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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Super-modular Textures : Comparisons in Practical Applications

Svetoft, John January 2012 (has links)
The purpose of this thesis is to compare the products of two different work flows in a practical environment. The work flows in question are those of building environments using super-modular textures versus the more conventional method of unique textures. The tests will try to establish whether or not the theory of the super-modular work flow holds up in practice, i.e. if the result is actually as optimized has the theory outlines. The data of interest is gathered through tests in the Unreal Development Kit, which is a free version of the commercial Unreal engine. Results are compiled into graphs in order to give a clear overview of the differences between the two products. The results show that in the context of the tests performed the super-modular workflow allocates less memory than what can be achieved using uniquely mapped assets and that the average draw calls remain the same regardless of method.
62

Datorkluster för framställning av 3d-modellerad grafik

Salomonsson, Stellan January 2011 (has links)
3D-modellerad grafik har blivit ett viktigt verktyg för att visualisera projekt inom arkitektur, för att skapa fotorealistiska visualiseringar är åtgången av en dators processorkraft stor där beräkningen av dessa 3D-modeller till färdig bild eller animation blir en flaskhals för arkitektföretagets visualiseringsavdelning. Stora animationsföretag har länge använt sig av datorkluster för att kunna hantera processorbehovet hos programvara för grafisk formgivning och detta är en lösning som i mindre skala även passar sig för 3D-grafiker arbetandes inom arkitektur. Mitt examensarbete har varit införandet av ett sådant datorkluster på arkitektfirman White Arkitekters huvudkontor i Göteborg. Lösningen har till stor del eliminerat den flaskhals som tidigare existerade och har gett 3D-grafikerna möjligheten att göra mer avancerade projekt samt att kräva bättre bildkvalité av de olika programvaror som används.
63

Lightweight Three-Dimensional Visualization For Hybrid Systems Simulation

zeng, yingfu January 2012 (has links)
Simulation plays a key role in the computer-aided design of systems, primarily because it helps in catching design bugs at an early stage and in quickly ruling out many unreasonable options in the design space. There is a wealth of tools and languages that have been proposed over the years for the design and verification of hybrid systems and most of them provide 3D visualization utility for facilitating design process. However, their visualization systems often rely on some external configuration files written in naive 3D APIs like VRML or Java3D and complicated connections have to be established between the simulation data and the visualization. Numerous efforts have to be invested in visualization related modeling and certain level of understanding of the low level 3D libraries are needed. Thus it is not an easy job for non-professions to build a 3D visualization. In this thesis we explore the idea that in a hybrid system model, almost all the information need for visualization is already in place. This means that very few annotation should be enough to fully specify a useful 3D visualization. Based on this idea, we propose a lightweight 3D visualization framework which allows the user to expresses the three-dimensional object in a high level and abstract way and to take advantage of the data already in the simulation. We evaluate our approaching by building a prototype extension of modeling language called Acumen. The result of this thesis work is included in Acumen's official release version that can be download at www.acumen-language.org. To build a 3D visualization in Acumen, only very few annotations need to be added to the simulation model and are included inside one reserved variable. Non-professions like students who are studying Cyber-physical systems can easily use this tool to visualize their models in Acumen without any prerequisite knowledge regarding 3D visualization technology. We also developed a number of benchmarks to test the correctness and functionality of Acumen3D. Besides, as a lager case study into the expressivity of Acumen and its visualizaiton efficiency, we developed a simplified model of a Ping Pong game. We gained experience about how to model complex hybrid system in Acumen. Moreover by comparing modeling such a hybrid system in Java3D and in Acumen3D, we find concrete evidence that modelling it in Acumen3D is easier in that of less code and less prerequisite knowledge and more supporting built in functions.
64

How to create a 3D character model for a pre-existing live action film, that matches the characteristics of the intellectual property and the visual style of the chosen film

Kähkönen, Christian January 2012 (has links)
My aim is to find out how to create a 3d character model for a pre-existing live action film, give this character characteristics that match the intellectual property and follow the visual style of the chosen film. For my example in this degree project, I chose Disney's adaption of John Carter of Mars. I used my own pipeline, which is a collection of work methods from different artists, for the creation of the example 3d character model. Though with a limit of bringing the model through the first two steps, as I focus on the constraint of this thesis work. In order to create this model, I researched the universe of John Carter, and the visual style of the film, and from that knowledge I designed a character to create a 3d model of. The finished 3d character model of this degree project was then compared to models from the production of John Carter of Mars, both by the author and through a survey to evaluate the result.
65

Empatins 4 principer : en vägledning för animatören att öka publikens empati för den animerade karaktären / The 4 principles of Empathy : an animators guide to enhance empathy towards an animated character

Vonsensey, Khamla January 2012 (has links)
Empati är förmågan att kunna känna det någon annan känner. Målet med undersökningen är att skapa ett set av principer för animatören. Att öka empatin för animerade karaktärer. I den här undersökningen skapades fyra principer, dessa är personlighet, lära känna karaktären, underhållningsvärde och relatering. Principsystemet är inspirerat av Disneys ”animationernas tolv principer”, där man har ett set av principer som kanske inte fungerar vid varje animationssituation utan som mer skulle kunna fungera som en vägledning. / The goal with this thesis is to find a set of principles for the animator. To enhance empathy towards an animated character.  Empathy is the ability to share the same feelings another person is feeling. Through researching previous works, a set of four principles was created. These principals of empathy is, personality, knowing the character, entertainment value and relatedness. The principal system is inspired by Disney´s “Twelve principals of animation”. The purpose is to have a set of principles that will work in most animation situations.
66

Framework for a visual energy use system

McDonald, Christopher Ernest 02 June 2009 (has links)
The goals of this research include developing and identifying software technologies, which facilitate the use of buildings described in Building Information Modeling (BIM) tools in both a simulation and visualization. The study focused on the development of a tool to fulfill the visualization needs of a Visual Energy Use System. To accomplish this, the study identified an open BIM file standard, the Industry Foundation Classes (IFC). The study also identified a video game based 3D virtual environment, the Doom 3 Engine. A tool developed during the study, IFCtoMAP, converts IFC data into the .MAP file format understood by the Doom 3 Engine. Finally, the study identified the IFCtoIDF utility, which translates IFC data into a format understood by the building energy simulation program EnergyPlus. Data from the Building Information Modeling tool Revit Building exports to the .IFC file format, which in turn drives the two conversion utilities IFCtoMAP and IFCtoIDF. The output of the IFCtoIDF tool consists of an .IDF file that EnergyPlus uses to perform an energy simulation. The output of the IFCtoMAP tool consists of a .MAP file, which the Doom 3 game engine uses to display three dimensional first person perspective visualization. The result of the study was the successful creation of an automated tool that converts building geometry found in .IFC files into the .MAP file format understood by Doom 3 game engine. This document details the methods employed by the IFCtoMAP software along with a brief discussion of the IFCtoIDF conversion utility.
67

Image-based 3D Model Construction

Chen, Kuan-Chen 25 July 2001 (has links)
The shape construction of three-dimensional objects has numerous applications in area that include manufacturing, virtual simulation, science, medicine, and consumer marketing. In this thesis, we consider a automatic system which captures and triangulates views of a real world 3D objects and finally registers and integrates them. There are four steps in our system, image acquisition, image processing, model construction and stereoscopic display. First step, image acquisition, we take 2D image pairs (by CCD camera movement) from different angles of the model with one CCD camera. Second step, image processing. In order to derive depth form two images captured by the CCD camera, we find registration points between two images by using image segmentation, feature extraction, image registration. Third step, 3D model construction, we divide it into three parts. First part, we generate partial depth surface by Delaunay triangle splitting , and for a selected set of viewing directions. Second part of this step, different surfaces have to be mapped into a uniform coordinate system for the given 3D object. Integration of registered surfaces defines the third part of the model construction. This finally, can lead to the generation of a complete 3D model of the given scene or of the given object. After generating a complete 3D model, we create a stereoscopic view in last step. We put on the LC-Shutter-Glasses and look through the lenses at high-resolution full color display while the lenses "shutter" on and off alternatively. The monitor displays only the left view while the right lens of the glasses shutters, and display the right view while the left lens of the glasses shutters.
68

Coupling RELAP5-3D and Fluent to analyze a Very High Temperature Reactor (VHTR) outlet plenum

Anderson, Nolan Alan 30 October 2006 (has links)
The Very High Temperature Reactor (VHTR) system behavior should be predicted during normal operating conditions and during transient conditions. To predict the VHTR system behavior there is an urgent need for development, testing and validation of design tools to demonstrate the feasibility of the design concepts and guide the improvement of the plant components. One of the identified design issues for the gas-cooled reactor is the thermal mixing of the coolant exiting the core into the outlet plenum. Incomplete thermal mixing may give rise to thermal stresses in the downstream components. This analysis was performed by coupling a RELAP5-3D© VHTR model to a Fluent outlet plenum model. The RELAP5 VHTR model outlet conditions provide the inlet boundary conditions to the Fluent outlet plenum model. By coupling the two codes in this manner, the important three-dimensional flow effects in the outlet plenum are well modeled without having to model the entire reactor with a computationally expensive code such as Fluent. The two codes were successfully coupled. The values of pressure, mass flow rate and temperature across the coupled boundary showed only slight differences. The coupling tool used in this analysis can be applied to many different cases requiring detailed three-dimensional modeling in a small portion of the domain.
69

Ålderns betydelse inom animation : En studie om människans upplevelse av 3D-karaktärers ålder i förhållande till rörelse

Johansson, Martin January 2010 (has links)
<p>Arbetet handlar om ålderns betydelse inom animation och om det är en av faktorerna till varför effekten "The Uncanny Valley" uppstår. Det praktiska arbetet inkluderar skapandet av fyra olika karaktärer, ung kvinna, ung man, äldre kvinna och äldre man. Karaktärerna animerades utefter fyra mänskliga referenser i form av en gammal och en ung rörelse för respektive kön. Varje karaktär utförde både den gamla och den unga rörelsen och det gav sedan grunden till en enkätundersökning med 51 respondenter där betraktaren fick undersöka de åtta animationerna och svara på frågor/påståenden i ett frågeformulär. Resultatet av undersökningen visade att åldern är en av flera faktorer till "The Uncanny Valley", men där den utseendemässiga åldern har betydelse istället för den rörelsemässiga åldersskillnaden som jag först hade föreställt mig.</p>
70

REMEDIERING AV KOPPARGRAFIK TILL 3D-GRAFIK : Studie kring en bilds remediering / REMEDIATION: FROM ENGRAVING TO 3D : A study of the Remediation of an Image

Staveborg Kerkelä, Josef January 2015 (has links)
I denna studie undersöktes hur bilders betydelse förändras över tid och när de byter medium. Till undersökningen användes Albrecht Dürers kopparstick Riddaren, Döden och Djävulen (1513) som remedierades till 3D-grafik efter att först ha analyserat enligt en ikonografisk/ikonologisk metod.En artefakt skapades som sedan tillsammans med Dürers verk användes som grund för ett antal kvalitativa intervjuer. Resultatet tolkas som att det finns ett intresse och värde med remediering av kulturarv till 3D-grafik.En fortsättning av arbetet kunde vara att i samrådan med pedagoger utveckla en interaktiv artefakt till museum.

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