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Дисертації з теми "Webgl"

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1

Yang, Xinping. "Navigating/Browsing In 3D with WebGL." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7057.

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The use of the internet has become very important in our daily life. At present, web pages are mostly shown as two-dimensional content. Three-dimensional web pages are rarely seen on the Internet. In this thesis, the main task is to develop an interactive 3D (three-dimensional) web prototype for the company Interactive TV Arena. This three-dimensional web prototype will be integrated to the OSIA (open server interface architecture) project which is a project in Interactive TV Arena. In order to implement the prototype, three main tasks were addressed: The first is creating the framework of the prototype with XML files. Secondly, a parser framework was built with JavaScript classes. The third task is to render the prototype with WebGL in real time. The prototype can be used to develop the 3D web pages in modern browsers. This thesis has completed most of the aforementioned tasks and the result of it can be used to develop some simple 3D web pages.

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2

Gravås, Lorents Odin. "Image-space Ambient Obscurance in WebGL." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23504.

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Image-space approaches to ambient obscurance have become the de-facto standard for realistic ambient lighting in real-time applications. This thesis investigates the potential applicability of such approaches for a WebGL-based implementation. As image-space ambient obscurance has been an active field of research in computer graphics the last few years, a lot of different techniques and enhancements have emerged. This thesis presents a systematic survey of the current state of the art techniques, along with an assessment of their potential for successful implementation using WebGL. Finally, I present a working WebGL-based prototype, yielding good performance and acceptable quality.
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3

Macků, Jiří. "Využití WebGL engine pro zobrazování automobilů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255487.

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This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
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4

Di, Tosto Riccardo. "Un'applicazione 3D con HTML5 e WebGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/8002/.

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5

Söderberg, John. "FPS i en interaktiv 3D-modellvisare med WebGL : En FPS-jämförelse av WebGL Javascriptbiblioteken Three.js och Babylon.js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18642.

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Анотація:
Denna studie jämför skillnader i FPS mellan de två WebGL-biblioteken Three.js och Babylon.js. Prestandan som mäts är hur många bilder per sekund, eller FPS (engelska frames per second) som en webbapplikation med 3D-grafik klarar att rendera. Prestandamätningarna utförs på en 3D-modellvisare som implementeras i både Three.js och Babylon.js. Testerna utförs på en bärbar dator med Windows 10. Hypotesen antar att Three.js inte kommer att prestera bättre än Bablyon.js Resultatet från studien visar dock att Three.js presterar bättre än Babylon.js. Studiens syfte är att ge utvecklare en uppfattning om vilket WebGL-bibliotek som är mest lämpligt att använda vid exempelvis utveckling av en e-handelssida där produkter har 3D-förhandsvisningar. Studien kan användas som grund eller inspiration för framtida forskning inom samma område.
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6

Wahlin, Yngve, and Hannes Feldt. "Implementation & utvärdering av spelmotor i WebGL." Thesis, Linköpings universitet, Datorteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95530.

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This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work. The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript. In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with.
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7

Zeitler, Jonas. "Adaptive rendering of celestial bodies in WebGL." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119970.

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This report covers theory and comparison of techniques for rendering massive scale 3D geospa- tial planet data in a web browser. It also presents implementation details of a few of these tech- niques in WebGL and Javascript, using the Three.js [1] 3D library. The thesis project is part of the implementation of Unitea, a web based education platform for interactive astronomy visualizations. Unitea is a derivative of Uniview, which is a fulldome interactive simulation of the universe. A major part of this thesis is dedicated to the implementa- tion of Hierarchical Level of Detail (HLOD) modules for Three.js based on the theory presented by T. Ulrich [2] and later generalized by Cozzi and Ring [3]. HLOD techniques are dynamic level of detail algorithms that represent the surface of objects as accurately as possible from a certain viewing angle. By using space partitioning tree-structures, view based error metrics and culling techniques detailed representations of the objects (in this case planets) can be efficiently rendered in real-time. The modules developed provide a general-purpose library for rendering planets (or other spher- ical objects) with dynamic level of detail in Three.js. The library also features connections to online web map services (WMS) and tile services.
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8

Ferreira, Nelson Bruno Tavares. "A WebGL application based on BIM IFC." Master's thesis, [s.n.], 2012. http://hdl.handle.net/10284/3712.

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Dissertação apresentada à Universidade Fernando Pessoa como partes dos requisitos para a obtenção do grau de Mestre em Engenharia Informática, ramo de Computação Móvel
The possibility of displaying high performance 3D accelerated graphics in the browser is seen as an obstacle to the conversion of applications to the web. The release of WebGL made Web3D gain new strength to overcome that obstacle. Architecture, Engineering and Construction (AEC) tools are a type of applications that could benefit with this advance. In the AEC industry, there is a standard candidate for Building Information Modelling (BIM), called Industry Foundation Classes (IFC). This data model promotes interoperability between AEC tools, giving a common format to the applications. This work comes from the need of redesigning a legacy application that allows the user to design, display and calculate building structures. Focusing on the displaying of building structures, this work merges IFC and WebGL into an application, to replicate in a modern way the legacy application capabilities. This is done by developing a server module that processes the IFC data model and a client module that displays that model in a WebGL environment. The result is a prototype web application capable of displaying 3D IFC building models in the browser without plug-ins. A possibilidade de visualização de gráficos acelerados 3D de alto desempenho no navegador ainda é visto como um obstáculo na migração de aplicações para a web. O lançamento do WebGL fez o Web3D ganhar uma nova força para superar esse obstáculo. As ferramentas de Arquitetura, Engenharia e Construção (AEC) são um tipo de aplicações que podem beneficiar com este avanço. Na indústria AEC, há um candidato a padrão para Building Information Modelling (BIM), chamado de Industry Foundation Classes (IFC). Este modelo de dados promove a interoperabilidade entre as ferramentas de AEC, fornecendo um formato comum às aplicações. Este trabalho surge da necessidade de redesenhar uma aplicação legada que permite ao o utilizador projetar, visualizar e calcular estruturas de edifícios. Focando na visualização de estruturas de edifícios, este trabalho funde o IFC e o WebGL numa aplicação, para replicar de forma moderna as capacidades da aplicação legada. Isto é feito através do desenvolvimento de um módulo de servidor que processa o modelo de dados IFC e um módulo de cliente que mostra esse modelo num ambiente WebGL. O resultado é um protótipo duma aplicação web capaz de visualizar modelos 3D de edifícios em formato IFC no browser sem plug-ins.
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9

Frisk, David. "WebGL: baserad ramverk prestandajämförelse : Mellan Three.Js och Babylon.Js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12741.

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10

Karlsson, Jonathan. "Using WebGL to create TV-centric user interfaces." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107403.

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Анотація:
In recent years the user interfaces of the TV platform have been powered by HTML, but since the platform is starting to support new techniques it might be time to change the focus. HTML is a good choice for interface development because of its high level and platform independence; however, when performance is critical and the requirements are high HTML can impose serious restrictions. WebGL is a technology released in 2011 that brings a low-level graphics API to the web. The API allows for development of advanced 3D graphics and visual effects that were impossible or impractical in the HTML world. The problem is that the hassle of using pure WebGL is in most cases too big to overcome. In this thesis a proof-of-concept was developed to investigate the issues and limitations of WebGL. A conclusion was made that even though the performance was not as good as expected it might still be viable for use in some settings.
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11

Stenbeck, Marcus. "Automatisk testning av WebGL på mobil- och desktopenheter." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-113460.

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WebGL is a standard for drawing graphics in a web browser. Currently it isn’t widely understood how consistently WebGL performs across a majority of the de- vices that support it. Determining if an image looks correct to a human observer is an interesting problem. The solution for this is useful when developing WebGL applications, since a developer could make better informed decisions during de- velopment. The differences in capability between WebGL implementations are studied, and a few factors are selected that likely will contribute to variations in the rendered output. These factors are found by studying the WebGL specification documen- tation, and in the cases where it is ambiguous, further, authorative sources have contributed to the choice of factors studied. A prototype testing system is developed, including a tool for simulating imple- mentation differences. Two image processing algorithms are evaluated for their suitability in an automatic testing system. For testing, four test cases are devel- oped. The testing system is run with the test cases on wide range of devices, both mobile and desktop. The results show that image processing is not suitable alone the source for deter- mining a test success or failure. However, some promise is shown in using image processing as one component in a fully automatic testing system. Furthermore, developing test cases that perform as the test constructor intends is proven to be a challenge in itself.
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12

Kaláb, Jan. "Implementace algoritmu pro zobrazování terénu s pomocí WebGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236573.

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This master thesis deals with the large terrain rendering in real time using WebGL. The thesis also deals with ways of measuring and representation of terrain height data. The paper also compares several frameworks for WebGL and also describes the practical use of HTML5 technologies such as WebWorkers. Furthermore, it also compares the performance and compatibility of current web browsers with HTML5 technologies.
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13

Wallin, Hektor. "Själv-optimerande dynamisk adaptiv struktur för WebGL-applikationer." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20743.

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Utvecklingen av datorer och deras förmåga ökar klyftan mellan datorer och skapar en stormångfald av hårdvarutillgänglighet. Kapaciteten som datorer besitter varierar kraftigt ochdärmed även förmågan att hantera komplexa applikationer. Moderna applikationer erbju-der inställningar som användare kan anpassa för datorn, något som kräver att användarenhar tillräcklig kunskap för att förstå inställningarnas e ekt. Att välja ut de optimala in-ställningarna för datorn är en process som är både svår och tidskrävande. Detta arbetegranskar hur ett dynamiskt adaptivt system automatiskt kan anpassa inställningarna förapplikationen medan den kör, utan manuell extern inverkan. Systemet mäter kontinuerligtapplikationen och individuella teknikers prestanda. Baserat på mätresultat anpassar detadaptiva systemet applikationens inställningar. Genom att abstrahera funktionaliteten attjustera applikationen kan datorns kapacitet utnyttjas, utan varken användarens kunskapeller påverkan. Arbetet undersöker hur olika tekniker kan in uera applikationens prestandaoch genomför tester av ett dynamiskt anpassande systems förmåga att skräddarsy appli-kationen för exekveringsmiljön.
The development of computers and their ability increases the gap between computers andcreate a wide variety of hardware availability. The capacity that computers possess varyconsiderably and thus the ability to handle complex applications. Modern applicationsprovides settings that users can customize for the computer, which requires the user tohave su cient knowledge to understand the attitude of the e ect. To select the optimalsettings for your PC is a process that is both di cult and time consuming. This thesisexamines how a dynamically adaptive system can automatically adjust the settings for theapplication while it is running, without manual external impact. The system continuouslymonitors the application and individual technologies performance. Based on measurementsthe adaptive system can customize applications settings. By abstracting the functionalityto adjust the application the computer's capacity is utlizied, without neither the user'sknowledge or in uence. The thesis examines how various technologies can in uence ap-plication performance and conducts tests of a dynamically adaptive system's ability tocustomize the application for execution environment.
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14

Oliveira, Junior Abimael Alves de. "Visualizador 3D para dados de radar meteorológico usando WEBGL." reponame:Repositório Institucional da UFPR, 2013. http://hdl.handle.net/1884/29272.

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Resumo: A previsão de tempo tem exercido um importante papel na prevenção de perdas de vidas e de bens materiais devido a alagamentos, inundações ou desmoronamentos causados por eventos severos tais como chuvas intensas ou tempestades. Porém as ferramentas de visualização de dados de Radar Meteorológico são bidimensionais, ou seja, apresentam os dados de forma planar. Além disto, as ferramentas tem necessidade de instalação e muitas vezes, são desenvolvidas para Sistemas Operacionais específicos. Este trabalho apresenta uma ferramenta de Visualização de Dados de Radar Meteorológico Tridimensionais utilizando WebGL. A ferramenta apresentada permite visualizar os dados atualizados de leitura da atmosfera da região do Radar Meteorológico, em uma Visualização Tridimensional, permitindo visualizar as estruturas das nuvens e chuva, por meio da reflectividade captada pelo Radar. Utilizando WebGL, a visualização pode ser feita sem necessidade de instalação de nenhum tipo de software ou plugin especial, bastando um navegador de Internet compatível com WebGL, tal como Google Chromec e Mozilla Firefoxc . Mesmo sem possuir o conceito de caˆmera em seu conjunto de instruções, WebGL permite a programação com desenvolvimento de funções em JavaScript para que seja possível a implementação de mecanismos de navegação pelos dados visualizados. Com este recurso, o profissional pode navegar dentro do volume de dados, permitindo visualização e análise mais detalhada de algum evento metereológico que deseja-se averiguar usando os controles da câmera virtual. Os experimentos constituiram-se de testes visualizando treze elevações de data e hora específicas separadamente, visualizando apenas uma elevação (sweep) em cada teste. Foi efetuado também, experimento com todas as treze elevações para a mesma data e hora específicas, com todos os dados e formando o volume tridimensional. O visualizador teve bom desempenho, inclusive com a navegação pela câmera. A ferramenta de filtro foi utilizada para permitir a remoção de parte dos dados, disponibilizando melhor visualização de dados específicos. Baseado nos depoimentos coletados, a ferramenta tem potencial para uso tanto em ambiente operacional quanto em ambiente de pesquisa, e a ferramenta de navegação com a câmera, permite a visualização de detalhes não facilmente identificados com as ferramentas de visualização atualmente utilizadas. Conclue-se que a ferramenta apresentada tem bom desempenho para ser empregada para previsões de curto prazo (Nowcast) e também em ambiente de pesquisa, permitindo visualização tridimensional, compreensão e análise dos fenômenos metereológicos, utilizando tecnologia preparada para a Internet, sem instalação de software, pacote ou plugins.
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15

Dahl, T. (Toni). "A WebGL-based virtual world client on a web browser." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201312062022.

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Анотація:
The popularity of 3D virtual worlds has increased a lot in recent years and they are becoming essential enablers for providing interactive collaboration methods for people. Virtual worlds are also making their way in the real world with the help of augmented reality technologies. Currently, many service providers are trying to make it easier for users to access their virtual worlds. However, accessing a virtual world typically requires installing a separate client application that needs a different configuration for each device platform and operating system. Installing a client is a nuisance for end-users and developing and supporting client configurations is costly for service providers hindering the adoption of 3D virtual worlds. 3D Web technologies and standards have been evolving rapidly allowing software developers to create 3D virtual worlds that can be viewed with a web browser. However, many of these technologies require the end-user to install specific plug-in software into their web browser before the technology can be utilised. Using the new WebGL technology, an interactive 3D environment can be used on a cross-platform supported web browser without installing any plug-ins. In this thesis, a system architecture and a prototype implementation of a WebGL-based virtual world client are presented to provide a plug-in free, readily extensible and open source web client for 3D virtual worlds. The performance of the web client was measured in terms of CPU load, memory consumption, frame rate and 3D scene processing time on a desktop PC and on a high-end tablet device. The performance evaluation results show that the web client has good future prospects on desktop PCs, but more work needs to be done to achieve good performance on tablet devices. A publication, "A Virtual World Web Client Utilizing an Entity-Component Model", based on this thesis was written and it was accepted in the NGMAST 2013 conference. Additionally, the effect of network quality on the performance and the user experience of the web client will be researched in the near future. This thesis has successfully contributed to research in the field of 3D Web and the implementation of the web client has served as a proof of concept affecting the technological choices of related third party projects. The implemented web client can be used on various platforms with web browsers that support WebGL and WebSocket technologies, thus making it available for many users. Also, the web client can be extended easily due the modular architecture and the utilisation of the Entity-Component model on the management of the 3D scene hierarchy
3D-virtuaalimaailmojen suosio on kasvanut paljon viime vuosina ja niistä on tulossa tärkeitä työkaluja ihmisten väliselle interaktiiviselle yhteistyölle. Virtuaalimaailmat ovat yhtymässä myös reaalimaailmaan lisätyn todellisuuden teknologioiden avulla. Monet palveluntarjoajat yrittävät nykyään helpottaa käyttäjien pääsyä virtuaalimaailmoihin. Virtuaalimaailmoihin päästäkseen käyttäjä joutuu yleensä asentamaan erillisen asiakasohjelman, joka joudutaan erikseen räätälöimään jokaiselle laitealustalle ja käyttöjärjestelmälle sopivaksi. Asiakasohjelman asentaminen on hankalaa käyttäjille ja asiakasohjelmien eri käyttöjärjestelmäkohtaisten versioiden ylläpito on kallista palveluntarjoajille. Tämä vaikeuttaa 3D-virtuaalimaailmojen omaksumista. 3D Web -teknologiat ja standardit ovat kehittyneet nopeasti ja helpottavat kehittäjiä luomaan 3D-virtuaalimaailmoja joita voidaan katsella verkkoselaimella. Käyttäjän täytyy kuitenkin asentaa erillinen lisäohjelma verkkoselaimeen ennen kuin teknologiaa voi käyttää. Käyttämällä uutta WebGL-teknologiaa, interaktiivista 3D-maailmaa voidaan käyttää monella alustalla toimivalla verkkoselaimella joutumatta asentamaan erillisiä lisäohjelmia. Tässä työssä esitellään järjestelmäarkkitehtuuri ja prototyyppi WebGL-pohjaisesta asiakasohjelmasta 3D-virtuaalimaailmoille, joka on helposti laajennettava, ei tarvitse ylimääräisiä lisäohjelmia ja on lähdekoodiltaan avoin. Web-asiakasohjelman suorituskykyä arvioitiin mittaamalla ohjelman aiheuttama CPU-kuorma, muistinkulutus, kuvataajuus ja 3D-näkymän prosessointiin kuluva aika pöytätietokoneella ja tehokkaalla taulutietokoneella. Mittaustulokset osoittavat, että web-asiakasohjelmalla on hyvät tulevaisuudennäkymät pöytätietokoneilla, mutta lisää kehitystyötä on tehtävä hyvän suorituskyvyn saavuttamiseksi taulutietokoneilla. Tämän työn pohjalta tehty julkaisu, "A Virtual World Web Client Utilizing An Entity-Component Model", on hyväksytty NGMAST 2013 -konferenssiin. Lisäksi, verkon laadun vaikutusta web-asiakasohjelman suorituskykyyn ja käyttökokemukseen tullaan tutkimaan lähitulevaisuudessa. Tämä työ on onnistuneesti kontribuoinut 3D Web:iin liittyvään tutkimukseen ja on vaikuttanut teknologioiden valintoihin työhön liittyvien kolmannen osapuolen projektien piirissä. Toteutettua asiakasohjelmaa voidaan käyttää monilla alustoilla verkkoselaimilla, jotka tukevat WebGL- ja WebSocket-teknologioita, mikä tekee ohjelmasta helposti saavutettavan useille käyttäjille. Toteutus on myös helposti laajennettavissa sen modulaarisen rakenteen ja 3D-näkymän hierarkian hallintaan käytetyn entiteetti-komponentti -mallin takia
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16

Stefanini, Francesco. "Studio di modelli di illuminazione e texture in ambiente WebGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8294/.

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Анотація:
Il mondo di Internet ha vissuto un radicale e inarrestabile processo di rinnovamento nel corso dell'ultimo decennio. Nel giro di pochi anni, i siti che popolano il World Wide Web si sono evoluti divenendo vere e proprie applicazioni in grado di fornire un livello di interattività e di coinvolgimento fino ad allora impensabile. Il mondo del Web è mutato, e con esso quello dei browser, i quali assumono sempre più le conformazioni di "sistemi operativi nei sistemi operativi": si sono tramutati in complesse piattaforme di sviluppo in grado di fornire a programmatori e web designer potenti librerie e API relative a qualsiasi ambito, nonché avanzati strumenti di debugging. Numerosi standard che governano l'ecosistema di Internet hanno raggiunto la maturità in questo contesto: fra tutti HTML5, il quale ha arricchito enormemente le potenzialità di un browser introducendo nuovi strumenti orientati alla multimedialità e alla classificazione semantica delle risorse. Altri standard altrettanto importanti hanno visto la luce in questi anni, affermandosi e conquistando, nel giro di pochissimi anni, l'interesse di un'ampia platea di sviluppatori. E' il caso di WebGL, una potente e flessibile libreria grafica derivata dal mondo di OpenGL che ha aperto le porte al rendering di scene tridimensionali all'interno di un qualsiasi browser moderno. WebGL ha rappresentato un punto di svolta abbattendo un'ulteriore barriera tra il mondo del web che vive all'interno di un browser e la dimensione delle applicazioni native che popolano un sistema operativo, consolidando il già affermato concetto di web app che lentamente sta seppellendo l'idea di "sito" così come era stato concepito all'inizio del nuovo millennio. Scopo di questo elaborato è quello di fornire una panoramica delle principali funzionalità offerte dalla libreria WebGL (con una particolare attenzione per il supporto cross browser) e di analizzare le possibilità che essa offre, studiando e implementando i principali modelli di illuminazione e le tecniche di applicazione texture per definire un ambiente tridimensionale esplorabile e il più possibile realistico all'interno della dimensione del web.
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17

Frick, Erik. "Dynamisk grafik med WebGL och Canvas : Atlas och context-switch." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11082.

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Анотація:
Att ha grafiska applikationer i webben har blivit allt mer vanligt sedan World Wide Web kom till i slutet på 80-talet. Till en början handlade det om effektfulla interaktiva element så som reklamskyltar, logotyper och menyknappar. Idag år 2015 har webbläsarna utvecklats så pass långt att inga tredjepartsprogram krävs för att interaktiv grafik ska fungera, vilket tidigare var fallet. Grafiska funktioner och bibliotek finns nu istället inbyggda i webbläsaren. De tekniker som denna rapport/arbete ska behandla är Canvas och WebGL. Dessa är tekniker som används för att presentera interaktiv grafik på webben. WebGL är ett grafiskt bibliotek som bygger på ett känt grafiskt bibliotek vid namnet OpenGL, men konstruerat för webben. Grafiken är hårdvaruaccelererad precis som OpenGL, vilket innebär att tekniken kan åstadkomma relativt kraftfull grafik för att vara en webbapplikation. För en utbildad webbutvecklare kan WebGL upplevas som en svårare värld jämfört med Canvas som ligger närmare en webbutvecklares kunskapsområde. Canvas har även en större tillgänglighet bland webbläsare än WebGL. Detta arbete ska redovisa hur dessa två tekniker förhåller sig till varandra i utritningshastighet tillsammans med en bildteknik kallad Atlas. Atlas teknik är enkelt förklarat när ett bildobjekt är som en atlas med flertal bildobjekt där i som hade kunnat motsvara separata bildobjekt. Detta examensarbete kommer jämföra alla fallen i ett experiment för att kunna ge svar på hur prestanda i utritningshastighet står sig mellan teknikerna Canvas och WebGL med eller utan Atlas teknik.
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18

Hedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.

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Анотація:
OpenGL is a standard API that is used to manage 3D graphics on desktop computers. Although OpenGL is independent of customized hardware it’s not suitable for all kinds of devices. Therefore both OpenGL ES andWebGL was created. These can be viewed as subsets of OpenGL. This report presents the differences of importance to both developers and users, between OpenGL 4.3, OpenGL ES 3.0 and WebGL 1.0. are the rendering pipeline and the texture handling. As the reader will see, it is mainly the rendering pipeline that affects most of the performance and the graphical processing. The report also drives a discussion of how the various OpenGL groups are related to each other and how a possible future can look like. The evidence indicates that OpenGL will be replaced by OpenGL ES and WebGL.
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19

Havsvik, Oskar. "Enhanced Full-body Motion Detection for Web Based Games using WebGL." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119736.

Повний текст джерела
Анотація:
By applying the image processing algorithms used in surveillance systems on video data obtained from a web camera, a motion detection application can be created and incorporated into web based games. The use of motion detection opens up a vast field of new possibilities in game design and this thesis will therefore cover how to create a motion detection JavaScript module which can be used in web based games. The performance and quality of the motion detection algorithms are important to consider when creating an application. What motion detection algorithms can be used to give a qualitativerepresentation without affecting the performance of a web based game will be analyzed and implemented in this thesis. Since the performance of the Central Processing Unit will not suffice, WebGL and the parallelism of the Graphical Processing Unit will be utilized to implement some of the most recognized image processing algorithms used in motion detection systems. The work resulted in an application where Gaussian blur and Frame Subtraction were used to detect and return areas where motion has been detected.
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20

Pergher, Bruno Spanevello. "Sistematização de criação de conteúdo interativo 3D (WEBGL) aplicado ao design virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/170941.

Повний текст джерела
Анотація:
Na medida em que surgem novas tecnologias de criação de ambientes tridimensionais virtuais, como o WebGL, ampliam-se as possibilidades de uso destes e possibilita-se um aprimoramento da qualidade gráfica e das formas de interação com os mesmos. A presente pesquisa objetiva aproximar designers e a promissora tecnologia WebGL, ainda muito ligada a conhecedores da programação computacional escrita e distante de grande parte dos designers. Com isso, visa-se melhorar a qualidade de criação e distribuição dos trabalhos de Design Virtual. Para tal, propõe-se uma sistemática de criação de conteúdos interativos tridimensionais utilizando o padrão WebGL, balizada por requisitos estipulados com base na revisão bibliográfica do assunto. Dentre os principais requisitos estão a utilização de softwares e recursos que não exijam conhecimentos prévios de linguagem escrita de programação, a compreensão dos três principais pilares dos ambientes virtuais 3D (modelagem, animação e interação) e a exportação facilitada do conteúdo criado em um arquivo (HTML) executável nos principais navegadores web, empregando o padrão WebGL, sem o uso de qualquer complemento (plug-in). Após a análise de 34 ferramentas, escolheu-se o conjunto de programas Blender + Blend4Web para ser utilizado na sistemática. Como resultado, obteve-se uma sistemática de criação de ambientes virtuais tridimensionais com recursos bastante diversificados, que se mostrou útil na atualização dos conhecimentos de estudantes e profissionais de Design Virtual.
As new technologies for the creation of three-dimensional virtual environments, such as WebGL, the possibilities of their use are expanded and it is possible to improve the graphic quality and the ways of interacting with them. The present research aims to approach designers and the promising WebGL technology, still very much related to the knowledge of the written and distant programming of most of the designers. With this, it aims to improve the quality of creation and distribution of the Virtual Design works. For this, a systematic creation of three-dimensional interactive contents using the WebGL standard is proposed, based on requirements stipulated based on the bibliographic review of the subject. Among the main requirements are the use of software and resources that do not require prior knowledge of written programming language, understanding the three main pillars of 3D virtual environments (modeling, animation and interaction) and facilitating the export of content created in a file (HTML) executable in major web browsers, employing the WebGL standard, without the use of any plug-in. After the analysis of 34 tools, the set of Blender + Blend4Web programs was chosen to be used in the systematics. As a result, a systematic creation of threedimensional virtual environments with very diversified resources was obtained, which proved useful in updating the knowledge of students and professionals of Virtual Design.
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21

Režňák, Pavel. "WebGL2 renderer ve WebAssembly." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385902.

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Анотація:
This thesis is focused on fast rendering of the 3D scene in a web browser with usage of modern technologies, for instance WebGL and WebAssembly. In this thesis you will find out how to compile an application which was written in C++ language into WebAssembly via Emscripten compilator and how to insert this code into a web page. Futhermore, you will find out how to communicate between C++ language and JavaScript, how to call functions, create instances and how to share memory between them. During design of a rendering core you will learn a few methods how to improve rendering performance. In the end the performance of this technologies is compared.
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22

Palm, Emanuel. "Graphics’ Card Utility withWebGL and N-Buffering : Improving performance using N-buffer strategies with WebGL." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146652.

Повний текст джерела
Анотація:
This thesis covers the utilization of N buffers in order to reduce resource contention on an abstract WebGL machine, and subsequently freeing up machine processing time. The buffers touched are frame buffers and vertex buffers. The paper also briefly covers the purpose and function of N buffering in relation to graphics and the function of a WebGL machine, the research and production of benchmark prototypes, some relevant benchmark results, and analysis and conclusions. The conclusion is made that the use of N>1 buffering is a potentially viable strategy for increasing WebGL performance, and some theories are outlined and suggestions given for further research to be made for the resolving of how this performance gain may be improved.
Denna uppsats granskar nyttjandet av N buffrar för att minska uppkomsten av resurskonflikter på en abstrakt WebGL maskin, och således frigöra processtid på maskinen i fråga. De typer av buffrar som vidrörs är så kallade frame buffers och vertex buffers. Uppsatsen går också igenom syftet och funktionen hos N buffrar i relation till grafik och funktionen hos en WebGL maskin, förstudien kring och produktionen av prestandatest-prototyper, en del relevanta mätresultat, samt analys och slutsatser. Slutsatsen nås att nyttjandet av N>1 buffrar är en potentiellt gångbar strategi för ökandet av prestanda hos WebGL, och en del teorier presenteras och förslag ges kring ytterligare studier för attöka prestanda ytterligare.
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23

Karlsson, Andreas. "Rendering av 2d scen i canvas med hybridramverk." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12421.

Повний текст джерела
Анотація:
Med användning av ramverk kan förenkling av utritningen med pixel- och vektorgrafik i webbläsaren ske vid användning av WebGL API:t och Canvas 2D API:t. Men problemet är, att en dålig utritningshastighet är inget som vill upplevas när en 2D scen ritas ut i en webbapplikation. Genom att jämföra olika ramverk mot varandra, som använder sig av WebGL API:t eller Canvas 2D API:t, togs det reda på vilket av dessa ramverk som var snabbare i utritning. Tre ramverk valdes ut till studien för att göra mätningar på. Det implementerades en webbapplikation för att jämföra hur lång tid en utritning tar i de valda ramverken vid olika scenarier. Resultatet visade att ett hybridramverk som använde sig av förstnämnda API:t och föll tillbaka på andranämnda API:t var snabbare i 9 av 10 scenarier. I en fortsatt studie skulle flera ramverk kunna jämföras och även jämföras i olika användningsfall för att se hur ramverken presterar i dessa.
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24

Jung, Hoijoon. "Ubiquitous and Immersive Visualisation and Interaction of Volumetric Medical Images." Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/20703.

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Анотація:
Volumetric medical imaging is an indispensable data in patient management by non-invasively visualising human organ system. A wide range of research has been conducted to provide effective visualisation of medical imaging volumes, by introducing conventional 2D image slice viewing and recent 3D volume rendering techniques. They have been demonstrated in different medical imaging modalities and diverse clinical applications. The recent advances in software platforms / display technologies have been explored for their potentials to bring new capabilities and features to volume visualisation. Web technologies enable ubiquitous computing for complex 3D rendering techniques through standard Web browsing software. Mixed reality (MR) head-mounted display (HMD) technology can deliver an immersive and natural way in which humans perceive and interact with the visualisation. This thesis hypothesises that utilisation of these two emerging technologies can bring new features to medical imaging visualisation. Two medical imaging visualisation systems are proposed. Firstly, a Web-based visualisation system is proposed to allow multi-disciplined clinicians to use personal devices for collaborative visualisation. We developed medical volume visualisation features, such as multi-modal visualisation and visualising personal data, and designed a visualisation sharing mechanism in a clinical context. Secondly, MR-HMD visualisation system is introduced with a new intuitive interaction mechanism where the users can employ a tangible planar object in their physical environment to navigate and interact with virtual 3D visualisation in the same physical coordinates. We developed an algorithm to track and locate the planar object without a marker by exploiting the depth camera in the Microsoft HoloLens. We evaluated two systems by demonstrating them in clinically relevant simulated scenarios with a variety of medical imaging datasets. We also examined their computational performances.
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25

Eriksson, Oskar, and Emil Rydkvist. "An in-depth analysis of dynamically rendered vector-based maps with WebGL using Mapbox GL JS." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-121073.

Повний текст джерела
Анотація:
The regular way of displaying maps in a web browser is by downloading raster images from a server and lay them side by side to make up a map. If any information on the map is changed, new images has to be downloaded, it cannot be done on the client. The introduction of WebGL opens up a whole new world of delivering advanced graphics content to the end user in a web browser. Utilizing this technology for displaying maps means only the source data is sent to the web browser where the map gets rendered using the device's GPU. This adds a number of benefits such as the ability of changing map appearance on the client, add new features to the map and often less data transfer. It however sets higher expectations of the client device's hardware as it needs to render the map at a high enough frame rate to not appear slow and unresponsive. This thesis investigates a framework for client side map rendering in a web browser, Mapbox GL JS, with focus on performance. It shows how map source data can be generated as well as its corresponding style rules are constructed with performance in mind. It provides benchmarking results of different map data sets with different detail intensity and shows that a device with good GPU performance is needed for an acceptable user experience. It also shows that lowering the amount of rendered detail does not necessarily result in better performance.
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26

Barkestedt, Filip. "Jämförelse av WebGL-teknologier vid rendering av heatmaps utifrån marin miljödata : Jämförelse mellan Three.js och X3DOM." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15454.

Повний текст джерела
Анотація:
En stor kvantitet av miljödata samlas hela tiden in och för att dra nytta av all data behöver den förstås av de användarna som kan applicera kunskapen inom deras område. Visualiseringar tillåter användare att förstå datan och det är därför en viktig del av hur en användare kan ta del av den datan som samlas in. I detta arbete evalueras de WebGLbaserade teknologierna Three.js och X3DOM om vilken som är mest lämplig för att visualisera geospatial data på webben utifrån hur effektiva de är vid rendering av heatmaps. Två applikationer utvecklas, en baserat på Three.js och en på X3DOM. Mätningar utförs på varje applikation för att jämföra renderingstiden mellan teknologierna och en kvalitativ studie används för att evaluera deras användbarhet. Resultatet blev att Three.js är mer lämpligt för att visualisera geospatial data på webben.
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27

Zvěřina, Jiří. "Interiérová lokalizace ve 3D." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385909.

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Анотація:
This thesis is about designing and creating 3D visualisation of interior localization using Sewio system. Visualisation is presented as web application with WebGL technology. WebGL deployment is simplified with Three.js library. For future scalability of the application, I deal with integration of Three.js into Model-View-Controller architecture. The last part of the thesis is about additional sensors and their use to make the localization more precise. There is a barometric senzor making vertical localization possible and inertial sensors useful for determining rotation of localized devices.
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28

Новохатько, І. О. "Візуалізація Інформаційна технологія слайсингу моделей для FDM 3D принтера". Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86824.

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Анотація:
Кваліфікаційну роботу магістра присвячено розробці інформаційної технології слайсингу моделей для FDM 3D принтера. У роботі проведено огляд останніх досліджень та публікацій, які стосуються 3D друку, аналіз аналогів, моделювання та проектування додатку. У роботі виконано розробку web-додатку на основі інформаційної технології. Також було розроблено модулі завантаження моделі, відтворення завантаженої моделі, генерації системи підтримок, збереження отриманих результатів, слайсингу 3D моделі, особистого кабінету користувача, адміністратора системи. Результатом проведеної роботи є розроблена інформаційна технологія слайсингу моделей для FDM 3D принтера. Розроблена інформаційна технологія впроваджена у web-додатку який призначений для слайсингу моделей для FDM 3D принтера, для користування яким потрібно мати доступ до мережі та смартфон або ноутбук.
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29

Waernér, Klara. "3D Graphics Technologies for Web Applications : An Evaluation from the Perspective of a Real World Application." Thesis, Linköpings universitet, Informationskodning, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78726.

Повний текст джерела
Анотація:
Web applications are becoming increasingly sophisticated and functionality that was once exclusive to regular desktop applications can now be found in web applications as well. One of the more recent advances in this field is the ability for web applications to render 3D graphics. Coupled with the growing number of devices with graphics processors and the ability of web applications to run on many different platforms using a single code base, this represents an exciting new possibility for developers of 3D graphics applications. This thesis aims to explore and evaluate the technologies for 3D graphics that can be used in web applications, with the final goal of using one of them in a prototype application. This prototype will serve as a foundation for an application to be included in a commercial product. The evaluation is performed using general criteria so as to be useful for other applications as well, with one part presenting the available technologies and another part evaluating the three most promising technologies more in-depth using test programs. The results show that, although some technologies are not production-ready, there are a few which can be used in commercial software, including the three chosen for further evaluation; WebGL, the Java library JOGL and Stage 3D for Flash. Among these, there is no clear winner and it is up to the application requirements to decide which to use. The thesis demonstrates an application built with WebGL and shows that fairly demanding 3D graphics web applications can be built. Also included are the lessons learned during the development and thoughts on the future of 3D graphics in web applications.
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30

Alshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.

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31

Spousta, Martin. "Elektronický obchod ve 3D rozměru." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2011. http://www.nusl.cz/ntk/nusl-222821.

Повний текст джерела
Анотація:
This Diploma thesis deals with problems of making 3D e-shops for their widely usage. It contains the description of current level of e-shop, theoretical solution of the problem of transition to 3D with a description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
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32

Bergman, Lars. "Creating an Appealing 3D-visualization Tool for Baseboards in the Web Browser." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168456.

Повний текст джерела
Анотація:
Today a lot of libraries, tools and techniques exist to create visual appealing renders for the web. In this thesis, a prototype for visualizing baseboards in the web browser was developed. The prototype demonstrates how certain libraries and techniques were used in order to achieve a generalized, appealing and realistic visualization of the baseboards in a 3D-visualization. This paper also covers why certain libraries and techniques were used for this prototype. The resulting prototype, use Three.js and takes advantage of PBR, different mapping methods and lighting sources that can be changed during runtime through a GUI. To get results on different aspects, such as the visual appeal, how realistic, and what lighting sources worked best for the prototype, a web-survey was sent out and the results evaluated. The evaluation showed that the usage of PBR, a roughness-metalness workflow, environment mapping, physical correct lighting and a point light solution in Three.js all made a good job in creating an appealing, generalized and realistic visualization tool for the web.
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33

Sharakhov, Nikita Igorevich. "Web-Based Data Visualization with 3D Portrayals for Communications Applications." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/50420.

Повний текст джерела
Анотація:
The modern web has evolved into a highly capable software platform, which enables near-native performance, while offering installation-free cross-platform applications with a uniform user base and rapid update deployment. SVG, WebGL, and HTML5 Canvas, along with various higher-level JavaScript frameworks allow web applications to drive both 2D and 3D visualization. These technologies allow developing novel visualization applications, which can be applied in the communication domain to geospatially map service quality, and to provide tools research and education in wireless communication. We present two such web applications GeoSpy and CORNET3D. GeoSpy provides 2D and 3D visualization of geospatial data on the web. The application is primarily focused on leveraging 3D portrayals to increase the number of broadband Quality of Service (QoS) metrics, which can be attached to a single point on a map. Additionally, GeoSpy has proven to be a flexible visualization platform by giving the user a high level of customization over HTTP API data. This allows GeoSpy to venture beyond broadband mapping, and provide 3D portrayals of any well-formatted geospatial JSON API. Research of Software Defined Radio (SDR) and Dynamic Spectrum Access (DSA) can be used to significantly improve the wireless QoS. CORNET3D provides a 3D view of the Virginia Tech CORNET SDR testbed with information on which nodes and radios are operational. The application can also display 2D and 3D plots of the spectrum, which is sensed by the radios in real time. The data is sent to the client over a WebSocket connection to enable low latency, compared to conventional HTTP. CORNET3D can teach students about strategies for optimal use of spectrum resources through a game---"by providing them with real-time scoring based on their choices for radio transmission parameters. CORNET3D has demonstrated that the not only can web applications provide rich portrayals of real-time sensor data, but can also serve as a 3D "serious game" platform.
Master of Science
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34

Ohlson, Anders. "Jämförelse mellan 3d och 2d utritningar för grafer : WebGL 3D jämförelse med HTML5 canvas 2D utritningar för att konstatera vilken metod som är snabbast." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9501.

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Анотація:
En jämförelse mellan HTML5-canvas 2D-grafiska utritningar och WebGL med assistans av Three.js utritningar. Detta görs med hjälp av en illustration av en golfsving. Tidtagning sker med benchmarking via JavaScript. Testerna är utförda på Firefox, Google Chrome och Internet Explorer. Experimentets hypotes är att 2D utritningar är snabbare än 3D utritningar. Testerna utförs på två olika plattformar, en Windows 8.1 och en Android plattform. Val av design, både grafisk och kod förklaras, och varför denna lösning är den bästa för experimentets resultat. Experimentets specifika utvecklingsprocess presenteras som förklarar de problem som uppstått. Dessa resultat presenteras först för var och en av de webbläsare som testerna utförts på och sedan en sammanslagning för att jämföra 2D mot 3D. Framtida arbete med detta experiment kommer vara att testa applikationen på fler olika hårdvaror för att kunna se om resultatet kan styrkas.
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35

Hage, Cleber Castro. "Marcação de regiões de interesse em 3d sobre imagens radiológicas utilizando a web." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-19032015-104453/.

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Анотація:
Este trabalho faz parte de um projeto maior, o electronic Physician Annotation Device (ePAD). O ePAD permite a criação de uma base de conhecimento médico usando anotações semânticas sobre lesões em imagens radiológicas, usando uma plataforma Web. Essas anotações servirão para identificar, acompanhar e reason sobre lesões tumorais em pesquisas médicas (especialmente sobre câncer). A informação adquirida e persistida pelo sistema permite avaliação automática por computadores; recuperação de imagens hospitalares e outros serviços relacionados a exames médicos. O ePAD é um desenvolvimento conjunto de grupos de pesquisas do ICMC-USP e do Department of Radiology da Stanford University. O principal trabalho, apresentado neste texto, é um novo conjunto de funcionalidades na Web para adicionar a marcação de lesões em imagens radiológicas em três dimensões ao ePAD. Elas permitirão a obtenção de dados mais precisos acerca de medidas tridimensionais de lesões como volume, posição e cálculo de maior diâmetro. O objetivo é facilitar o trabalho dos profissionais de radiologia na análise de diagnósticos e acompanhamento de lesões produzindo um acompanhamento mais acurado da evolução de doenças como o câncer. Anotações podem ser conectadas a lesões e conter informações semânticas, usando termos biomédicos da ontologia RadLex. Essas novas funcionalidades são baseadas em HTML5, com o auxílio de WebGL para visualização e manipulação de objetos 3D. As maiores contribuições deste trabalho são o software para visualização de séries de imagens radiológicas em 3D usando planos ortogonais, os protótipos de vídeo mostrando as três possíveis interfaces para marcação de lesões em 3D, a pesquisa com radiologistas (usando os protótipos de vídeo) para determinar que o cursor esférico era a melhor interface para marcar lesões em 3D e o protótipo dessa interface no ePAD. Este trabalho contou com a ajuda de usuários do Department. of Radiology da Stanford University e do Hospital das Clínicas da Universidade de São Paulo em Ribeirão Preto.
This work is part of a larger project, the electronic Physician Annotation Device (ePAD) project. The ePAD allows the creation of a medical knowledge base using semantic annotation on lesions found on radiological images using the Web platform. The annotation will serve to identify, follow-up and reason about tumor lesions in medical research projects (specially about cancer). The information acquired and persisted by the system allows automatic evaluation by computers; retrieval of hospital images and other services related to medical exams. ePAD is a joint development of the ICMC-USP and the Department of Radiology of the Stanford University research groups. The main work, presented here, is a new set of functionalities on the Web to add recording of lesions on radiological images in three dimensions to ePAD. They will lead to more accurate data about three dimensional lesion measurements, such as volume, position and longest diameter calculations. The objective is to ease the work of radiology professionals doing diagnostic analysis and lesion tracking producing more accurate follow-ups of disease evolution, such as of cancer. Annotation can be attached to lesions and hold semantic information, using biomedical ontology terms from RadLex. These new functionalities are based on HTML5 with the help of WebGL for visualization and manipulation of 3D objects. The main contributions of this work are the software for visualization of radiological image series in 3D using orthogonal planes, the video prototypes showing the three possible interfaces to mark lesions in 3D, the survey with radiologists (using the video prototypes) to determine that the spherical cursor was the best interface to mark lesions in 3D and the prototype of this interface in ePAD. This work received help from users of the Department of Radiology of the Stanford University and the Clinics Hospital of Ribeirão Preto of the University of São Paulo.
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36

Madaj, Tomáš. "Výkonnostní testy pro chytré TV, set-top boxy a herní konzole." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-386024.

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Анотація:
Cílem této práce je vytvořit nástroj pro vývoj aplikací  na určité minoritní platformy, primárně Smart TV a HbbTV. Ty jsou implementovány v klienském JavaScriptu. Cílovou skupinou jsou tedy vývojáři takových aplikací, nikoli koncoví uživatelé. Zmíněný nástroj bude mít za cíl zjednodušit a urychlit vývojové procesy, hlavně ladění výkonu aplikací.
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37

Nordström, Daniel. "Applicability of modern graphics libraries in web development : How may current graphics APIs that allow GPU-rendered web content be better inorporated for use in modern web application production?" Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75813.

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Анотація:
This thesis presents an exploration into current web browser technologies for graphicsdevelopment, and offers a framework-like solution to integrate WebGL basedgraphical features into any web application based on those findings. It is builtlargely of the 2017 investigative graduate work done at Explizit Solutions (an ITfirm based in Skellefteå, Sweden), where the goal was to discover how 3D graphicstechnology in web browsers could be incorporated into and improve the front-endof their booking system services. A refined version of the solution produced in thatwork is presented, discussed and evaluated in this dissertation along with the investigativework done to produce it.
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38

Cronstrand, Rasmus. "Effects of design and feedback in a motion-based game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120565.

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Анотація:
Movement-based games are becoming more frequent in everyday lives. With easier access to webcams built into laptops and web-based games, a game which utilises both concepts can become a good option for everyday gaming.This study evaluates a movement-based game written in JavaScript using phaser.io which uses a webcam for control and HTML5 technique for capture. The main questions in the study are what observations can be done and are there any problems when developing a game with webcam-based motion-detection in regards to factors like flow, feedback and positioning. This study tries to answer these questions by building upon an existing game and implementing new functions and feedback and then observing how these effect the game-play. The results of the study showed that it is important to consider good feedback and how to position oneself when playing such a game and that more testing should be done to gain further knowledge about these two. But also that many of the implementations done made the person achieve flow while playing. Further work should be beneficial also to make the game even better while keeping it easy to play.
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39

Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.

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Анотація:
Given mobile devices’ weak computational power, game programmers must learn to create games with simple graphics that are engaging and easy to play. Though seldom created for phones and tablets, puzzle games are a perfect fit. In recent years, the genre has gained a following and even won some acclaim. Games like Myst, The Seventh Guest and Portal all engage gamers with challenging puzzles and then reward them with story components upon task fulfillment. Few such games have been created for mobile devices, in part due to the difficulty of developing for devices with different operating systems. Android, WebIOS and Windows Phone all have different software development kits that produce a final product incompatible with operating systems other than what it was developed for. One promising solution is to use browser technology to deliver games since all devices are geared to interact with the Web through browsers such as Internet Explorer, Mozilla Firefox, and Google Chrome. The aim of this project was to build a puzzle game that can be run on any digital device. The project can be accessed without any plug-ins and was created by using web technologies such as JQuery, Touch Punch, local storage, and WebGL. JQuery allows drag and drop functionality and Touch Punch allows the JQuery functionality intended for a mouse to work on a touch interface. Local storage provides storage on a user’s device, as opposed to a server, and WebGL enables graphics processing on a user’s tablet or phone through web commands.
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40

Sjöstedt, Max. "Ramverk för rendering av heatmaps, en jämförande studie : Prestandajämförelse för ramverk på webben." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18646.

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Анотація:
Olika typer av data används för att användare skall kunna presentera och dra beslut ifrån data, för att lättare förstå datan tillämpas visualisering som ett sätt att göra datan mer läsbar och lättförstådd. När data skall visualiseras på webben kan många olika teknologier användas för att rendera ut datan. I denna studie kommer ramverk för rendering av heatmaps jämföras sett till deras prestanda i form av renderingstid. De två applikationer som utvecklades var D3.js samt Three.js. Dessa jämfördes sedan i ett experiment där mätningar utfördes på de båda teknologierna. Resultatet blev att Three.js var mer lämpat för visualisering av heatmaps på webben.
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41

Göth, Pontus. "Visualisering av 3D objekt på 2D kartor : En jämförelse av utritningstid mellan ThreeJS och X3DOM." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18663.

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Анотація:
Datavisualisering är ett hjälpsamt verktyg för beslutsfattare för att inom en kontext få en god översyn och skapa förståelse. Beslutsfattare kan enklare ta beslut utifrån datan som visualiserats och visualisera geografiskt knuten data med kartor har varit populärt under en längre tid. 3D grafik för webben har också med tiden vuxit sig mer mogen och kraftfulla bibliotek har ersatt tidigare pluginbaserade lösningar. Det har skapat möjligheter för nya licensfria former av datavisualisering. Det finns dock olika angreppssätt för att skapa och visualisera data i 3D för webben, det deklarativa och det imperativa, vilket detta arbete ämnar att jämföra. Arbetet undersöker det deklarativa X3DOM och det imperativa ThreeJS för att se vilket som presterar bäst i utritningstid. Resultatet visade att ThreeJS presterar bättre jämfört mot X3DOM men ThreeJS har en ojämn prestanda kurva med många spikar.
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42

Koukolíček, Ondřej. "Weather and Aeronautical Data on Map for Airplane EFB." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234990.

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Анотація:
Práce se zabývá webovými knihovnami pro práci s mapou a jejich možným využitím pro implementaci grafického uživatelského rozhraní nativní aplikace Weather Information Service (WIS) společnosti Honeywell. V práci jsou představeny prvky WIS, které je třeba implementovat pro úspěšné převedení aplikace do webového rozhraní. Dále jsou vysvětleny základy mapových knihoven a podrobněji popsány knihovny Leaflet a Altus Map Engine, které byly vybrány pro vytvoření demonstrační aplikace. Jedna kapitola je věnována metodám použitelným pro vykreslování ve webovém prostředí. Práce dále popisuje implementaci demonstrační aplikace, vytvořené za účelem prezentace možností mapových knihoven implementovat prvky WIS. Na závěr jsou diskutovány výhody a nevýhody obou zkoumaných knihoven a jejich použitelnost pro případné využití v aplikaci WIS.
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43

Björn, Overå. "Skinning på GPUn : Med dubbel kvaternioner." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21364.

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Анотація:
Målet med projektet var att undersöka hur skeletal animationer utförs. Ett mål till var att det skulle vara förbestämda animationer. För att kunna ha förberäknade animationer användes autodesk fbx-filer. Skinningen har använt dubbel kvaternioner istället för matriser.Rapporten visar att skeletal animation med dubbel kvaternion skinning teknik kan utföras genom att använda fbx-filer med data som först exporterats till json-format.
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44

Latta, Martin. "Vektorové letecké mapy s "high a low trajektoriemi"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255378.

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Анотація:
Tato diplomová práce se zabývá dynamickým vykreslováním vektorových leteckých map, především letových trajektorií a navigačních bodů do mapy. Mapy jsou integrovány do mobilních aplikací, které piloti používají během letu a které nahrazují původní papírové mapy. Práce obsahuje teoretický úvod do problematiky a základní pojmy používané v letectví a navigaci. Další částí práce je průzkum, popis a zhodnocení existujících řešení a aplikací společně s návrhem a designem nového řešení. Nakonec je prezentována implementace demo aplikace pomocí WebGL knihovny a výsledné vyhodnocení a porovnání.
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45

Heinemann, Jakob. "Technical Feasibility Study for Implementing and Visualizing Diving Tracks in 3D in a Web Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106564.

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Анотація:
This thesis describes how positional data gathered from a diving device can be visualized in a regular browser on mobile as well as stationary devices utilizing built-in connections to the GPU with OpenGL. In this work a platform and a visualization prototype are designed, implemented and evaluated. The results show that WebGL is available to most platforms but notably not on devices running iOS. The web browser can be used for implementing advanced functionality but the performance on the handheld devices needs to be improved. The thesis discusses and proposes a design for getting more enjoyment out of diving based on the observations of the implementation and suggests an entertaining social platform for adventures.
Detta examensarbete visar hur positionsdata inhämtade med ett dykredskap kan visualiseras i en webbläsare på såväl mobila enheter som på stationära datorer med hjälp av nyttjande av inbyggd koppling till GPU med OpenGL. I detta arbete designas, implementeras och utvärderas en plattform och en visualiseringsprototyp. Resultatet visar att WebGL finns tillgängligt på de flesta plattformarna, men värt att notera inte på enheter som kör iOS. Webläsaren kan användas för att implementera avancerad funktionalitet men prestandan behöver förbättras. Arbetet diskuterar och föreslår en design för att få ut mer glädje av dykupplevelser genom observationer av en implementerad prototyp och föreslår ett engagerande system för socialt samarbete kring äventyrsupplevelser.
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46

Kuželová, Ludmila. "Zobrazení 3D scény ve webovém prohlížeči." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236552.

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Анотація:
The thesis deals with the creation of a three-dimensional virtual view with the use of the new WebGL standard in combination with O3D javascript framework. The result is freely available web application which generates a virtual tour of sent series of photographs. Afterwards, the photographs are processed by the server, which on the basis of found corresponding points creates 3D scene. The application is based on a freeware application Bundler [40] which is used for identifying 3D points in uploaded photographs and related cameras (the places from which the photographs were taken). Bundler outputs are processed by Jetty web server with the use of Java script. At this point, all data required for the creation of a view are gathered. The display of the final result is then realized via HTML5, CSS, WebGL and Javascript using O3D.
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47

Fisla, Jakub. "Zobrazení volumetrických dat ve webovém prohlížeči." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255385.

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Анотація:
This thesis discusses rendering capabilities of web browsers of accelerated 3D scene rendering. It specifically deals with direct volumetric medical data visualization. It focuses on the usage of ray casting algorithm, its quality and its realistic rendering options. One of the goals was to create an application that demonstrates the ability to render three-dimensional volume data in a web browser using WebGL. The application is written in JavaSript and its 3D rendering core uses the Three.js library.
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48

Pagáč, Jakub. "Počítačová hra demonstrující 3D vizualizační možnosti dnešních internetových prohlížečů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445578.

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Анотація:
This thesis describes the process of creation of a game for web browsers using Babylon.js framework. It also touches on subjects of 3D graphics on the web, 3D animation and structure of web applications. Game itself is created using Typescript language and it is shared using a Node.js module as its web server. It is a fighting game for two players, where their characters fight using martial arts.
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49

Spiridopoulos, Konstantinos, and Erik Widén. "Modelling web applications WebML versus UML." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1758.

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Анотація:
In the early stages of web application development, web developers built the solution without considering the documentation and modelling of the application. Today companies experience problems when working with the management of web applications, due to that they grow in size and new requirements are added. In response to this web developers become more and more aware of the importance of using a modelling language to design and document the system [CFB00]. This thesis will compare two modelling languages, WebML and UML. The thesis importance lies on WebML, the reason for this is that it is a modelling language developed specifically for web application development. The purpose with the thesis is to make web developers aware of the relatively new modelling language WebML for designing web applications. The thesis aims to describe WebML in comparison to UML and to show differences between the languages. By doing this it will be possible to see whether a company benefits by adapting to WebML or not. By having conducted questionnaires and a case study we have realised that WebML is a small language in comparison to UML and therefore easier to implement. WebML could be used as a complement to UML when it already is used in a company, due to that it give the developers a better overview of the structure and design of the application.
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50

Gray, Justin. "Motivic development in the piano music of Karl Weigl (1881-1949)." Thesis, Recital, recorded Apr. 17, 2006, in digital collections. Access restricted to the University of North Texas campus. connect to online resource, 2007. http://digital.library.unt.edu/permalink/meta-dc-5175.

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Анотація:
Thesis (D.M.A.)--University of North Texas, 2007.
System requirements: Adobe Acrobat Reader. Accompanied by 4 recitals, recorded Mar. 29, 2004, Nov. 15, 2005, Apr. 17, 2006, and June 11, 2007. Includes bibliographical references (p. 19).
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