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Connectivity Control for Quad-Dominant MeshesJanuary 2014 (has links)
abstract: Quad-dominant (QD) meshes, i.e., three-dimensional, 2-manifold polygonal meshes comprising mostly four-sided faces (i.e., quads), are a popular choice for many applications such as polygonal shape modeling, computer animation, base meshes for spline and subdivision surface, simulation, and architectural design. This thesis investigates the topic of connectivity control, i.e., exploring different choices of mesh connectivity to represent the same 3D shape or surface. One key concept of QD mesh connectivity is the distinction between regular and irregular elements: a vertex with valence 4 is regular; otherwise, it is irregular. In a similar sense, a face with four sides is regular; otherwise, it is irregular. For QD meshes, the placement of irregular elements is especially important since it largely determines the achievable geometric quality of the final mesh.
Traditionally, the research on QD meshes focuses on the automatic generation of pure quadrilateral or QD meshes from a given surface. Explicit control of the placement of irregular elements can only be achieved indirectly. To fill this gap, in this thesis, we make the following contributions. First, we formulate the theoretical background about the fundamental combinatorial properties of irregular elements in QD meshes. Second, we develop algorithms for the explicit control of irregular elements and the exhaustive enumeration of QD mesh connectivities. Finally, we demonstrate the importance of connectivity control for QD meshes in a wide range of applications. / Dissertation/Thesis / Doctoral Dissertation Computer Science 2014
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Vectorization in Analyzing 2D/3D DataJanuary 2016 (has links)
abstract: Vectorization is an important process in the fields of graphics and image processing. In computer-aided design (CAD), drawings are scanned, vectorized and written as CAD files in a process called paper-to-CAD conversion or drawing conversion. In geographic information systems (GIS), satellite or aerial images are vectorized to create maps. In graphic design and photography, raster graphics can be vectorized for easier usage and resizing. Vector arts are popular as online contents. Vectorization takes raster images, point clouds, or a series of scattered data samples in space, outputs graphic elements of various types including points, lines, curves, polygons, parametric curves and surface patches. The vectorized representations consist of a different set of components and elements from that of the inputs. The change of representation is the key difference between vectorization and practices such as smoothing and filtering. Compared to the inputs, the vector outputs provide higher order of control and attributes such as smoothness. Their curvatures or gradients at the points are scale invariant and they are more robust data sources for downstream applications and analysis. This dissertation explores and broadens the scope of vectorization in various contexts. I propose a novel vectorization algorithm on raster images along with several new applications for vectorization mechanism in processing and analysing both 2D and 3D data sets. The main components of the research are: using vectorization in generating 3D models from 2D floor plans; a novel raster image vectorization methods and its applications in computer vision, image processing, and animation; and vectorization in visualizing and information extraction in 3D laser scan data. I also apply vectorization analysis towards human body scans and rock surface scans to show insights otherwise difficult to obtain. / Dissertation/Thesis / Doctoral Dissertation Computer Science 2016
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An investigation of the effects of presentation format and time pressure on decision makers performing tasks of varying complexititesHwang, Mark I. (Mark Ing-Hwa) 12 1900 (has links)
The primary objective of this study was to determine which presentation format leads to better decision performance when the decision maker solving a problem of certain complexity is experiencing a certain level of time pressure.
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Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environmentGain, James Edward January 1996 (has links)
This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
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Virtual laboratories in educationKfir, Roy Eli 27 August 2007 (has links)
Please read the abstract in the section 00front of this document / Dissertation (MSc (Computer Science))--University of Pretoria, 2007. / Computer Science / MSc / unrestricted
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A post-processing system for an AHPL simulatorMadhavan, Pundi Sreenivasan January 1982 (has links)
Typescript (photocopy).
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A framework proposal for algorithm animation systemsYeh, Chih Lung January 2006 (has links)
The learning and analysis of algorithms and algorithm concepts are challenging to students due to the abstract and conceptual nature of algorithms. Algorithm animation is a form of technological support tool which encourages algorithm comprehension by visualising algorithms in execution. Algorithm animation can potentially be utilised to support students while learning algorithms. Despite widespread acknowledgement for the usefulness of algorithm animation in algorithm courses at tertiary institutions, no recognised framework exists upon which algorithm animation systems can be effectively modelled. This dissertation consequently focuses on the design of an extensible algorithm animation framework to support the generation of interactive algorithm animations. A literature and extant system review forms the basis for the framework design process. The result of the review is a list of requirements for a pedagogically effective algorithm animation system. The proposed framework supports the pedagogic requirements by utilising an independent layer structure to support the generation and display of algorithm animations. The effectiveness of the framework is evaluated through the implementation of a prototype algorithm animation system using sorting algorithms as a case study. This dissertation is successful in proposing a framework to support the development of algorithm animations. The prototype developed will enable the integration of algorithm animations into the Nelson Mandela Metropolitan University’s teaching model, thereby permitting the university to conduct future research relating to the usefulness of algorithm animation in algorithm courses.
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Vortex Methods for Fluid Simulation in Computer GraphicsVines Neuwirth, Mauricio Alfredo January 2013 (has links)
Fluid simulations for computer graphics applications have attracted the attention of many researchers and practitioners due to the enhanced realism that natural phenomena simulation adds to graphical applications. Vortex methods are receiving increasing attention from the computer graphics community for simple and direct modeling of complex flow phenomena such as turbulence. However, vortex methods have not been developed yet to the level of other techniques for fluid simulation in computer graphics. In this work we present a novel simulation framework to model inviscid flows using Lagrangian vortex particle methods. We introduce novel stable methods to solve the vorticity flow equations that produce highly detailed visual fluid simulations. We incorporate the full interplay of solids and fluids in our framework. The coupling between free-form solids, represented by arbitrary surface meshes and fluids simulated with vortex methods, leads to visually rich simulations. Previous vortex simulators only focus on modeling the solid as a boundary for the flow. We model solid boundaries using an extended potential flow at the solid surface coupled with a boundary layer simulation. This allows the accurate simulation of two processes of visual interest. The first is the introduction of surface vorticity in the main flow as turbulence (vortex shedding). The second is the motion of the solid induced by fluid forces, which is calculated from the dynamics of vorticity in the flow and the rate of vorticity creation at solid surfaces. We demonstrate high quality results of our methods simulating flows around solid objects and solid object propulsion due to flows. This work ameliorates one of the important omissions in the development of vortex methods for computer graphics, which is the simulation of two-way coupling of solids and fluids.
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Design and implementation of a high-level language for interactive computer graphicsPieké, Albertus Jacobus January 1973 (has links)
The design and implementation of the interactive graphics language IGL is described. This language not only allows the definition and display of line drawings but also has full facilities for manipulating, naming, identifying and interacting with such drawings. The language has been implemented as an extension to Fortran IV using the XPL compiler generator system. The experience gained so far in the use of the language has already proven a number of advantages over present-day graphics systems. The language is readily learned by users with previous high-level language experience. As no extensive testing and documentation is necessary due to the readability of the program, the time required for the completion of a project is greatly reduced. / Applied Science, Faculty of / Electrical and Computer Engineering, Department of / Graduate
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Spatial information display subsystemWitiuk, Sidney Wayne January 1977 (has links)
As our society becomes more and more complex, planners, politicians and other decision-makers are increasing their demands for relevant, accurate and timely statistical information on a "tailor-made" spatial basis. Government agencies responsible for the provision of statistical data in map form have found that conventional approaches to thematic mapping are not able to cope with these demands and are therefore turning to automated and semi-automated production systems. This thesis deals with the design objectives for an interactive spatial information display subsystem for Census data and reports upon efforts to integrate existing packages into this framework. Consideration is also given to the factors influencing the choice between building a special-purpose subsystem or adopting existing packages with similar or complementary objectives. Finally, a few typical results are appended to demonstrate the current level of operational capacity. / Science, Faculty of / Computer Science, Department of / Graduate
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