellations de Voronoï appliquées aux structures protéiques." Phd thesis, Université Paris-Diderot - Paris VII, 2003. http://tel.archives-ouvertes.fr/tel-00006058.
Full textMohammad, Hossein Fallah Mostafa. "Coordinated Deployment of Multiple Autonomous Agents in Area Coverage Problems with Evolving Risk." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33164.
Full textSammari, Hédia. "Développement d’une méthode d’automate cellulaire basé sur une tessellation irrégulière et hiérarchique pour la simulation des processus spatiotemporels." Doctoral thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25793.
Full textGeographic information systems (GIS) are widely used to represent, manage and analyse spatial data in many disciplines including geosciences, agriculture, forestry, meteorology and oceanography. However, despite recent advances in GIS technologies, they are still limited when it comes to representation and simulation of spatiotemporal processes. This research work, deals with a theoretical, conceptual and practical framework which aims to improve the representation of dynamic continuous processes. It aims especially to improve GIS capabilities by developing a CA based on a hierarchical irregular tessellation which is able to take into account the main characteristics of these processes. The exploration of the cellular automata potential to simulate and represent dynamic continuous processes regarding their irregular and hierarchic characteristics is the subject of this work where an application in the hydrologic field is established. Our specific objectives are 1) to build an irregular and hierarchic grid that can be used to represent spatiotemporal processes, 2) to simulate those processes with a cellular automata operating on this grid. We give details about the irregular geometric grid based on a Voronoï Diagram, the characteristics of a specific oriented neighbourhood and the transition rules that are governing the cells update. In addition, we discuss the hierarchical perspective of the build lattice that is essential for easy move between different spatial scales. We explain our methodology of data selection in order to generate the spatial levels of representation by demonstrating the used selection algorithms. This facilitates the representation of spatial dynamic phenomena and contributes to the better understanding of the complex behaviour of the whole system at different levels of details. We also present the data structures and general functioning of the whole simulation system. We finally, validate our framework by simulating the water flow process in a specific watershed in the region of Montmorency Forest of Quebec where in situ data are available. To validate our simulation results we compare them with measured data.
Ghazi, Arash. "Microstructural computational modeling of the mechanical behaviour of closed-cell foams: from tessellation-based to CT scan-based modeling." Doctoral thesis, Universite Libre de Bruxelles, 2020. https://dipot.ulb.ac.be/dspace/bitstream/2013/306841/3/Thesis.pdf.
Full textDoctorat en Sciences de l'ingénieur et technologie
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Andersson, Jonas. "Silhouette-based Level of Detail : A comparison of real-time performance and image space metrics." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12755.
Full textEvans, Thomas. "Deployable and Foldable Arrays of Spatial Mechanisms." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5321.
Full textFindley, Tara M. "An Experimental Analysis of Auxetic Folded Cores for Sandwich Structures Based on Origami Tessellations." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1372862614.
Full textAlqasimi, Ahmad. "Design Of Shape Morphing Structures Using Bistable Elements." Scholar Commons, 2015. http://scholarcommons.usf.edu/etd/5897.
Full textOropallo, William Edward Jr. "A Point Cloud Approach to Object Slicing for 3D Printing." Thesis, University of South Florida, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10751757.
Full textVarious industries have embraced 3D printing for manufacturing on-demand, custom printed parts. However, 3D printing requires intelligent data processing and algorithms to go from CAD model to machine instructions. One of the most crucial steps in the process is the slicing of the object. Most 3D printers build parts by accumulating material layers by layer. 3D printing software needs to calculate these layers for manufacturing by slicing a model and calculating the intersections. Finding exact solutions of intersections on the original model is mathematically complicated and computationally demanding. A preprocessing stage of tessellation has become the standard practice for slicing models. Calculating intersections with tessellations of the original model is computationally simple but can introduce inaccuracies and errors that can ruin the final print.
This dissertation shows that a point cloud approach to preprocessing and slicing models is robust and accurate. The point cloud approach to object slicing avoids the complexities of directly slicing models while evading the error-prone tessellation stage. An algorithm developed for this dissertation generates point clouds and slices models within a tolerance. The algorithm uses the original NURBS model and converts the model into a point cloud, based on layer thickness and accuracy requirements. The algorithm then uses a gridding structure to calculate where intersections happen and fit B-spline curves to those intersections.
This algorithm finds accurate intersections and can ignore certain anomalies and error from the modeling process. The primary point evaluation is stable and computationally inexpensive. This algorithm provides an alternative to challenges of both the direct and tessellated slicing methods that have been the focus of the 3D printing industry.
Medeiros, Margarete Farias. "Geometria dinâmica no ensino de transformações no plano : uma experiência com professores da educação básica." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/54888.
Full textThis work presents the conception, implementation and validation of an experiment to teach geometric transformations in the plane using the dynamic geometry environment GeoGebra. The proposal integrates geometry and art through the construction of tessellations of the plane, including Escher's mosaics, and it was directed to elementary school teachers, aiming to present a new alternative to work with geometry using digital media. The work used the principles of Didactic Engineering and the analysis of the experiment was based on the Socio-Historical theory, whose main reference is the work of Vygotsky and on the work of Duval about registers of semiotic representation in the process of mathematics learning. The analysis a priori and a posteriori showed that the teachers, through the use of GeoGebra, learned the principles of dynamic geometry and the concepts of geometry transformations.
Lundström, Emrik. "Vector Displacement Mapping." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4416.
Full textChoi, John. "Counting Vertices in Isohedral Tilings." Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/28.
Full textYazdan, Panah Arian. "Nonuniform Coverage with Time-Varying Risk Density Function." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33007.
Full textDubrowski, Piotr. "An automated multicolour fluorescence in situ hybridization workstation for the identification of clonally related cells." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/733.
Full text