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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.
31

Um estudo sobre curvas NURBS

Minetto, Ciliane de Fátima January 2003 (has links)
O objetivo primordial desse trabalho está concentrado no estudo de Curvas NURBS (B-spline Racional N˜ao-Uniforme). A literatura em português sobre NURBS é escassa, pouco difundida e os textos e artigos existentes tendem a ser rigorosos, longos e teóricos. Assim, o presente estudo está direcionado para os conceitos matemáticos de NURBS, para o qual foi utilizado uma ferramenta chamada DesignMentor com a finalidade de testar os algoritmos desses conceitos. NURBS são funções paramétricas que podem representar qualquer tipo de curva. NURBS são usadas em computação gráfica na indústria de CAD/CAM e estão sendo consideradas um padrão para criar e representar objetos complexos (indústria automobilística, aviação e embarcação). As ferramentas de criação gráfica mais sofisticadas provêem uma interface para usar NURBS, que são flexíveis suficiente para projetar uma grande variedade de formas. Hoje é possível verificar o uso expandido de NURBS, modelando objetos para as artes visuais, arte e escultura; também estão sendo usados para modelar cenas para aplicações de realidade virtual. NURBS trabalha bem em modelagem 3D, permitindo facilidade para manipular e controlar vértices, controlar curvatura e suavidade de contornos. NURBS provêm uma base matemática, unificada para representar formas analíticas e livres além de manter exatidão e independência de resolução matemática.
32

Um estudo sobre curvas NURBS

Minetto, Ciliane de Fátima January 2003 (has links)
O objetivo primordial desse trabalho está concentrado no estudo de Curvas NURBS (B-spline Racional N˜ao-Uniforme). A literatura em português sobre NURBS é escassa, pouco difundida e os textos e artigos existentes tendem a ser rigorosos, longos e teóricos. Assim, o presente estudo está direcionado para os conceitos matemáticos de NURBS, para o qual foi utilizado uma ferramenta chamada DesignMentor com a finalidade de testar os algoritmos desses conceitos. NURBS são funções paramétricas que podem representar qualquer tipo de curva. NURBS são usadas em computação gráfica na indústria de CAD/CAM e estão sendo consideradas um padrão para criar e representar objetos complexos (indústria automobilística, aviação e embarcação). As ferramentas de criação gráfica mais sofisticadas provêem uma interface para usar NURBS, que são flexíveis suficiente para projetar uma grande variedade de formas. Hoje é possível verificar o uso expandido de NURBS, modelando objetos para as artes visuais, arte e escultura; também estão sendo usados para modelar cenas para aplicações de realidade virtual. NURBS trabalha bem em modelagem 3D, permitindo facilidade para manipular e controlar vértices, controlar curvatura e suavidade de contornos. NURBS provêm uma base matemática, unificada para representar formas analíticas e livres além de manter exatidão e independência de resolução matemática.
33

Um estudo sobre curvas NURBS

Minetto, Ciliane de Fátima January 2003 (has links)
O objetivo primordial desse trabalho está concentrado no estudo de Curvas NURBS (B-spline Racional N˜ao-Uniforme). A literatura em português sobre NURBS é escassa, pouco difundida e os textos e artigos existentes tendem a ser rigorosos, longos e teóricos. Assim, o presente estudo está direcionado para os conceitos matemáticos de NURBS, para o qual foi utilizado uma ferramenta chamada DesignMentor com a finalidade de testar os algoritmos desses conceitos. NURBS são funções paramétricas que podem representar qualquer tipo de curva. NURBS são usadas em computação gráfica na indústria de CAD/CAM e estão sendo consideradas um padrão para criar e representar objetos complexos (indústria automobilística, aviação e embarcação). As ferramentas de criação gráfica mais sofisticadas provêem uma interface para usar NURBS, que são flexíveis suficiente para projetar uma grande variedade de formas. Hoje é possível verificar o uso expandido de NURBS, modelando objetos para as artes visuais, arte e escultura; também estão sendo usados para modelar cenas para aplicações de realidade virtual. NURBS trabalha bem em modelagem 3D, permitindo facilidade para manipular e controlar vértices, controlar curvatura e suavidade de contornos. NURBS provêm uma base matemática, unificada para representar formas analíticas e livres além de manter exatidão e independência de resolução matemática.
34

Smooth Particle Ribbons Through Hardware Accelerated Tessellation / Mjuka Partikelband Genom Hårdvaruaccelererad Tessellering

Eriksson, Oliver January 2022 (has links)
Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize flow. To create detailed smooth particle ribbons this work combines tessellation and B-splines, which gives smooth surfaces with contiguous normals. The traditional pipeline for doing hardware tessellation with hull- and domain shaders is limited to a maximum tessellation level, which limits how much detail a ribbon can get. In Nvidia’s Turing architecture, mesh- and task shaders were introduced, which provide support for tessellating geometry while not having any constraints on the amount of geometry that can be generated. This work evaluates three implementations for generating and drawing smooth particle ribbons by measuring performance in terms of execution time. The implementations are based on mesh shaders, mesh + task shaders and the traditional pipeline. In turn, three optimizations are proposed. The optimizations evaluated are adaptive level of detail, culling and Gouraud shading. The results show that the traditional pipeline is faster than using mesh shader based tessellation up to its maximum tessellation factor. For larger tessellation factors, when combining adaptive LOD, culling and Gouraud shading, mesh and task shaders combined can generate ribbons at higher quality than the traditional tessellation pipeline, with comparable performance. / Att generera och rendera band från partikelströmmar är vanligt i spel och VFX för att visualisera flöden. För att skapa detaljrika mjuka partikelband kombinerar det här arbetet tessellering och B-splines, vilket ger mjuka ytor med kontinuerliga normaler. Den traditionella pipelinen för att göra hårdvarutessellering med hull- och domain shaders är begränsade till en maximal tesselleringsnivå, vilket begränsar hur detaljrik ett band kan bli. Med Nvidias turingarkitektur introducerades mesh- och task shaders, vilket också stödjer tessellering av geometri med fördelen att inte vara begränsade till en maximal tesselleringsnivå. Det här arbetet evaluerar tre implementationer av mjuka partikelband när de genereras och ritas genom att mäta prestanda genom exekveringstid. Implementationerna är baserade på mesh shaders, mesh + task shaders och den traditionella pipelinen. Utöver detta föreslås tre optimeringar. Dessa optimeringar är adaptiv LOD, culling och Gouraud shading. Resultaten visar att den traditionella pipelinen är snabbare än att använda mesh shaderbaserad tessellering upp till och med dess maximala tesselleringsfaktor. För större tesselleringsfaktorer, när adaptiv LOD, culling och Gouraud shading kombineras, kan mesh och task shaders tillsammans generera band med högre kvalitet än den traditionella tesselleringspipelinen, med jämförbar prestanda.
35

“Micro stream” a CAD package for streamlined extrusion dies utilizing a microcomputer

Jayasuriya, M. Janaka K. January 1985 (has links)
No description available.
36

Three Essays On Estimation Of Risk Neutral Measures Using Option Pricing Models

Lee, Seung Hwan 29 July 2008 (has links)
No description available.
37

B Spline Modelling of Non Linear Power Amplifiers based on LSNA measurememts

Sriramagiri, Harsha 26 August 2009 (has links)
No description available.
38

Visualization for Runner System Design in Die Casting

Ning, Zhaohui 01 October 2009 (has links)
No description available.
39

Energy-Efficient Measurement of Coverage in Distributed Sensor Networks

Anilkumar, Ravi 15 April 2004 (has links)
Large-scale sensor networks have become a reality due to recent developments in sensor node hardware and algorithms. Sensor networks can provide real-time information based on detection and tracking. This information cannot be reliable if little is known about the sensor coverage of the network, which can be defined as the total sensing range of the network due to contributions from each sensor node. Knowledge about coverage can also be useful in determining if there is any gap in coverage in the region of interest as well as improving the algorithm that determines the placement of nodes. Although coverage estimation is this thesis's central concern, other factors such as energy-efficiency and network lifespan that affect the network performance are investigated. Energy-efficiency and network lifespan depend on the communication model used for obtaining coverage information from each sensor node. This thesis proposes the use of B-splines for describing coverage efficiently. The properties of B-splines also enable communication models such as directed diffusion and hierarchical clustering to provide better performance as compared to a centralized scheme. Results obtained from simulation experiments indicate that hierarchical clustering and directed diffusion can be used effectively for coverage measurement. The hierarchical clustering model, however, exhibited some drawbacks such as a dependency on the routing scheme and poor node-failure recovery. / Master of Science
40

Surfaces polyédriques et surfaces paramétriques : une reconstruction par approximation via les surfaces de subdivision / Polyhedral surfaces and parametric surfaces : a reconstruction by an approximation through subdivision surfaces

Nguyen Tan, Khoi 08 July 2010 (has links)
La Conception Assistée par Ordinateur (C.A.O) qui permet de concevoir des objets physiques à partir de modèles mathématiques est utilisée dans de nombreux secteurs de l’industrie.On constate actuellement une volonté généralisée de tirer parti de deux approches jusqu’à présent plutôt antagonistes : la modélisation géométrique continue qui crée des objets continus représentant par la modélisation à partir de surfaces B-splines ou NURBS) et la modélisation géométrique discrète qui qu’il s’agisse de maillages ou de surfaces de subdivision.Cette dualité d’approche a de nombreuses applications industrielles potentielles et présente donc un intérêt scientifique important. Les surfaces polyédriques et en particulier les surfaces de subdivision offrent intrinsèquement la discrétisation, sont d’une manipulation très simple, mais elles ne remplacent pas les surfaces B-splines ou NURBS. Les travaux présentés dans la thèse et qui ont abouti au passage réciproque d’une surface paramétrique à une surface polyédrique. Nous nous intéressons plus particulière aux surfaces de subdivision considérant comme une liaison entre la surface polyédriquee et la surface paramétrique parce qu’après quelques étapes de subdivision, le polyèdre caractéristique converge à une surface paramétrique correspondant. Nous y proposons des schémas de la subdivision inverse permettent de récréer les surface polyédrique grossier de subdivision précédent. Nous avons donc développé deux méthodes pour la reconstruction d’une courbe/surface paramétrique en utilisant le schéma de subdivision inverse uniforme et le schéma de subdivision inverse non-uniforme. Pour améliorer les résultats de reconstruction par la subdivision inverse, nous associons à ces méthodes une possibilité d’ajustement d’approximation qui permet de diminuer grandement l’erreur de reconstruction. Les résultats obtenus ont été comparés à une méthode bien connu de reconstruction sens au sens des moindres carrés. Nos méthodes sont très prometteuses en termes d’approximation et de compression / Computer Aided Geometric Design (CAGD) which allows us to design the physical objects from mathematical models is used in many sectors of industry. It is currently a general wish to take advantage of the two these approaches rather than the antagonists : The goal that the continuous geometric model creates the continuous objects represented by the modelof the surfaces B-splines or NURBS) and the discreet geometric model made by eitherthe meshes or the subdivision surfaces. This duality of the approach has many potential industrial applications and therefore submits interesting significant science. The polyhedral surfaces and the subdivision surfaces in particular which offer the intrinsically discretization,are a very simple manipulation, but they do not replace the surfaces B-splines or NURBS.The works presented in this thesis aim to the reciprocal passage from a parametric surfaceto a polyhedral surface. We are more specialy interested to subdivisions surfaces considering as a liaison between the polyhedral surface and the parametric surface, because after a few steps of subdivision, the polyhedron characteristic converges to a parametric surface corresponding.We have proposed the schemas of the inverse subdivision allowing recreating the polyhedral surface coarse of subdivision precedent. We thus presented two methods for there construction of a parametric curve/surface : one for using the schema of uniform inverse subdivision and the other for non-uniform inverse subdivision. To improve the results of reconstruction by the inverse subdivision methods, we associate these methods with the process of adjustment the approximation which allows reducing the error of reconstruction.The results obtained have been compared with a well-known least squares method. Our methods are very promising in terms of approximation and compression.

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