Dissertations / Theses on the topic 'Tree rendering'
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Kjær, Andreas Solem. "Fast Tree Rendering On The GPU." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9192.
Full textOver the last few years, the computer graphics hardware has evolved extremely fast from supporting only a few fixed graphical algorithms to support execution of dynamic programs supplied by a developer. Only a few years back all graphics programs were written in assembly language, a nonintuitive low level programming language. Today such programs can be written in high level, near written English, source code, making it easier to develop more advanced effects and geometric shapes on the graphics card. This project presents a new way to utilize today's programmable graphics card to generate and render trees for real-time applications. The emphasis will be on generating and rendering the geometry utilizing the graphics hardware, trying to speed up the calculation of naturally advanced shapes for the purpose of offloading the systems central processing unit.
Zajíc, Jiří. "Modern Methods for Tree Graph Structures Rendering." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-412891.
Full textMangalvedkar, Pallavi Ramachandra. "GPU-ASSISTED RENDERING OF LARGE TREE-SHAPED DATA SETS." Wright State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=wright1195491112.
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 textNeupane, Samip. "Storing and Rendering Geospatial Data in Mobile Applications." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/honors_theses/90.
Full textJansson, Emil. "Matematisk generering och realtidsrendering av vegetation i Gizmo3D." Thesis, Linköping University, Department of Electrical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2324.
Full textTo render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has important applications in the areas of visualization and simulation. Some progress has been made the last years, but a previously unsolved difficulty has been to combine high rendering quality with abundant variation in scenes.
I present a method to mathematically generate and render vegetation in real time, with implementation in the scene graph Gizmo3D. The most important quality of the method is its ability to render scenes with many unique specimens with very low aliasing.
To obtain real time performance, a hierarchical level-of-detail scheme (LOD- scheme) is used which facilitates generation of vegetation in the desired level- of-detail on the fly. The LOD-scheme is texture-based and uses textures that are common for all specimens of a whole species. The most important contribution is that I combine this LOD-scheme with the use of semi- transparency, which makes it possible to obtain low aliasing.
Scenes with semi-transparency require correct rendering order. I solve this problem by introducing a new method for approximate depth sorting. An additional contribution is a variant of axis-aligned billboards, designated blob, which is used in the LOD-scheme. Furthermore, building blocks consisting of small branches are used to increase generation performance.
James, Adam. "Binary space partitioning for accelerated hidden surface removal and rendering of static environments." Thesis, University of East Anglia, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302074.
Full textCox, Carissa. "Spatial Patterns in Development Regulation: Tree Preservation Ordinances of the DFW Metropolitan Area." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84194/.
Full textWeber, Yoann. "Rendu multi-échelle de pluie et interaction avec l’environnement naturel en temps réel." Thesis, Limoges, 2016. http://www.theses.fr/2016LIMO0109/document.
Full textThis dissertation aims to present a coherent multiscale model for real-time rain rendering which takes into account local and global properties of rainy scenes. Our goal is to simulate visible rain streaks close to the camera as well as the progressive loss of visibility induced by atmospheric phenomena. Our model proposes to correlate the attenuation of visibility, which is due in part to the extinction phenomenon, and the distribution of raindrops in terms of rainfall intensity and camera's parameters. Furthermore, this method proposes an original rain streaks generation based on spectral analysis and sparse convolution theory. This allows an accurate control of rainfall intensity and streaks appearance, improving the global realism of rainy scenes. We also aim at rendering interactive visual effects inherent to complex interactions between trees and rain in real-time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a great number of physical processes influenced by various interlinked factors and its rendering represents a thorough challenge in Computer Graphics. We approach this problem by introducing an original method to render drops dripping from leaves after interception of raindrops by foliage. Our method introduces a new hydrological model representing interactions between rain and foliage through a phenomenological approach. Our model reduces the complexity of the phenomenon by representing multiple dripping drops with a new fully functional form evaluated per-pixel on-the-fly and providing improved control over density and physical properties. Furthermore, an efficient real-time rendering scheme, taking full advantage of latest GPU hardware capabilities, allows the rendering of a large number of dripping drops even for complex scenes
Kempe, Marcus, and Carl Åbjörnsson. "Navigation, Visualisation and Editing of Very Large 2D Graphics Scenes." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2684.
Full textThe project has been carried out at, and in association with, Micronic Laser Systems AB in Täby, Sweden. Micronic Laser Systems, manufacture laser pattern generators for the semiconductor and display markets. Laser pattern generators are used to create photomasks, which are a key component in the microlithographic process of manufacturing microchips and displays.
An essential problem to all modern semiconductor manufacturing is the constantly decreasing sizes of features and increasing use of resolution enhancement techniques (RET), leading to ever growing sizes of datasets describing the semiconductors. When sizes of datasets reach magnitudes of hundreds of gigabytes, visualisation, navigation and editing of any such dataset becomes extremely difficult. As of today this problem has no satisfying solution.
The project aims at the proposal of a geometry engine that effectively can deal with the evergrowing sizes of modern semiconductor lithography. This involves a new approach to handling data, a new format for spatial description of the datasets, hardware accelerated rendering and support for multiprocessor and distributed systems. The project has been executed without implying changes to existing data formats and the resulting application is executable on Micronics currently existing hardware platforms.
The performance of the new viewer system surpasses any old implementation by a varying factor. If rendering speed is the comparative factor, the new system is about 10-20 times faster than its old counterparts. In some cases, when hard disk access speed is the limiting factor, the new implementation is only slightly faster or as fast. And finally, spatial indexing allow some operations that previously lasted several hours, to complete in a few seconds, by eliminating all unnecessary disk-reading operations.
Reynolds, Daniel Tobias. "Real-time rendering and simulation of trees and snow." Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53359/.
Full textSand, Victor. "Dynamic Visualization of Space Weather Simulation Data." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112092.
Full textBoulanger, Kevin. "REAL-TIME REALISTIC RENDERING OF NATURE SCENES WITH DYNAMIC LIGHTING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4284.
Full textPh.D.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science PhD
Radikovic, Adrijan Silvester. "A true virtual window." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/1451.
Full textLäthén, Gunnar. "Level Set Segmentation and Volume Visualization of Vascular Trees." Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97371.
Full textChen, Ching-Chuan, and 陳慶全. "Study of SVG Compression on Fractal Tree Rendering." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/52253862773042961872.
Full text國立臺灣師範大學
資訊教育學系
93
L-system is usually used in a computer graphic system to draw the natural landscape with regular patterns, like plants, cloud, mountain, sea images. L-system consists of regular rules and simple syntax with graphic meaning to generate realistic and complicate pictures. This research is based on L-system to describe the Fractal Tree. First, we develop a rendering scheme to draw Fractal Trees in two dimensional plane and three dimensional space by SVG(Scalable Vector Graphics). In general, as the repetition count rises in the L-system grammar, the branch count of a Fractal Tree raises exponentially. As a result, geometric objects within the Fractal Tree also grow exponentially. Therefore, we propose several graphics object compression methods to decrease the number of geometric objects. Our methods include SVG source code optimization schemes (i.e., Line Merge, Segment Merge, Code Merge) and data compressing scheme using GZIP technology. The effective compression ration of our prototype system is among 20% to 70%. This research has effectively compressed the SVG objects of the Fractal Tree, which enables users to view more complex Fractal Tree image with less storage and network bandwidth.
Dally, William J., Leonard McMillan, Gary Bishop, and Henry Fuchs. "The Delta Tree: An Object-Centered Approach to Image-Based Rendering." 1997. http://hdl.handle.net/1721.1/5936.
Full textLiao, Chin-Chi, and 廖欽啟. "Rendering Botanic Trees as a Texture Synthesis Porblem." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/75271527655168807325.
Full text國立清華大學
資訊工程學系
93
Tree-rendering is still an open problem because of high complexity and fractal-like structure consisted in a tree. With two image sequences describing moving paths around a tree and toward a tree, we can synthesize an image sequence that a user walking in the space spanned by the two paths of the two image sequences. Our algorithm works by extracting one image from the source image sequence, and driving pixels in that image with a sequence of displacement field constructed from the original image sequence that corresponds to the desired path specified in advance. Holes are occurred due to this unstable synthesis process, so several methods are presented to synthesize needed information i.e. displacement, color for holes for further synthesis process.
Wang, Si-Yuan, and 王思元. "A Study on Compression and Rendering Forests using Mean Sample Trees." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/98936145394805842067.
Full textKortenjan, Michael [Verfasser]. "Size equivalent cluster trees : rendering CAD models in industrial scenes / by Michael Kortenjan." 2008. http://d-nb.info/992036259/34.
Full textHsien, Chung Ein, and 謝宗穎. "A Study of Efficient Rendering Algorithms for Pen-and-Ink Illustration of Trees." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/26594635468284083317.
Full text國立中興大學
資訊科學研究所
91
Pen-and-Ink illustrations have the superiors of simplifying unnecessary messages, conveying important information, better carriage, and lower demands of storage, so that it had been used for architecture, medical photographing, and ancient books. Trees play a role of greening circumstances, beautifying home-land functions in our lives, however the Pen-and-Ink illustrations majoring on trees are less to be researched and discovered. This thesis makes Pen-and-Ink illustrations as the research issue, and enumerates trees for example. Our goal is to develop an effective rendering algorithm with Pen-and-Ink illustrations style based on trees. Similar to Deussen, we use 3D tree models as input, and then render skeleton and leaves separately. In the aspect of skeleton, in order to keep the coherence among frames, we adopt texture mapping to produce the variance of shades and brightness of the skeleton surfaces. According to the relationship between the surface and the light, we can judge whether the object is on the facing-light or not, and then project the stroke textures on the surface. Unlike producing the direction and length of strokes randomly, the coherence among frames can be controlled effectively, and the efficiency is also satisfying. In the aspect of leaves, Deussen’s depth difference algorithm can’t detect the outlines of leaves precisely. While rendering, it needs to adjust complex variables settings. Therefore, we propose filter algorithm and standard deviation algorithm to improve these disadvantages. Filter algorithm that is based on Sobel kernel calculates the gradient vectors of pixels to detect the changes of edges of horizontal and vertical directions, and judges if the pixel belongs to outlines using the magnitude of gradient vector. Filter algorithm detects more precise leaves outlines than depth difference algorithm does. The standard deviation algorithm whish is based on the statistics concept analyzes the average of the depth values of pixels. With the differences between depth value and averages of pixels, we can get the changes of the depth values of pixels and easily predict the outlines of leaves. The standard deviation algorithm detects outlines of the leaves more precise than the depth difference algorithm, and doesn’t adjust the threshold. The experimental results show that the quantity of the images using our methods is superior to Deussen’s depth difference algorithm, and it also can achieve real-time rendering. We think if we can add graftal and the shadow of tree in the Pen-and-Ink illustrations of trees to fill up the blank area of illustrations, the composition of an image will be more accomplished. Therefore, we propose a non-uniform distribution algorithm, which can take non-uniform samples according to the distance to the tree according some kind of probability density function we developed. In the aspect of the shadow of tree, we project the vertices of 3D tree models on the ground, and then randomly choose some of the projected vertices on the ground. Finally we attach the grasses model on the location of sampling point, to produce the effects of graftal and the shadow of tree. In real-time browsing, when the observer is far from the tree, the depth difference algorithm can’t detect the outline of leaves precisely. Deussen propose the silhouette recover algorithm can resolve this problem effectively. But when the observer is too close to the tree, the algorithm will produce exceeding outline of leaves. Therefore, we propose the near distances recover algorithm to make up the short of Deussen’s algorithm. Finally, we implement a system called “Pen-and-Ink Style of Trees Illustration Rendering System” according to above proposed algorithms. Users can easily select different rendering algorithms or adjust the viewpoint or other parameters to generate effectively an illustration of tree with Pen-and-Ink style. In this thesis, we propose a texture mapping of strokes in the aspect of skeleton, the filter algorithm and the standard deviation algorithm for rendering leaves, the near distances recover algorithm for real-time browsing, and finally implement the “Pen-and-Ink Style of Tree Illustration Rendering System”. In the static rendering, it needn’t adjust the threshold for the convenient on rendering and the outlines are more precise and exact. Besides, attaching the graftal and tree shadow makes the composition of an image more attractive. When dynamic browsing, it could produce five images of Pen-and-Ink style of tree illustration per second, and can maintain coherence among frames. In conclusion, our rendering algorithms can produce fine-quality outlines of Pen-and-Ink style of tree illustration, and can achieve real-time rendering and interactive browsing. We think our research has a great contribution on the Pen-and-Ink style of tree illustration rendering.
Losure, Michael Robert. "A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3080.
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