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Autostereoskopiska skärmar i moderna spelSkelander, Ingemar January 2009 (has links)
<p>3d-skärmar är en spännande teknik som har fått en ny vind på senaste tiden med artiklar som 3DeeShell till iPhone och Wazabees 3d-lösningar till PC.</p><p>När dessa 3d-skärmar används till att visa spel i 3d så stöter spelutvecklare på problem när de ska utveckla visuella effekter såsom anti-aliasing och billboarding, då dessa tekniker kanske inte är anpassade till 3d-skärmens funktionalitet.</p><p>Undersökningen i detta arbete söker att finna några svar på hur dessa tekniker fungerar tillsammans med dessa 3d-skärmar och det kommer att redogöras för några åtgärder för att förbättra kvalitéen på dessa visuella tekniker.</p>
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Tredimensionell fastighetsbildning : LiljeholmskajenFalk, Henrik, Renfors, Patrik January 2007 (has links)
<p>Med detta examensarbete vill vi belysa problematiken runt tredimensionell fastighetsbildning. Som objekt har vi använt oss av ett bergrum på Liljeholmskajen i Stockholm.</p>
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3D Synthetic Aperture Technique for Ultrasonic ImagingBarkefors, Annea January 2010 (has links)
<p>The group for non-destructive testing at Uppsala University has recently implemented the phase shift migration method, which is a method to focus images acquired unfocused using ultrasound. However, their work has been limited to 2D data, while for many applications the gathered data is 3D. This project has extended the old implementation to 3D data. The new implementation has been done in two different ways, giving one algorithm that works fast but needs much RAM, and one algorithm that takes long time but works on smaller computers, not demanding as much memory. The fast algorithm works faster than the time it takes to acquire the raw data, which makes real-time use realistic. To test the performance of the two algorithms with respect to image improvement, both against each other and against the previous 2D implementation, a number of experiments were carried out, which showed that, apart from processing time, the two new algorithms were equal in performance. The experiments also showed that the obtained resolution in both x- and y-directions matched the theoretical discussion.</p>
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Structural studies of the SARS virus Nsp15 endonuclease and the human innate immunity receptor TLR3Sun, Jingchuan 16 August 2006 (has links)
Three-dimensional (3D) structural determination of biological macromolecules is not only critical to understanding their mechanisms, but also has practical applications. Combining the high resolution imaging of transmission electron microscopy (TEM) and efficient computer processing, protein structures in solution or in two-dimensional (2D) crystals can be determined. The lipid monolayer technique uses the high affinity binding of 6His-tagged proteins to a Ni-nitrilotriacetic (NTA) lipid to create high local protein concentrations, which facilitates 2D crystal formation. In this study, several proteins have been crystallized using this technique, including the SARS virus Nsp15 endonuclease and the human Toll-like receptor (TLR) 3 extracellular domain (ECD). Single particle analysis can determine protein structures in solution without the need for crystals. 3D structures of several protein complexes had been solved by the single particle method, including IniA from Mycobacterium tuberculosis, Nsp15 and TLR3 ECD. Determining the structures of these proteins is an important step toward understanding pathogenic microbes and our immune system.
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The Use of 2D and 3D Displays in Military SettingsLif, Patrik January 2012 (has links)
The purpose of this thesis is to evaluate the possibilities of using 3D perspective displays in different military settings, and to illustrate the limitations of 3D displays, that is, when 2D displays are to be preferred. More specifically, this thesis explores (a) readability during vibrations, (b) perception aspects on perspective aircraft displays, and (c) the value of spatial cues in 3D air traffic displays in military settings. The results show, for example, that vertical vibrations influence recognition performance negatively. The recognition of 2D and 3D symbols, as well as judgment of relations between symbols on a 3D display, may indeed be an arduous task. Results, further, indicate improved performance for relation judgments between objects in 3D space in dynamic rather than static scenarios in tactical indicators. In situations where perception of a direction nevertheless is problematic, enhancements like, for example, drop-lines may improve performance. From a practical point of view the goal has been to investigate the possibility to develop and use a 3D perspective display in an airplane like JAS 39 Gripen. A general conclusion is that 3D displays indeed can be used in many situations but it is important to seriously consider any possible limitations of 3D displays. The future work should be focused on implementing and testing the tactical display in a real setting with real military pilots.
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LOD-nivåer : Metod för att manuellt skapa och optimera Level of Detail-nivåerSchönherr, Kim January 2010 (has links)
No description available.
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Implementation of Pipeline Floating-Point CORDIC Processor and its Error Analysis and ApplicationsYang, Chih-yu 19 August 2007 (has links)
In this thesis, the traditional fixed-point CORDIC algorithm is extended to floating-point version in order to calculate transcendental functions (such as sine/cosine, logarithm, powering function, etc.) with high accuracy and large range. Based on different algorithm derivations, two different floating-point high-throughput pipelined CORDIC architectures are proposed. The first architecture adopts barrel shifters to implement the shift operations in each pipelined stage. The second architecture uses pure hardwired method for the shifting operations. Another key contribution of this thesis is to analyze the execution errors in the floating-point CORDIC architectures and make comparison with the execution resulting from pure software programs. Finally, the thesis applies the floating-point CORDIC to realizing the rotation-related operations required in 3D graphics applications.
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Design of 3D Graphic Tile-based Rendering Engine for Embedded SystemsTsai, Chung-hua 03 September 2007 (has links)
Due to the increasing demand of three-dimensional (3D) graphic applications in various consumer electronics, how to develop a low-cost 3D graphic hardware accelerator suitable for the embedded systems has become an important issue. A typical 3D graphic accelerator includes a geometry sub-system and a rendering sub-system. In this thesis a highly-efficient 3D graphic rendering intellectual property (IP) based on the tiled-based approach is proposed. An entire rendering IP consists of several modules. The main contributions of this thesis focus on the development of the setup-engine, rasterization module, and the integration of the whole modules for the rendering IP. In the design of setup engine, the thesis develops a folded arithmetic unit architecture mainly consisting of one iterative divider, three multipliers and several adders, which can finish the overall computation of the setup equations within less than 50 cycles. As for the rasterization module, this thesis develops several scan-conversion algorithms including hierarchical, fast skip, and boundary-edge test methods suitable for the tiled-based rendering process. The ordinary line drawing algorithm for the scan-line boundary search or the direct in-out test approach is not efficient for tile-based approach since the shape of triangle primitives may become irregular after tiling. Our experimental results show that the boundary-edge test can lead to the most compact design since it can transform the normal in-out test circuit for single pixel to detect two end-points of the scan-line simultaneously. In addition, the rasterization module can be divided into the scan-line and the fragment generation parts which can help the optimization and speedup of the individual part to achieve the desired overall fill-rate goal. Our simulation shows the fill-rate improvement based on this approach is around 60%. Finally, this thesis integrates all the sub-modules to the entire rendering IP core. This IP has been realized by 0.18 um technology. The total gate count is 504k. It can run up to 166 Mhz, and deliver the peak fill rate of 333M pixels/sec and 1.3G texels/sec. This IP has been highly verified, and achieves more than 95% code coverage. It has also been integrated with OPENGL ES software module, Linux operation system and geometry module, and successfully prototyped on the ARM versatile platform.
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Modeling of Transport in Lithium Ion Battery ElectrodesMartin, Michael 2012 May 1900 (has links)
Lithium ion battery systems are promising solutions to current energy storage needs due to their high operating voltage and capacity. Numerous efforts have been conducted to model these systems in order to aid the design process and avoid expensive and time consuming prototypical experiments. Of the numerous processes occurring in these systems, solid state transport in particular has drawn a large amount of attention from the research community, as it tends to be one of the rate limiting steps in lithium ion battery performance. Recent studies have additionally indicated that purposeful design of battery electrodes using 3D microstructures offers new freedoms in design, better use of available cell area, and increased battery performance.
The following study is meant to serve as a first principles investigation into the behaviors of 3D electrode architectures by monitoring concentration and cycle behaviors under realistic operating conditions. This was accomplished using computational tools to model the solid state diffusion behavior in several generated electrode morphologies. Developed computational codes were used to generate targeted structures under prescribed conditions of particle shape, size, and overall morphology. The diffusion processes in these morphologies were simulated under conditions prescribed from literature.
Primary results indicate that parameters usually employed to describe electrode geometry, such as volume to surface area ratio, cannot be solely relied upon to predict or characterize performance. Additionally, the interaction between particle shapes implies some design aspects that may be exploited to improve morphology behavior. Of major importance is the degree of particle isolation and overlap in 3D architectures, as these govern gradient development and lithium depletion within the electrode structures. The results of this study indicate that there are optimum levels of these parameters, and so purposeful design must make use of these behaviors.
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Two Case Studies on Vision-based Moving Objects MeasurementZhang, Ji 2011 August 1900 (has links)
In this thesis, we presented two case studies on vision-based moving objects measurement.
In the first case, we used a monocular camera to perform ego-motion estimation for a robot in an urban area. We developed the algorithm based on vertical line features such as vertical edges of buildings and poles in an urban area, because vertical lines are easy to be extracted, insensitive to lighting conditions/shadows, and sensitive to camera/robot movements on the ground plane. We derived an incremental estimation algorithm based on the vertical line pairs. We analyzed how errors are introduced and propagated in the continuous estimation process by deriving the closed form representation of covariance matrix. Then, we formulated the minimum variance ego-motion estimation problem into a convex optimization problem, and solved the problem with the interior-point method. The algorithm was extensively tested in physical experiments and compared with two popular methods. Our estimation results consistently outperformed the two counterparts in robustness, speed, and accuracy.
In the second case, we used a camera-mirror system to measure the swimming motion of a live fish and the extracted motion data was used to drive animation of fish behavior. The camera-mirror system captured three orthogonal views of the fish. We also built a virtual fish model to assist the measurement of the real fish. The fish model has a four-link spinal cord and meshes attached to the spinal cord. We projected the fish model into three orthogonal views and matched the projected views with the real views captured by the camera. Then, we maximized the overlapping area of the fish in the projected views and the real views. The maximization result gave us the position, orientation, and body bending angle for the fish model that was used for the fish movement measurement. Part of this algorithm is still under construction and will be updated in the future.
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