Rozprawy doktorskie na temat „Directx”
Utwórz poprawne odniesienie w stylach APA, MLA, Chicago, Harvard i wielu innych
Sprawdź 50 najlepszych rozpraw doktorskich naukowych na temat „Directx”.
Przycisk „Dodaj do bibliografii” jest dostępny obok każdej pracy w bibliografii. Użyj go – a my automatycznie utworzymy odniesienie bibliograficzne do wybranej pracy w stylu cytowania, którego potrzebujesz: APA, MLA, Harvard, Chicago, Vancouver itp.
Możesz również pobrać pełny tekst publikacji naukowej w formacie „.pdf” i przeczytać adnotację do pracy online, jeśli odpowiednie parametry są dostępne w metadanych.
Przeglądaj rozprawy doktorskie z różnych dziedzin i twórz odpowiednie bibliografie.
Kobrtek, Jozef. "Zobrazení stínů ve scéně s využitím knihovny DirectX". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236553.
Pełny tekst źródłaJohansson, Simon, i Robin Andersson. "Comparison Between Particle Rendering Techniques in DirectX 11". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689.
Pełny tekst źródłaPersson, Martin, i Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1". Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.
Pełny tekst źródłaThis paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.
Blom, Simon. "A Comparison Between Rendering Techniques For Billboards In DirectX 11". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302261.
Pełny tekst źródłaDenna rapport jämför prestandan mellan fyra olika tekniker för konstruktion av geometri till bildskyltar där syftet är att bestämma vilken av dessa fyra som är den snabbaste. Samtliga av renderingsteknikerna är implementerade i C++ med DirectX 11 och jämförda med varandra. Resultaten indikerar att samtliga av renderingsteknikerna har olika konstanta tidskostnader och olika nivåer av skalbarhet. Slutsatsen är att den grupperade tekniken är den snabbaste när det renderas mindre än tio tusen bildskyltar medan den tessellerade tekniken är den snabbaste när det renderas mer än tio tusen bildskyltar.
Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.
Pełny tekst źródłakristoffer.swe@gmail.com
Säll, Martin, i Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11". Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.
Pełny tekst źródłaJakštys, Vytautas. "Trimačių vaizdų programavimas". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130801_123349-60814.
Pełny tekst źródłaThree-dimensional rendering technologies DirectX and OpenGL were reviewed in this work. The comprehensive survey, review of advantages and disadvantages, and comparative analysis of these technologies was done. The most popular modern programmming languages with three-dimensional programming features were reviewed in this work. The software for testing the speed of the DirectX and OpenGL technologies was developed. A lot of experiments were done in order to determinante speed of these technologies. The experiments included vizualization of basic and complex shapes movements, and different depth of the shapes. The experimental investigations were performed in OS Windows and it was determined that the speed of DirectX technology is higher. This fact is the most important in three-dimensional rendering, especially in computer games development. DirectX technology is the fastest while programming in C#. Be to, ekperimetinių tyrimu metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU išteklius. The application – three-dimensional biliard game was developed in this work also. DirectX technology was used and It was programmed in C#.
J'lali, Yousra. "DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights". Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201.
Pełny tekst źródłaOlofsson, Mikael. "Direct3D 11 vs 12 : A Performance Comparison Using Basic Geometry". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13598.
Pełny tekst źródłaBlidkvist, Jesper, i Joakim Westgren. "Re-texturing and compositing new material on pre-rendered media : Using DirectX and UV sampling". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12798.
Pełny tekst źródłaPersson, Gustav, i Jonathan Udd. "Ray Tracing on GPU : Performance comparison between the CPU and the Compute Shader with DirectX 11". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2514.
Pełny tekst źródłaNiemelä, Jimmy. "Impostor Rendering with Oculus Rift". Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156881.
Pełny tekst źródłaDenna rapport undersöker renderingstekniken impostors när den används i en simpel 3D motor tillsammans med virtuella verklighetshjälmen Oculus Rift. Impostors betyder på engelska bedragare och tekniken går ut på att den byter ut avancerade 3D modeller mot simpla 2D versioner när de är ett visst avstånd ifrån användarens virtuella kamera. Om den är korrekt implementerad ska användaren inte märka att vissa modeller är platta och tekniken sparar på resurser då grafikmotorn inte behöver rita ut alla modeller. Rapporten går igenom vad som undersöktes i förundersökningen för att kunna utveckla en prototyp med utvecklingspråket C++ och DirectX 11. I rapporten står även hur prototypen utvecklades och hur stöd för Oculus Rift lades till. De slutliga resultaten visade att impostors hade en stor påverkan på uppdateringshastigheten när antalet 3D modeller som skulle ritas var många, annars hade tekniken ingen påverkan för att nå 60 bilder per sekund. 2 testare från Nordicstation kom fram till att ett avstånd på 40-50 meter från spelarens kamera till utritning av impostors var lämplig, för att dölja att de endast är platta versioner av 3d modeller. Testet visade att motorn kunde rita ut 3000 träd, med 1000 löv på varje, och hålla 60 bilder per sekund, vilket var målet. Detta på ett avstånd av 40m på impostors. Impostorrendering var effektiv när man ritade ut fler än 500 träd åt gången. Mindre antal gav ingen märkbar effekt på testdatorn som användes för testet.
Poulsen, Henrik. "Potential of GPU Based Hybrid Ray Tracing For Real-Time Games". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3488.
Pełny tekst źródłaLöwgren, Martin, i 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.
Pełny tekst źródłaMöller, Andreas. "A dynamic method for rendering overlay on live video : With motion detection and masking using DirectX 11 and HLSL". Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75911.
Pełny tekst źródłaHagdahl, Stefan. "Visualization using 3D Monitor". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5321.
Pełny tekst źródłaEriksson, Felix. "PixelCity Sharp-X : Jämförelser ur utvecklarperspektiv mellan C++ med OpenGL och C# med Direct3D". Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-16176.
Pełny tekst źródłaGolba, Benjamin. "Deferred rendering using Compute shaders". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5436.
Pełny tekst źródłaLundström, Emrik. "Vector Displacement Mapping". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4416.
Pełny tekst źródłaPethrus, Engström Ludwig. "Volumetric Terrain Genereation on the GPU : A modern GPGPU approach to Marching Cubes". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172299.
Pełny tekst źródłaVolumetrisk visualisering är en teknik som har fått mer uppmärksamhet dom senaste åren. Det har varit någonting som inte har varit rimligt att göra i en interaktiv miljö på grund av dess komplexitet i 3D rymden. Med dagens teknik och tillgänglighet till grafikkortet (GPU) är det nu möjligt att rendera volumetrisk data i en interaktiv miljö. Den här uppsatsen utforskar möjligheterna till att skapa och rendera stora terräng landskap genom en implementering av Marching Cubes på GPU:n. Med framkomsten av general-purpose computing på grafikkortet(GPGPU) har det blivit lättare att programmera på GPU:n. Genom att använda nya funktioner tillgängliga i DirectX är det möjligt att skapa en enklare implementering på GPU:n som använder sig av globala buffrar. Tre implementeringar har skapats i spelmotorn Unity som använder compute shaders. Implementeringarna är sedan jämförda baserad på tid för generering av terräng, renderings tid samt minnes konsumption. Detta följs av en djupare analys av tidsdistribueringen för skapandet som pekar på att Unity håller tillbaka systemets hastiget pga kopierande av minne från GPU:n till CPU:n. Renderingstiden blev dock bättre med hjälp av den inbyggda culling-teknikerna och optimerings tekniker. Detta system skulle kunna appliceras inom spel eller medicinsk visualisering. Slutligen diskuteras framtida förbättringar för culling-tekniker och level of detail (LOD) tekniker.
Polášek, Tomáš. "Hybridní raytracing v rozhraní DXR". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403161.
Pełny tekst źródłaPetersson, Stefan. "Particle system rendering : The effect on rendering speed when using geometry shaders". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3544.
Pełny tekst źródłaEnarsson, Kim. "Particle Simulation using Asynchronous Compute : A Study of The Hardware". Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19684.
Pełny tekst źródłaBakgrund. I och med Introduktionen av compute shadern, tätt följd av DirectX12, så genomgår den moderna GPUn en förvandling. Tidigare användes GPUn som ett massivt uträkningsverktyg ämnat att utföra en enda uppgift med en enastående hastighet. Compute shadern gjorde det möjligt at köra CPU liknande program på GPUn, DirectX 12 tar detta ett steg längre genom att introducera en multi-engine arkitektur. Denna arkitektur låser upp möjligheten att köra compute shadern samtidigt som de vanliga grafiska shader stadigerna, detta konceptet kallas asynchronous compute.Syfte. Syftet med denna avhandling är att undersöka om asynchronous compute kan användas för att öka prestandan på en partikel simulering. Den viktigaste data som kommer studeras är den totala frame tiden, antalet renderade frames varje sekund och överlapp tiden. Den totala frame tiden och antalet renderade frames varje sekund används för att bestämma om asynchronous compute faktiskt ökar prestandan eller inte, medan överlapp tiden används för att bestämma om partikel simuleringen kör asynchronous compute eller inte.Metod. Partikel simuleringen som används i denna avhandling är en N-body partikel simulering. N-body partikel simuleringen är implementerad i en compute shader och är en del av en större DirectX 12 applikation. En applikation implementeras som kör två olika exekverings modeller, den ena är den vanliga sekventiella exekverings modellen och den andra är asynchronous compute modellen. Den primära skillnaden mellan exekverings modellerna är att den sekventiella exekverings modellen bara använder sig av en kommando kö, vilken är en 3D kommando kö. Asynchronous compute modellen kommer använda sig av en separat compute kommando kö tillsammans med 3D kommando kön. Den metriska datan samlas in med hjälp av enegen byggd GPU profilerare.Resultat. Resultatet indikerar att det är möjligt att öka prestandan hos en partikelsimulering som använder sig av asynchronous compute. Den registrerade prestandaökningen når så högt som till 34% på hårdvara som stödjer asynchronous compute, medan hårdvara som inte stödjer asynchronous compute registrerade en prestandaökning upp till 11%. När det kommer till överlapp tiden mellan compute delen och den grafiska delen så visar GPUn från AMD en överlapp tid som matchar frame tiden. När det kommer till GPUerna från NVIDIA så visade dessa inte en förväntad överlapp tid.Slutsatser. Det kan fastställas att asynchronous compute har vissa fördelar jämfört med den sekventiella exekverings modellen. Asynchronous compute kan användas för att öka prestanda hos partikel simuleringar, men eftersom undersökningen i denna avhandling bara använder en enda partikel simulering så krävs ännu mera forskning. Exempelvis forskning som undersöker om prestanda ökningen kan bli ännu bättre, genom att applicera olika metoder som workload pairing och användingen av fera GPUer, detta krväver också att en större application för testing används, som består av fera olika typer av simuleringar och inte bara en enda partikel simuleing.
Merrell, Thomas Yates. "Escape Simulation Suite". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31754.
Pełny tekst źródłaMaster of Science
Aav, Sebastian. "Adaptive Music System for DirectSound". Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6092.
Pełny tekst źródłaWith the intention of surveying the field of research in adaptive audio systems for interactive media, a suggested audio system design for adaptive music control is described, and a prototype implementation of key parts of the system is presented and evaluated.
Foregoing midi-triggered sound banks, the proposed design uses layered segmented audio files, defined and controlled by XML-scripts. The results demonstrate an inclination of a flexible system, capable of adequate adaptive behaviour of high quality sound.
The implemented system will serve as an extensive basis for future work contributing to the research of adaptive behaviour to both music and sound effects for interactive media, and also as a preliminary foray into the more experimental field of stand-alone non-linear music playback.
Grinchenko, Oleksandr. "Difficulty of porting MVC Supervising Controller game from Windows OS to Android OS platform". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-24197.
Pełny tekst źródłaCarrera, Iseland Jonathan, i Leonard Grolleman. "Evaluation of Performance on Variable Rate Shading". Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21287.
Pełny tekst źródłaJozefov, David. "Implementace algoritmu Seamless Patches for GPU-Based Terrain Rendering". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-412848.
Pełny tekst źródłaRicks, Robert W. "An Ecological Display for Robot Teleoperation". Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd550.pdf.
Pełny tekst źródłaBuchta, Martin. "Kódování 4K videa v reálném čase s technologií NVENC". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-433205.
Pełny tekst źródłaVadi-Dris, David, i Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"". Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.
Pełny tekst źródłaThis is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself has taken more than a year since the complexity of the game has required extensive technical research and graphical designing.
Detta är en rapport som beskriver utförandet av ett datortekniskt examensarbete på Örebro universitet. Mer specifikt handlar den om hur två studenter utvecklat ett datorspel som ett bidrag till Swedish Game Awards, en tävling för spel utvecklade utan inblandning av kommersiella företag. Spelet, titulerat ”Winds of Kahlara”, är skrivet för PC och låter deltagarna spela mot varandra över nätverk i en 3D-värld. Det grafiska temat är fantasy och spelarna använder sig av bland annat magiska attacker för att döda sina motståndare. Själva utvecklingen har tagit mer än ett år då spelets komplexitet har krävt omfattande teknisk efterforskning och grafisk formgivning.
Di, Domenico Nicolò. "Progettazione e realizzazione di un plugin efficiente per la resa e l'animazione su larga scala in Unity". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.
Znajdź pełny tekst źródłaKoch, Zdeněk. "Počítačová simulace pohybu a plánování trajektorie mobilního robotu". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2008. http://www.nusl.cz/ntk/nusl-228129.
Pełny tekst źródłaHill, Mathias [Verfasser], i Ingo [Akademischer Betreuer] Krossing. "Direct fluorination in mini and microreactors = Direkte Fluorierung in Mini- und Mikroreaktoren". Freiburg : Universität, 2013. http://d-nb.info/1115494619/34.
Pełny tekst źródłaSivertsen, Victoria. "Direct Charging of a Solar Thermal Battery : Direkte soloppvarming av et termisk batteri". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for energi- og prosessteknikk, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-24286.
Pełny tekst źródłaBlaskovits, Terence. "Une étude computationnelle de la polymérisation par (hétéro)arylation directe : [A Computational Study of Direct (Hetero)arylation Polymerization]". Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/34540.
Pełny tekst źródłaThe direct (hetero)arylation polymerization (DHAP) reaction harnesses the single-step activation and arylation of aromatic carbon-hydrogen bonds for the efficient synthesis of conjugated polymers. By avoiding the need for transmetalating agents used in other polymerization techniques, the number of synthesis steps is reduced, the need for expensive and often unstable reagents is minimized and the production of toxic organometallic by-products is eliminated. These factors contribute to a reaction which is more favourable than traditional methods for the preparation of conjugated polymers from an industrial and an environmental perspective. Most high-performing conjugated polymers for organic electronic applications contain thiophene-based repeating units. These heterocycles possess desirable electronic features and are easily functionalized with electron-accepting or -donating substituents or solubilizing side-chains to tune their electronic and physical properties. However, the issue has arisen over the selectivity of the concerted metalation-deprotonation (CMD) transition state, the key step of the direct arylation mechanism which determines the selectivity of C–H bond activation. There are multiple reactive C–H bonds on thiophene monomers, and if the undesired bond (the “Cβ–H” bond) were to be activated, it would generate a β-defect in the resulting polymer. This may lead to a disruption in both the π-conjugation of the polymer and the supramolecular organization of the material in the solid state, factors which can contribute to reduced performance in organic electronic devices. Given the ubiquity of thiophene-based units in conjugated polymers and the assumed issues regarding selectivity, we used computational techniques to study the direct arylation mechanism on model thiophene substrates possessing various electronic features. Using density functional theory and coupled-cluster methods, activation barriers for the CMD transition states of various C–H bonds were calculated and analyzed using the distortion/interaction model. The activating effect of a halide on thiophene was also studied. The results suggest that there are inherent features of selectivity for electron-rich or electron-poor thiophenes, and that the location of the halogen greatly influences coupling selectivity by activating the undesirable Cβ–H bond. These findings could guide the design of monomers amenable to high-selectivity DHAP protocols.
D'Aguiar, José da Costa-Cabral. "Acesso directo dos partidos e candidatos à televisão: actualidade do direito de antena (o caso português)". Master's thesis, Instituto Superior de Ciências Sociais e Políticas, 2010. http://hdl.handle.net/10400.5/3032.
Pełny tekst źródłaA televisão, pela sua vasta audiência, é um elemento central da comunicação política contemporânea. A dinâmica das campanhas eleitorais implica, para que as mensagens possam chegar aos eleitores, a construção de momentos mediáticos, planeados para captar o interesse da televisão. A cobertura editorial e noticiosa, contudo, não garante que as mensagens dos partidos e das candidaturas cheguem, como pretendido, ao eleitorado. Assim, os partidos e os candidatos têm interesse em comunicar, na televisão, directamente com o eleitorado, sem intermediação jornalística. Em Portugal, esse acesso directo, para efeitos de transmissão de mensagens políticas e eleitorais, é garantido e regulado pelo direito de antena, inteiramente financiado pelo Estado, cujos pressupostos se mantêm praticamente inalterados desde o início da democracia. Nesta dissertação tentar-se-á compreender a actualidade do direito de antena tendo em conta os aumentos das subvenções estatais às campanhas eleitorais, as características da moderna comunicação política e eleitoral, atendendo-se, também, às alterações verificadas na relação dos partidos com o eleitorado.
By its vast audiences, television is a central element of contemporary political communication. To achieve the objective of reaching voters with the selected messages, the dynamics of today’s electoral campaign involves the construction of media planned events, in order to obtain television interest and coverage. However, news and editorial coverage doesn’t guarantee that political parties and electoral candidatures messages reach, as planned, the electorate. So being, parties and candidates have an interest in communicating, in television, directly with the electorate, without journalistic intervention. In Portugal, such direct access to television is assured and regulated by Right to Broadcasting Time, entirely financed by the State, which grounds have remained practically unaltered since the beginning of democracy. In this paper we will try to understand the current pertinence of Right to Broadcasting Time, taking into account the increase of public financing to electoral campaigns, the features of modern political and electoral communication, and the changes in the relationship between political parties and the electorate.
Santos, Marcus Felipe Duarte Moreira dos. "Degradação do corante preto direto (direct black 38) através de processos foto-fenton homogêneos e heterogêneos". Florianópolis, SC, 2008. http://repositorio.ufsc.br/xmlui/handle/123456789/92037.
Pełny tekst źródłaMade available in DSpace on 2012-10-24T05:04:48Z (GMT). No. of bitstreams: 1 267492.pdf: 1157975 bytes, checksum: 7595d909ead1ae9658d1bd167a2b0a81 (MD5)
O processo Fenton Clássico tem se mostrado altamente eficiente na oxidação de corantes e de uma grande variedade de poluentes orgânicos resistentes, mas possui em desvantagem o elevado custo do peróxido de hidrogênio (H2O2), pH restrito e a formação de lodo devido à precipitação do ferro, na etapa de coagulação. O processo foto-Fenton Homogêneo tem maior velocidade de degradação dos poluentes que o Fenton Clássico, porém a quantidade de H2O2 requerida para alcançar a completa mineralização ainda permanece alta, tornando o processo não muito atrativo do ponto de vista econômico, além de ainda permanecer o problema da formação do lodo. O processo Fenton Heterogêneo surge como alternativa para contornar algumas dessas desvantagens. O processo consiste na utilização de um catalisador sólido composto, eliminando assim a etapa de coagulação do lodo e diminuindo a dependência do pH presente no foto-Fenton homogêneo, além de poder ser facilmente recuperado ao final do processo. A injeção de oxigênio molecular também pode ajudar na mineralização de corantes dissolvidos em água através das reações Fenton e foto-Fenton, atuando como aceptor de elétrons e substituindo, pelo menos parcialmente, o peróxido de hidrogênio. A quantidade de O2 parece ser dependente do pH, da temperatura e da concentração inicial de peróxido de hidrogênio. Este trabalho tem como objetivo avaliar duas alternativas para redução do consumo de H2O2 e da formação de lodo no processo Foto-Fenton. Para isso, ar atmosférico foi injetado no sistema reacional, como oxidante adicional, e um catalisador insolúvel de ferro, a pirita (FeS2) foi utilizado como fonte de ferro. Uma solução aquosa contendo o corante Lurazol SN (Direct Black38), foi usada como sistema modelo para o estudo da cinética de degradação. A pirita (FeS2) foi escolhida por ser um catalisador com alto teor de ferro, pela sua estrutura química bem conhecida e pelo baixo custo, além de ser abundante em ambientes superficiais. A cinética de degradação foi avaliada em reator descontínuo sob diferentes condições de pH, concentração de H2O2, dosagem de catalisador, concentração de corante e adição ou não de ar dissolvido. Em intervalos regulares de tempo, alíquotas da solução foram retiradas e filtradas em membrana 0,22 m e a concentração de corante não convertido foi determinada espectrofotometricamente a 590nm. Foram avaliados os efeitos dos parâmetros operacionais acima descritos sobre o processo de degradação do corante. Os resultados mostraram que a cinética de degradação do Lurazol SN através dos processos Fe(II)/H2O2/UV, Fe(II)/H2O2/Ar/UV pode ser descrito por um modelo de pseudo-primeira ordem, e que a adição de ar atmosférico não altera a velocidade de descolorização apreciavelmente. As energias de ativação dos processos de oxidação Fe(II)/H2O2/UV e Fe(II)/H2O2/Ar/UV são, respectivamente, 12,6 e 8,6 kJ/mol. A degradação do corante através do processo heterogêneo usando Pirita/H2O2/UV e Pirita/H2O2/Ar/UV é mais lenta do que nos processos homogêneos, devido às limitações difusionais características dos processos heterogêneos e devido à lenta liberação de ferro para a fase líquida. Entretanto, observou-se que o peróxido de hidrogênio é cataliticamente decomposto para formar radicais hidroxila tanto pelas reações em fase homogênea (pelo Fe(II) lixiviado para a fase líquida), como pelas reações heterogêneas na superfície da pirita. A decomposição do corante obedeceu a uma lei cinética de ordem zero e acontece apenas em fase aquosa. A energia de ativação da reação de degradação do corante através do processo Pirita/H2O2/UV é 18,5 kJ/mol, valor muito próximo ao encontrado para os sistema Fe(II)/H2O2/UV. Os resultados indicam que as reações homogêneas de degradação de corante têm maior importância do que as reações que ocorrem na superfície do sólido, mas nos sistemas heterogêneos, estas reações são limitadas pela liberação do ferro para a solução, tornando o processo mais lento e mais eficiente na remoção de cor.
The Fenton process has been shown highly efficient for the degradation of dye and a variety of recalcitrant organic pollutants, but some disadvantages have been pointed out as the high cost of hydrogen peroxide (H2O2) and the sludge generated due to iron coagulation/precipitation. The photo-Fenton process is faster than Fenton process for pollutants degradation, however the amount of H2O2 required in the oxidation is not reduced enough to make the process industrially feasible, besides, the sludge generation is still a problem. The Heterogenous Fenton process has emerged as alternative to solve these disadvantages. This process uses a solid catalyst, therefore the sludge coagulation step can be eliminated and the pH-dependecy reduced, besides, this kind of catalyst can be easily recorvered in the end of the process. When Fenton and photo-Fenton are used to mineralize dye solutions, molecular oxygen (O2) can play an important role as electrons acceptor and replacing, at least partially, the hydrogen peroxide. The amount of O2 seems to be independent of pH, temperature and initial concentration of H2O2. This work aims to evaluate two alternatives to reduce of H2O2 consumption and sludge generation in the photo-Fenton process. For that, atmospheric air was bubbled into reactional system, as an extra oxidant, and pyrite (FeS2) was used as a solid catalyst. A dye solution with Lurazol SN (Direct Black38) was used as a model system to evaluate the decolouration kinetics. The Pyrite (FeS2) has been chosen for being a high iron content catalyst, for its well known chemical structure and its low-cost, besides it can be easily founded in surface environments. The reaction was carried out in a batch reactor under different conditions of pH, H2O2 concentration, catalyst dose, dye concentration and with or without bubbling of atmospheric air. Some samples was taken and filtrated with membrane 0,22 m and the non-converted dye concentration was measured in spectrophotometer, at 590 nm. The influence of operational parameters in dye degradation was investigated. The results show that the degradation of Lurazol SN through the processes Fe(II)/H2O2/UV, Fe(II)/H2O2/Air/UV can be described by pseudo first order model, and the bubbling of atmospheric air do not affect the rate of degradation, in a short time. The activation energy (Ea) for both processes are 12,6 and 8,6 kJ/mol, respectively. The dye degradation through heterogeneous processes, Pyrite/H2O2/UV and Pyrite/H2O2/Air/UV, is slower than the homogenous one. This is due to the difusional limitations, a common characteristic of the heterogeneous systems, and due to the slow leaching of iron. However, it was observed that H2O2 is catalytically decomposed by the catalyst surface and by the soluble iron. The dye degradation obeys zero order model and it takes place only in aqueous phase. The Ea = 18,5 kJ/mol was very close to the one achieved for homogeneous systems. The results show that homogeneous reactions seems to be more important than the reactions that takes place in the catalyst surface, but in the heterogeneous system, these reactions are controlled by the release of the iron in the solution, which makes the process a slightly slower in the beginning and more efficient in the color removal.
Hacaj, Marián. "Jednoduchý letecký simulátor na Windows Phone 7". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236974.
Pełny tekst źródłaLugo, Rafael. "Contribution à l'étude de deux méthodes de fabrication des coulis de glace par contact direct : évaporation sous vide et injection directe". Paris, CNAM, 2004. http://www.theses.fr/2004CNAM0484.
Pełny tekst źródłaThe use of two-phase solid-liquid secondary refrigerants (ice-slurries) is an interesting solution for the refrigerating industry, which has to integrate new norms of safety and environmental aspects. However, the dispersed solid phase generator remains expensive and difficult to use. In this work, we study two direct-contact heat transfer methods, which could lead to an economic and optimal ice-slurry technology. These methods are vacuum evaporation and direct injection. This work deals with different aspects related to the sizing of this type of generators. Solid-liquid-vapour equilibria are required for vacuum cooling applications. We evaluated both theoretically and experimentally the ice-liquid-vapour equilibria for aqueous solutions whose use is considered in ice-slurry systems. Moreover, we propose an introduction to the estimation of vacuum evaporation mass flow rate. Regarding direct injection, an important bibliographic review is presented on the evaporation of one fluid in an immiscible medium. We compare this review with our experimental results on direct contact evaporation. This comparison leads to the construction of a simplified model of the evaporation. This comparison leads to the construction of a simplified model of the evaporator. Finally, some results obtained with a direct injection experimental facility are presented
Engström, Carl, i Nawrin Oxing Felix. "Marching Cubes med Deferred Rendering motor". Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5542.
Pełny tekst źródłaDetta projekt handlar om slumpmässig procedurell skapning av digital terräng för bruk inom datorspel, och hur man i denna kontext kan ta nytta av en grafikmotor som använder renderingstekniken deferred rendering.
Carl Engström can be reached at: Phone: 076-102 86 00 Mail: Lemmibl@gmail.com Felix Nawrin Oxing can be reached at: Mail: felix@nawrin-oxing.se
Lôbo, Marina Rúbia Mendonça. "INVESTIMENTO ESTRANGEIRO DIRETO NA ÁFRICA À LUZ DO CASO GANENSE". Pontifícia Universidade Católica de Goiás, 2011. http://tede2.pucgoias.edu.br:8080/handle/tede/3797.
Pełny tekst źródłaMade available in DSpace on 2017-10-09T19:30:41Z (GMT). No. of bitstreams: 1 MARINA RUBIA MENDONCA LOBO.pdf: 608649 bytes, checksum: a501da4fc2dff1a5ca42bdcb41ba14d0 (MD5) Previous issue date: 2011-08-01
This study examined the foreign direct investment in Africa, focusing on the production of an evaluating tool for business opportunities in African markets, specifically in Ghana, a country situated in the western portion of the Black Continent. Aiming to establish an objective reading instrument for the rational selection of Ghana as a prospecting field, the research showed, generally, variables apt to set the country as a fecund market, such as the cultural context; natural and human resources, infrastructure and market size; economic performance and governance, taxation and incentives, operating costs, regulatory frameworks for investment, among others, comprised in four chapters, verified through electronic and bibliographic sources. The current situation seems to lead us to a favourable forecast to capital investments in the region, since Ghana has shaped its legal system so as to make it promising for investors, facilitating access to international capital into local markets by offering general benefits and incentives which resulted in improvement of the business environment
O presente trabalho analisou o investimento estrangeiro direto na África, concentrando-se na produção de uma ferramenta de avaliação de oportunidades de negócios nos mercados africanos, mais especificamente em Gana, país situado na porção ocidental do Continente Negro. Visando estabelecer um instrumento de leitura objetivo para a seleção racional de Gana como campo de prospecção, a pesquisa apontou, genericamente, variáveis aptas a estabelecer o país como mercado fecundo, a exemplo do contexto cultural; recursos naturais e humanos; infraestrutura e dimensão de mercado; desempenho econômico e governança; tributação e incentivos; custos operacionais; quadros regulatórios de investimentos, entre outros, acostados em quatro capítulos, verificados através de fontes bibliográficas e eletrônicas. O quadro atual parece nos levar a previsões favoráveis às aplicações de capital na região, uma vez que Gana moldou seu ordenamento jurídico de forma a torná-lo auspicioso para investidores, facilitando o acesso de capital internacional aos mercados locais, através de benefícios e incentivos gerais, o que culminou na melhoria do ambiente empresarial.
Olafsson, Jonas. "Antimicrobial Susceptibility Testing Directly from Urine Samples : a Comparison between Standardised and Direct Disk Diffusion Testing together with Direct Species Identification using Matrix Assisted Laser Desorption/Ionisation Time of Flight". Thesis, Linnéuniversitetet, Institutionen för naturvetenskap, NV, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27645.
Pełny tekst źródłaEklund, Anders, Paul Dufort, Daniel Forsberg i Stephen LaConte. "Medical Image Processing on the GPU : Past, Present and Future". Linköpings universitet, Medicinsk informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93673.
Pełny tekst źródłaClarke, Gil Patrick, i Batlle Cristián Vargas. "País directo". Tesis, Universidad de Chile, 2014. http://www.repositorio.uchile.cl/handle/2250/117529.
Pełny tekst źródłaClarke Gil, Patrick [Parte I Análisis estratégico y de mercado], Vargas Batlle, Cristián [Parte II Análisis organizativo-financiero]
“Los clientes podrán acceder al portal de PAIS DIRECTO y recargar el celular de sus parientes en sus países de origen, transferir dinero a sus familiares, comprar tarjetas de larga distancia, etc.” PAIS DIRECTO es una empresa vanguardista, creada para satisfacer las necesidades de comunicación y conexión de los “Inmigrantes Latinoamericanos” con sus países de origen, a través de una plataforma web en Internet. El negocio consiste en la implementación de una plataforma en Internet de servicios integrados enfocado a las necesidades de los inmigrantes de Latinoamérica. Para los proveedores, PAIS DIRECTO es un canal de venta unificado, que concentra la oferta de la gran cantidad de proveedores de telefonía internacional, telefonía móvil, trasferencia de dinero presentes en Latinoamérica. El alcance de los servicios está asociado a todo tipo de transacción electrónica, inicialmente los servicios a ofrecer serán la compra de PIN´s de Larga Distancia, Recarga de Celulares Internacional, Envío de Dineros, hasta llegar a ofrecer en un futuro cercano hasta seguros y administración de pensiones internacionales. En general los grandes operadores de telecomunicaciones realizan sus esfuerzos de marketing en los mercados internos de cada país. Por lo mismo, se presenta una oportunidad a PAIS DIRECTO para satisfacer el nicho de los “inmigrantes” con sus países de origen, un mercado no atendido. El valor agregado para los clientes es que PAIS DIRECTO se transforme en el canal de comunicación con sus países de origen y así éstos puedan realizar todas sus transacciones a través de sus cuentas en un sólo lugar. Los ejecutivos de PAIS DIRECTO tienen gran experiencia en la industria de las telecomunicaciones, lo que les permite acceder a los servicios de las grandes empresas de telefonía y de transferencia de dinero. Asimismo, PAIS DIRECTO busca minimizar sus inversiones de infraestructura tecnológica, externalizando la mantención de su plataforma web, con el fin de direccionar todos sus recursos en una intensiva campaña comunicacional
Coch, i. Roura Núria. "La forma estipulatoria. Una aproximación al estudio del lenguaje directo en la Digesto". Doctoral thesis, Universitat de Girona, 2004. http://hdl.handle.net/10803/7674.
Pełny tekst źródłaPopelka, Karel. "Aplikace s vkládáním virtuálních předmětů do záběru kamery". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255339.
Pełny tekst źródłaSouza, João Baptista Godoy de. "Procedimentos de trabalho na captação de som direto nos longas-metragens brasileiros Contra todos e Antônia: a técnica e o espaço criativo". Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-02062011-111819/.
Pełny tekst źródłaThis study is a reflection on the working methods of synchronous sound recording focusing on the description and analysis of the procedures used in the sound recording of the Brazilian feature films Contra todos and Antônia. The practice of synchronous sound recording is conceived as a working method shared by professional recordists, with procedures guided by technical parameters that surfaced very early in the transition period from silent to sound films, then to the establishment of representational standards of the American classical cinema. Being technology dependent, the working method of sound recording renews itself with the coming of new tools, that enables new ways of working. The experiences in focus reveal the broad spectrum of choices involved in the practice of the sound recordist, unveiling the existence of a creative component in the process. Production issues, budgetary constraints and the advent of new technology stimulate the emergence of procedures that dynamically reform the traditional working method in sound recording.
Currier, Daniel W. "Direct Address". VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd_retro/44.
Pełny tekst źródłaOliveira, Sonale Diane Pastro de. "Faculdade De Direito da Universidade de São Paulo : trajetórias, vínculos e alianças na constituição de uma "direita acadêmica"". reponame:Repositório Institucional da UFABC, 2018.
Znajdź pełny tekst źródłaTese (doutorado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciências Humanas e Sociais, Santo André, 2018.
A implantação das universidades no Brasil se fez de forma tardia e a partir de projetos gestados pela elite intelectual, mas a literatura em torno da formulação e execução destes projetos tem dedicado atenção pontual aos compromissos e alianças políticas dos grupos que assumiram, em diferentes níveis e escalas, o processo de implantação de tais instituições. No caso da Universidade de São Paulo, seu projeto de criação e implantação foi concebido sob a aura de um grupo considerado liberal, porém ao longo de sucessivas gestões emergiu no interior da instituição um círculo de professores e pesquisadores ¿ egressos da Faculdade de Direito - comprometidos com os regimes autoritários e a repressão política das ditaduras de 1937 e 1964. Esta pesquisa analisa trajetórias, vínculos e articulações políticas de docentes que em virtude de inserções sociais privilegiadas transitaram entre a Universidade de São Paulo, partidos políticos e o aparato repressivo, em distintas formas de colaboração com o processo de fechamento político por meio de dinâmicas de manutenção e concentração de poder. Um traço comum entre tais lideranças foram as convicções anticomunistas, aspecto que os uniu em uma órbita de interesses na qual circularam outros segmentos sociais. Trata-se de proposta que dialoga com os estudos renovados de História política, tangenciando a biografia política.
Thank to projects developed by the intellectual elite, universities were introduced in Brazil. Information about elaboration and execution of these projects have given special attention to political agreements and alliances among the groups responsible for these universities. As far as University of São Paulo is concerned, the project was conceived by a liberal group. Yet, along successive managements, a group of professionals commited to the 1937 and 1964 authoritarian regimes arose. The research aims to identify and analyse links, joint policies and paths followed by teachers of the university, political parties and governmental institutions which cooperated with the repressive apparatus at different times. A common featura among such leaderships was the anti-communist beliefs. The core of this research devotes itself to analysing such links inside and outside the university environment. This project focuses on how those groups gained and maintained positions inside the university based not on meritocracy but mainly due to privileged social integration. The analyses of their performance reveals their intense operation among the academic and political elites, interchanging their positions inside and outside the university, intending to maintain and concentrate power in different levels of state politics.