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Software development of visualization tool for 3DStenmarck, Martin January 2011 (has links)
The visualization is an important and vital tool of describing complex data for an uninitialized user. SICK has developed an array of advanced machine vision cameras all capable of producing large data sets of information at a high rate. Although capable of fast data handling and the ability of controlling robots and other types of controls, the data used for these calculations can be showed for an easy and fast feedback to the users or in a sales situation. The visualization available today, although fairly fast, is limited to a gradient textured model with few tools. Based on OpenGL the current visualization requires a wrapper to handle correctly within .NET applications which is the preferred platform at SICK. This thesis studies the possibility and development of new visualization tool based on .NET capable of adding textures and interaction with the visualization. Since the data derived from the different cameras can occur in so many different ways a robust application ia needed. With the use of Windows presentation Foundation (WPF) framework the application is divided in three components. The first one is a library capable of reading the correct section of the file and then structuring the data. The second component is a user control; this allows the visualization to be constructed and displayed with ease within all .NET applications. The third component is a application which make use of the two other components to display and interact with the visualization. The developed visualization can display several different textures and has support for full navigation in the form of zoom, panning and rotation. The application is developed in .NET for easy integration with other applications and tools. WPF has a straightforward way of handling 3d content, however it is mostly used for small elements of 3D not for as large models as provided by the cameras. By subsampling the data set, the loading time can be reduced to an acceptable value. Although visualizing the data in a detailed and interactive way, the WPF-framework is on its knees when handling the larger files. There are several limitations in WPF which indicates the unsuitability as the main graphical engine. / Visualisering är ett viktigt och nödvändigt verktyg för att beskriva komplexa data för en oinitierad användare. SICK har utvecklat en rad avancerade kameror som alla kan producera stora datamängder i hög takt. Även om kamerorna klarar av snabb datahantering och kan styra robotar och andra typer av kontroller, kan datan som används för dessa beräkningar även visas för en enkel och snabb återkoppling till användare eller i en säljsituation. Visualisering som finns idag är begränsad till en enkel modell med få verktyg. Denna avhandling studerar möjligheten och utvecklingen av ett nytt visualiseringsverktyg. Eftersom datan kommer från olika kameror behövs ett robust och mångsidigt system. Med hjälp av Windows Presentation Foundation (WPF) som ramverk är programvaran indelad i tre delar. Den första är ett bibliotek som kan läsa rätt del av filen och sedan strukturera data. Den andra komponenten är en kontroll, vilket gör att visualisering kan byggas och visas med lätthet inom alla .NET-applikationer. Den tredje komponenten är en applikation som använder sig av de två andra komponenterna för att visa och interagera med visualiseringen. Den utvecklade visualisering kan visa flera olika texturer och har stöd för full navigering i form av zoom, panorering och rotation. WPF har ett enkelt sätt att hantera 3D-objekt, men det används mestadels för mindre tillämpningar och inte för så stora modeller som tillhandahålls av kamerorna. Genom att sampla ner datamängden, så kan belastningen minskas. Även om kraven uppfylls och programvaran är användbar så finns det flera begränsningar i WPF som indikerar att det är en olämplig plattform för denna uppgift.
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Smart Buffer Management Architecture of 3D Graphic Rendering SystemHuang, Yi-Dai 05 September 2011 (has links)
This thesis presents an efficient buffer management scheme for 3-D graphic rendering systems. The purpose of this scheme is to reduce the off-chip memory accesses, which have become a valuable resource, and very often a performance bottleneck of embedded 3-D applications. The 3-D buffers, including depth and color frame buffers, will be divided into rectangular blocks. The proposed scheme can first provide the management of buffer clear operation. For most of time, the rendering of each 3-D frame starts from the buffer clear command to clear the data remaining in buffers from the previous frame. Instead of clearing the buffers residing in the off-chip memory immediately, our scheme will just set the clear flag in an on-chip buffer management table which provides a control information entry for each of the blocks in the buffer. When the blocks have to be accessed later during rendering process, they won¡¦t be brought in from on-chip memory; instead, they are cleared directly in the corresponding cache location. When the cache blocks are replaced, the corresponding off-chip buffer blocks will be updated. Only those blocks in the off-chip color buffer which are not visited will be actually cleared when the color frame is swapped for display. The second contribution of the propose management scheme is to compress and decompress the depth blocks to save the transfer data amount of these blocks. Since the difference of the depth values of the neighboring pixels belonging to the same triangle plane will be the same, this difference value can be stored and encoded along with the run-length information which can lead to significant saving of the storage space. The actual reduction ratio depends on the relative object complexity to the output screen size, the block size, and the degree of the anti-aliasing considered. However, our experimental results show that the compression ratio of 17-28% can be achieved for the moderate block size. The entire buffer management has been implemented, and the entire gate count is 65k, which is about 10% of the entire 3-D systems. The proposed management chip is very suitable for embedded 3D graphic rendering systems where the memory bandwidth budget is very tightly restricted.
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Design of an Efficient Clipping Engine for OpenGL-ES 2.0 Vertex Shaders in 3D Graphics SystemsLin, Keng-Hsien 01 September 2009 (has links)
In computer graphics technique, the 3D graphic pipeline flow has two processing modules: Geometry module and Rendering module. The geometry module supports vertex coordinate transformation, vertex lighting computation, backface-culling, pre-clipping, and clipping functions. Clipping module clips the outside part of objects by view volume boundaries. Adding clipping module into geometry module will make 3D graphics pipeline flow more efficiency. Due to the sequential parsing nature of clipping, it causes the challenges to implement clipping function in hardware design. This paper implements a dual-path clipping engine placed after the Vertex Shader in geometry module and supports OpenGL-ES 2.0 specification. With the clipping engine, it reduces the unnecessary operations in 3D graphics pipeline flow and makes the performance efficient. The pipelined and shared hardware design is proposed to improve the area cost and throughput of the interpolation operation in clipping engine. The two vertices in/out clipping method is proposed in this paper. Users have more different choices of clipping algorithms for hardware implementation with respect to the performance and hardware limitation.
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Graph visualization with OpenGLAhlgren, Hannes January 2005 (has links)
<p>Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced.</p><p>This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.</p>
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Software Based GPU FrameworkMiretsky, Evgeny 05 December 2013 (has links)
A software based GPU design, where most of the 3D pipeline is executed in software on shaders, with minimal support from custom hardware blocks, provides three benefits, it: (1) simplifies the GPU design, (2) turns 3D graphics into a general purpose application, and (3) opens the door for applying compiler optimization to the whole 3D pipeline.
In this thesis we design a framework and a full software stack to support further research in the field. LLVM IR is used as a flexible shader IR, and all fixed-function hardware blocks are translated into it. A sort-middle, tile-based, architecture is used for the 3D pipeline and trace-file based methodology is applied to make the system more modular. Further, we implement a GPU model and use it to perform an architectural exploration of the proposed software based GPU system design space.
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Software Based GPU FrameworkMiretsky, Evgeny 05 December 2013 (has links)
A software based GPU design, where most of the 3D pipeline is executed in software on shaders, with minimal support from custom hardware blocks, provides three benefits, it: (1) simplifies the GPU design, (2) turns 3D graphics into a general purpose application, and (3) opens the door for applying compiler optimization to the whole 3D pipeline.
In this thesis we design a framework and a full software stack to support further research in the field. LLVM IR is used as a flexible shader IR, and all fixed-function hardware blocks are translated into it. A sort-middle, tile-based, architecture is used for the 3D pipeline and trace-file based methodology is applied to make the system more modular. Further, we implement a GPU model and use it to perform an architectural exploration of the proposed software based GPU system design space.
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Graph visualization with OpenGLAhlgren, Hannes January 2005 (has links)
Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced. This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.
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3D simulační toolbox / 3D simulation toolboxMatyskiewicz, Jiří January 2011 (has links)
This project deals with the design and implementation of the extensible programmable environment intended for the creation of various 3D simulations, specifically targeted for testing of the algorithms and creation of applications from the field of computer vision and robotics. Environment VISIMBOX was implemented in c# programming language and uses OpenGL as back-end for hardware accelerated rendering.
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Porovnávání 3D objektů v jazyce JAVA / Comparison of 3D objects in JAVA languageZapletal, Tomáš January 2013 (has links)
The main aim of the thesis is loading of 3D models in different file formats and its displaying, creating of slices from 3D models and vice versa making 3D models from slices, quantify inaccuracy of anti-aliasing and other formatting and investigate similarity of original and edited models. Everything in Java programming language and its extensions for 3D object tasks. Thesis builds on earlier project „3D shape from MRI“.
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Java 3D for UCWavesNuggehally, Mohan A. 16 September 2002 (has links)
No description available.
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