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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.
561

Rychlá implementace procedurálních 3D textur / Rychlá implementace procedurálních 3D textur

Frívaldský, Dalibor January 2013 (has links)
Procedurally generated noise textures play a key part in the world of computer graphics. However, their computation is very time consuming. Generating noise for rendering of photo-realistic scenes may require large amount of hardware resources. Efficient use of these resources is beneficial in the trend of ever-increasing amount of details in the rendered scenes. In this thesis we develop a series of optimized algorithms for the popular Improved Perlin noise and the new Gabor noise. We will employ SIMD features of the modern generation of general purpose processors to achieve efficient use of hardware resources. These algorithms will be integrated into the MentalRay ray-tracing rendering engine and their effectiveness demonstrated in various scenes. Powered by TCPDF (www.tcpdf.org)
562

Immersive Virtual Reality Training to Enhance Procedural Knowledge Retention

Jun Zhang (6866033) 16 August 2019 (has links)
Immersive virtual reality (VR) technology has brought many new opportunities for training researchers and students. In the traditional training environment, trainees usually follow verbal instructions (lecture) or visual instructions (video tutorial, job manual) as certain training methods. For this research study, we not only tested how much procedural knowledge the trainees could learn from the VR training compared with traditional media training (video plus instruction manual), we also specifically focused on how well the knowledge could retain in a certain amount of time. The finding of this study shows that VR training can help trainees learn procedural knowledge, and also shows that VR training can help enhance procedural knowledge retention in terms of recall error. However, we did not find any significant difference in recall time between VR training group and traditional media training group.
563

[en] MODELING THE COPACABANA SIDEWALK PAVEMENT / [pt] MODELAGEM DA CALÇADA DE COPACABANA

TATIANA WAINTRAUB 13 November 2012 (has links)
[pt] Nesta dissertação, propomos um método não supervisionado para modelar o pavimento da calçada da praia de Copacabana, e pavimentos de pedras portuguesas em geral. Dada uma imagem de referência em preto e branco, a saída do algoritmo proposto são as geometrias individuais de todas as pedras que compõem o pavimento. Diferentemente das técnicas anteriores para criação de mosaicos, focamos em capturar as particularidades desses pavimentos: as pedras (ladrilhos) devem seguir completamente as arestas da imagem, sendo em sua maioria representadas por quadriláteros irregulares sem orientação específica. Um conjunto de experimentos demonstra a eficácia e estabilidade da nossa proposta. / [en] In this dissertation, we propose an unsupervised method to model the Copacabana beach sidewalk pavement, and Portuguese pavements in general. Given a black and white source image, the proposed method outputs the geometry of all individual stones that compose the pavement. Different from previous mosaic techniques, we focus on capturing the particularities of such pavements: stones (tiles) follow the edges, being mostly represented by irregular quadrilaterals with no particular orientation. A set of experiments demonstrates the effectiveness and stability of our proposal.
564

A obra artística e as novas mídias de representação : do papel ao digital /

Miller, Débora Maria de Paula. January 2006 (has links)
Orientador: Pelópidas Cypriano de Oliveira / Resumo: Durante o desenvolvimento da civilização humana surgiram os mais variados estilos de representação visual e, de acordo com os registros de História da Arte, as primeiras imagens criadas pelo homem encontram-se gravadas em paredes e tetos de cavernas. A evolução da sociedade possibilitou o surgimento de diversas culturas cujos padrões de representação visual ainda influenciam as criações artísticas da atualidade. Movimentos com o Renascimento, o Impressionismo e o Cubismo, revolucionaram os conceitos relacionados à produção de obras de arte, bem como inseriram novas técnicas e materiais, amplamente explorados até os dias atuais. Durante a segunda metade do século XX, o computador eletrônico e a computação gráfica revolucionaram os conceitos e os processos artístico-criativos, bem como os paradigmas até então utilizados para a definição do que poderia ser considerada uma obra de arte. Através de uma descoberta pessoal, experimentei uma nova mídia com o objetivo de descobrir suas possibilidades técnicas e explorá-las na criação de uma obra artística digital. Paralelamente, busquei descobrir quais as modificações que se sucederam em relação à produção de imagens após o surgimento da computação gráfica e de maneira o artista plástico que utiliza uma mídia digital idealiza, percebe, interpreta e concretiza suas obras. / Abstract: In the course of development of human civilization the most varieted styles of visual representation appeared and, according the records of the History of Art, the first images created by Man are to be found engraved on the walls and ceilings of caverns. Society's evolution made possible the appearance of various cultures whose standards of visual representations today still influence artistic creations. Movements such Renaissance, Impressionism and Cubism, revolutionized the concepts related to the production of works of art, as well as introducing new techniques and materials, amply explored up to the present days. During the second half of the 20th century, the eletronic computer and computer graphics revolutionized the concepts of artistically-creative process, as well as the paradigms used until then, to define what could be considered a work of art. Through a personal discovery, I tried a new media with the purpose of finding out its technical possibilities and explore them in the creation of an artistic digital piece of work. Simultaneously I endeavored discovering which modifications followed in the relation to the production of images, after the appearance of computer graphics and the ways a plastic artist, who uses a digital medium, idealizes, perceives and accomplishes his work. / Mestre
565

Clustering-based force-directed algorithms for three-dimensional graph visualization

Lu, Jia Wei January 2018 (has links)
University of Macau / Faculty of Science and Technology. / Department of Computer and Information Science
566

Equal-area spherical maps for computer graphics. / CUHK electronic theses & dissertations collection

January 2007 (has links)
In this dissertation, we first introduce an equal-area spherical map, HEALPix, which is borrowed from astrophysics. Its associated sample pattern is uniformly distributed over the sphere surface. Then we discuss its application in environment mapping. Although the HEALPix representation is more balanced than the traditional cubemap, it cannot utilize the built-in hardware operations like cubemap, and the mipmapping construction is more complicated. Therefore, its rendering speed is not comparable to that of the cubemap. This motivates us to invent a new six-face spherical map, called isocube. Unlike cubemap, isocube is an equal-area mapping, i.e., each texel spans the same area and is equally important. Due to the six-face representation, isocube can fit nicely into the cubemap hardware and hence can fully exploit the hardware operations tailored for cubemap. In addition, its mapping computation only involves a small overhead. Therefore the look-up speed for isocube is very fast. / Next we discuss another application of HEALPix map, the dynamic environment sequence sampling. Previous work only considers the static case where the environment map is approximated by finite directional light sources. In the dynamic case, the individual regeneration of samples for each frame may introduce abrupt, changes in the rendering animation. To handle this temporal inconsistency problem, we propose spherical q2-tree based on IIEALPix map. The adaptiveness of the quadtree can suppress the abrupt changes between consecutive frames, and hence a rather smooth rendering can be produced. This method, however, generates sample pattern independently for each environment frame, and therefore it may still cause unexpected, lumps in some situations. To fully utilize the temporal coherence in the sequence, we present a global sampling approach which treats the dynamic environment sequence as a all volume and performs sampling in the volume. The volumetric sampling adapts the sample number according to each frame and restricts the temporal/spatial changes within small subdivided volumes, and hence ensures a smooth sampling sequence. Within the framework, we present a volumetric importance metric and develop a binary-quad tree to perform stratification. Experimental results show that our volumetric sampling method can generate light samples with a better temporal consistency. / Spherical map is the foundation for many applications in computer graphics, such as environment mapping, precomputed radiance transfer, radiosity and image-based rendering. For these applications that involve intensive computation on spherical domain, it is generally desirable to employ equal-area and uniform spherical maps as the underlying parameterization. However, equal-area spherical maps are less exploited in graphics. / Wan, Liang. / "August 2007." / Adviser: Tien-Tsin Wong. / Source: Dissertation Abstracts International, Volume: 69-02, Section: B, page: 1121. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2007. / Includes bibliographical references (p. 118-123). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract in English and Chinese. / School code: 1307.
567

Texture aware approaches for enhancing visual appearance. / CUHK electronic theses & dissertations collection

January 2008 (has links)
Finally, in the tileable bidirectional texture function (BTF), we present a modular approach to apply the BTF, which is a high dimensional texture with variable lighting and viewing directions, onto object surfaces. The basic building blocks are the BTF tiles. By constructing one set of BTF tiles, a wide variety of objects can be textured seamlessly without resynthesizing the BTF. The proposed approach can nicely decouple the surface appearance from the geometry. With this appearance geometry decoupling, one can build a library of BTF tile sets to instantaneously dress and render various objects under variable lighting and viewing conditions. The core of the proposed method is the seamless synthesis of multi-dimensional BTF tiles. To tackle the enormous data, we perform synthesis in frequency domain. This not just allows the handling of large BTF data during the synthesis, but also facilitates compact storage of the BTF in GPU memory. / For texture aware halftoning, we are tackling the lost texture details in the bitonal images generated with traditional halftoning methods. We present an optimization-based halftoning technique that preserves the texture and tone similarities between the original and the halftone images. By optimizing an objective function consisting of both the texture and the tone metrics, the generated halftone images preserve human visual sensitive details as well as the local tone. It possesses the blue-noise property and does not introduce annoying pattern. Unlike existing edge-enhancement halftoning, the proposed method does not suffer from the inability of edge detector. Our method is experimented with a various kinds of images. From the multiple experiments and the user survey, our method consistently obtains the best scores among all tested methods. / In richness-preserved screening for automated manga production, we propose a framework to generate manga-style backgrounds from real photographs. It frees manga artists from tedious and time-consuming background production. Our method divides the photo-to-manga conversion into two major process, screening and line abstraction. During the screening, our goal is to preserve the visual richness in the original photograph. The key is to exploit the pattern variety in the screening space to best maintaining the original richness in reference image in terms of texture and color. To achieve this, we select screens for different regions in the image according to tone similarity, texture similarity, and chromaticity distinguishability. Multi-dimensional scaling technique is employed for the color-to-pattern mapping. For the line abstraction, we propose a simple and effective line importance model that ranks the lines based on their geometric natures. With the line importance model, users can interactively control the level of details by tunning only a few parameters. A number of results are presented to demonstrate the effectiveness and convenience of the proposed framework. / Textures appear on most of the object surfaces or scenes around our daily lives. They are something perceptual, as they only appear when certain amount of details are perceived in a suitable scale by our eyes. In computer graphics, they are essential in enriching the perceptual appearance and improving realism in rendering. Although their nature and mechanism on how human vision system perceives and interprets textures are not well understood until now, the demand for better textural quality in rendering and imaging increases continuously. Therefore, texture related researches are becoming popular topics in the graphics community in recent years. This thesis presents several novel texture aware techniques with applications for both 3D graphics and 2D imaging. They are namely texture aware halftoning, richness-preserved screening for automated manga production, and tileable bidirectional texture function (BTF). Although these applications are from different domains in computer graphics, they are sharing a common goal of improving the texture presentation in the final outcome. Major techniques involve a texture preservation technique in halftoning process, automated manga screening method with richness preservation by pattern variety, and an effective texture tile synthesis approach for high dimensional bidirectional textures. / Pang, Wai Man. / Adviser: Heng Pheng Ann. / Source: Dissertation Abstracts International, Volume: 70-06, Section: B, page: 3609. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2008. / Includes bibliographical references (leaves 131-158). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts in English and Chinese. / School code: 1307.
568

Non-manifold solid modeling on a massively parallel computer.

January 1994 (has links)
Kan Yeuk Ming. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1994. / Chapter 1. --- INTRODUCTION --- p.1 / Chapter 1.1 --- Motivation --- p.1 / Chapter 1.2 --- Objectives --- p.2 / Chapter 1.3 --- Report Organization --- p.3 / Chapter 2. --- RETROSPECT OF NON-MANIFOLD SOLID MODELING --- p.5 / Chapter 2.1 --- Geometric Modeling --- p.5 / Chapter 2.2 --- Euclidean Space and Topological Space --- p.6 / Chapter 2.3 --- Domains of Solid and Non-Manifold Geometric Modeling --- p.8 / Chapter 2.3.1 --- r-set Domain --- p.8 / Chapter 2.3.2 --- Manifold Domain --- p.9 / Chapter 2.3.3 --- Adjacency Form of Topology --- p.11 / Chapter 2.3.4 --- Cell Complex --- p.13 / Chapter 2.4 --- Representation Schemes of Solid and Non-Manifold Geometric Modeling --- p.14 / Chapter 2.4.1 --- Spatial Decomposition --- p.14 / Chapter 2.4.2 --- Constructive Solid Geometry (CSG) --- p.15 / Chapter 2.4.3 --- Boundary Representations (B-rep) --- p.17 / Chapter 2.5 --- Summary --- p.20 / Chapter 3. --- BOOSTING UP THE SPEED OF BOOLEAN OPERATIONS --- p.21 / Chapter 3.1 --- Solid Modeling with Specialized Hardware --- p.22 / Chapter 3.1.1 --- Modeling with a 4x4 Determinant Processor --- p.22 / Chapter 3.1.2 --- Ray Casting Engine --- p.24 / Chapter 3.2 --- Solid Modeling with General Purposed Parallel Computer --- p.25 / Chapter 3.2.1 --- Modeling with Shared Memory Parallel Computer --- p.27 / Chapter 3.2.2 --- Modeling with SIMD Massively Parallel Computer --- p.27 / Chapter 3.2.3 --- Modeling with MIMD Distributed Memory Parallel Computer --- p.30 / Chapter 3.3 --- Summary --- p.33 / Chapter 4. --- OVERVIEW OF DECmpp 12000/Sx/8K --- p.34 / Chapter 4.1 --- System Architecture --- p.34 / Chapter 4.1.1 --- DECmpp Sx Front End --- p.34 / Chapter 4.1.2 --- DECmpp Sx Data Parallel Unit --- p.35 / Chapter 4.1.2.1 --- Array Control Unit --- p.35 / Chapter 4.1.2.2 --- Processor Element Array --- p.35 / Chapter 4.1.2.3 --- Processor Element Communication Mechanism --- p.36 / Chapter 4.2 --- DECmpp Sx Programming Language --- p.37 / Chapter 4.2.1 --- Variable Declarations --- p.37 / Chapter 4.2.2 --- Plural Pointers --- p.38 / Chapter 4.2.3 --- Processor Selection by Conditional Expressions --- p.39 / Chapter 4.2.4 --- Processor Element Communications --- p.39 / Chapter 4.3 --- Summary --- p.40 / Chapter 5. --- ARCHITECTURE OF THE NON-MANIFOLD GEOMETRIC MODELER --- p.41 / Chapter 6. --- SEQUENTIAL MODELER --- p.43 / Chapter 6.1 --- Sequential Half-Wedge structures (SHW) --- p.43 / Chapter 6.2 --- Incremental Topological Operators --- p.51 / Chapter 6.3 --- Sequential Boolean Operations --- p.58 / Chapter 6.3.1 --- Complementing the subtracted model --- p.59 / Chapter 6.3.2 --- Computing intersection of geometric entities --- p.59 / Chapter 6.3.3 --- Construction of sub-faces --- p.53 / Chapter 6.3.4 --- Extraction of resultant topological entities --- p.64 / Chapter 6.4 --- Summary --- p.67 / Chapter 7. --- PARALLEL MODELER --- p.68 / Chapter 7.1 --- Parallel Half-Wedge Structure (PHW) --- p.68 / Chapter 7.1.1 --- Pmodel structure --- p.69 / Chapter 7.1.1.1 --- Phwedge structure --- p.69 / Chapter 7.1.1.2 --- Psurface structure --- p.71 / Chapter 7.1.1.3 --- Pedge structure --- p.72 / Chapter 7.1.2 --- Pmav structure --- p.73 / Chapter 7.2 --- Parallel Boolean Operations --- p.74 / Chapter 7.2.1 --- Complementing the subtracted model --- p.75 / Chapter 7.2.2 --- Intersection computation --- p.79 / Chapter 7.2.2.1 --- Distributing geometric entities --- p.80 / Chapter 7.2.2.2 --- Vertex-Vertex intersection --- p.89 / Chapter 7.2.2.3 --- Vertex-Edge intersection --- p.89 / Chapter 7.2.2.4 --- Edge-Edge intersection --- p.89 / Chapter 7.2.2.5 --- Vertex-Face intersection --- p.90 / Chapter 7.2.2.6 --- Edge-Face intersection --- p.92 / Chapter 7.2.2.7 --- Face-Face intersection --- p.93 / Chapter 7.2.3 --- Constructing sub-faces --- p.98 / Chapter 7.2.4 --- Extraction and construction of resultant topological entities --- p.100 / Chapter 7.3 --- Summary --- p.106 / Chapter 8. --- THE PERFORMANCE OF PARALLEL HALF-WEDGE MODELER --- p.108 / Chapter 8.1 --- The performance of converting sequential to parallel structure --- p.111 / Chapter 8.2 --- The overall performance of parallel Boolean operations --- p.112 / Chapter 8.3 --- The percentage of execution time for individual stages of parallel Boolean operations --- p.119 / Chapter 8.4 --- The effect of inbalance loading to the performance of parallel Boolean operations --- p.121 / Chapter 8.5 --- Summary --- p.125 / Chapter 9. --- CONCLUSIONS AND SUGGESTIONS FOR FURTHER WORK --- p.126 / Chapter 9.1 --- Conclusions --- p.126 / Chapter 9.2 --- Suggestions for further work --- p.127 / APPENDIX / Chapter A. --- SEQUENTIAL HALF-WEDGE STRUCTURE --- p.A-1 / Chapter B. --- COMPUTATION SCHEME IN CHECKING A FACE LOCATING INSIDE THE FACES OF A SOLID --- p.A-3 / Chapter C. --- ALGORITHM IN FINDING A HALF-WEDGE WITH A DIRECTION CLOSEST FROM A REFERENCE HALF-WEDGE --- p.A-5 / Chapter D. --- PARALLEL HALF-WEDGE STRUCTURE --- p.A-7 / REFERENCES --- p.A-10
569

A computer graphics aided lecture presentation system: exploring animated algorithms with direct manipulation.

January 1993 (has links)
Lam, Ho Cheong. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1993. / Includes bibliographical references (leaves 70-72). / Abstract --- p.ii / Acknowledgments --- p.iii / Contents --- p.iv / Chapter Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Prologue --- p.2 / Chapter 1.2 --- Thesis Contributions --- p.3 / Chapter 1.3 --- Thesis Outline --- p.4 / Chapter Chapter 2 --- Lecture Presentation System --- p.5 / Chapter 2.1 --- Introduction --- p.6 / Chapter 2.2 --- System Overview --- p.8 / Chapter 2.3 --- Materials Organization --- p.9 / Chapter 2.4 --- Slide Preparation --- p.12 / Chapter 2.5 --- Animation Production --- p.14 / Chapter 2.6 --- Actual Presentation --- p.18 / Chapter 2.7 --- Conclusion --- p.22 / Chapter Chapter 3 --- Algorithm Animation Subsystem --- p.23 / Chapter 3.1 --- Introduction --- p.24 / Chapter 3.2 --- Related Work --- p.25 / Chapter 3.3 --- Algorithm --- p.28 / Chapter 3.4 --- Display --- p.32 / Chapter 3.5 --- Link --- p.39 / Chapter 3.6 --- Options --- p.44 / Chapter 3.7 --- Examples --- p.47 / Chapter 3.8 --- Conclusion --- p.55 / Chapter Chapter 4 --- Conclusion --- p.56 / Chapter 4.1 --- Future Directions --- p.57 / Chapter 4.2 --- Summary --- p.59 / Chapter 4.3 --- Epilogue --- p.60 / Appendix A PostScript Optimization --- p.61 / Appendix B Thesis Publications --- p.69 / References --- p.70
570

An Object-oriented expert system shell with image diagnosis.

January 1991 (has links)
by Chan Wai Kwong Samual. / Thesis (M.Phil.)--Chinese University of Hong Kong. / Bibliography: leaves R. 1-6. / ACKNOWLEDGEMENTS / ABSTRACT / TABLE OF CONTENTS / Chapter CHAPTER 1. --- OVERVIEWS --- p.1.1 / Chapter 1.1 --- Introduction --- p.1.1 / Chapter 1.2 --- Image Understanding and Artificial Intelligence --- p.1.3 / Chapter 1.3 --- Object-Oriented Programming and Artificial Intelligence --- p.1.6 / Chapter 1.4 --- Related Works --- p.1.8 / Chapter 1.5 --- Discussions and Outlines --- p.1.9 / Chapter CHAPTER 2. --- OBJECT-ORIENTED SOFTWARE SYSTEMS --- p.2.1 / Chapter 2.1 --- Introduction --- p.2.1 / Chapter 2.2 --- Traditional Software Systems --- p.2.1 / Chapter 2.3 --- Object-Oriented Software Systems --- p.2.2 / Chapter 2.4 --- Characteristics of an Object-Oriented Systems --- p.2.4 / Chapter 2.5 --- Knowledge Representation in Image Recognition --- p.2.9 / Chapter 2.5.1 --- Rule-Based System --- p.2.10 / Chapter 2.5.2 --- Structured Objects --- p.2.12 / Chapter 2.5.3 --- Object-Oriented Knowledge Management --- p.2.13 / Chapter 2.5.4 --- Object-Oriented Expert System Building Tools --- p.2.14 / Chapter 2.6 --- Concluding Remarks --- p.2.16 / Chapter CHAPTER 3. --- SYSTEM DESIGN AND ARCHITECTURE --- p.3.1 / Chapter 3.1 --- Introduction --- p.3.1 / Chapter 3.2 --- Inheritance and Recognition --- p.3.2 / Chapter 3.3 --- System Design --- p.3.9 / Chapter 3.4 --- System Architecture --- p.3.11 / Chapter 3.4.1 --- The Low Level Vision Kernel --- p.3.14 / Chapter 3.4.2 --- The High Level Vision Kernel --- p.3.15 / Chapter 3.4.3 --- User Consultation Kernel --- p.3.17 / Chapter 3.5 --- Structure of the Image Object Model --- p.3.17 / Chapter 3.5.1 --- Image Object Model in Object-Oriented Form --- p.3.19 / Chapter 3.5.2 --- Image Objects Hierarchy --- p.3.23 / Chapter 3.6 --- Reasoning in OOI --- p.3.26 / Chapter 3.7 --- Concluding Remarks --- p.3.27 / Chapter CHAPTER 4. --- CONTROL AND STRATEGIES --- p.4.1 / Chapter 4.1 --- Introduction --- p.4.1 / Chapter 4.2 --- Consultation Class Objects --- p.4.4 / Chapter 4.2.1 --- Audience --- p.4.5 / Chapter 4.2.2 --- Intrinsic Hypothesis (IH_object) --- p.4.5 / Chapter 4.2.3 --- Priority Table (PT_object) --- p.4.6 / Chapter 4.3 --- Operation Objects --- p.4.7 / Chapter 4.3.1 --- Scheme Scheduler (SS一object) --- p.4.7 / Chapter 4.3.2 --- Task Scheduler (TS_object) --- p.4.7 / Chapter 4.4 --- Taxonomy of Image Objects in OOI --- p.4.8 / Chapter 4.4.1 --- Object Template --- p.4.8 / Chapter 4.4.2 --- Attributes --- p.4.9 / Chapter 4.4.3 --- Tasks and Life Cycles --- p.4.9 / Chapter 4.4.4 --- Object Security --- p.4.10 / Chapter 4.5 --- Message Passing --- p.4.11 / Chapter 4.6 --- Strategies --- p.4.12 / Chapter 4.6.1 --- The Bottom-Up Approach --- p.4.15 / Chapter 4.6.2 --- The Top-Down Approach --- p.4.18 / Chapter 4.7 --- Concluding Remarks --- p.4.19 / Chapter CHAPTER 5. --- IMAGE PROCESSING ALGORITHMS --- p.5.1 / Chapter 5.1 --- Introduction --- p.5.1 / Chapter 5.2 --- Image Enhancement --- p.5.2 / Chapter 5.2.1 --- Spatial Filtering --- p.5.2 / Chapter 5.2.2 --- Feature Enhancement --- p.5.5 / Chapter 5.3 --- Pixel Classification --- p.5-7 / Chapter 5.4 --- Edge Detection Methods --- p.5.9 / Chapter 5.4.1 --- Local Gradient Operators --- p.5.9 / Chapter 5.4.2 --- Zero Crossing Method --- p.5.12 / Chapter 5.5 --- Regional Approaches in Segmentation --- p.5.13 / Chapter 5.5.1 --- Multi-level Threshold Method --- p.5.13 / Chapter 5.5.2 --- Region Growing --- p.5.15 / Chapter 5.6 --- Image Processing Techniques in Medical Domain --- p.5.17 / Chapter 5.7 --- Concluding Remarks --- p.5.18 / Chapter CHAPTER 6. --- PICTORIAL DATA MANAGEMENT IN OOI --- p.6.1 / Chapter 6.1 --- Introduction --- p.6.1 / Chapter 6.2 --- Description of Basic Properties --- p.6.1 / Chapter 6.3 --- Description of Relations --- p.6.7 / Chapter 6.3.1 --- Relational Database of Pictorial Data --- p.6.7 / Chapter 6.3.2 --- Relational Graphs and Relational Databases --- p.6.10 / Chapter 6.4 --- Access Functions in Image Objects --- p.6.14 / Chapter 6.4.1 --- Basic Access Functions --- p.6.14 / Chapter 6.4.2 --- User Accessible Functions in Objects --- p.6.15 / Chapter 6.5 --- Image Functions --- p.6.16 / Chapter 6.5.1 --- Unary Image operations --- p.6.16 / Chapter 6.5.2 --- Binary Relation Operations --- p.6.19 / Chapter 6.5.3 --- Update Operations --- p.6.20 / Chapter 6.6 --- Concluding Remarks --- p.6.21 / Chapter CHAPTER 7. --- KNOWLEDGE MANAGEMENT --- p.7.1 / Chapter 7.1 --- Introduction --- p.7.1 / Chapter 7.2 --- Knowledge in A Domain Knowledge Base --- p.7.1 / Chapter 7.2.1 --- Structure of Rules --- p.7.2 / Chapter 7.2.2 --- Hypothesis Generation --- p.7.6 / Chapter 7.2.3 --- Inference Engine --- p.7.8 / Chapter 7.3 --- Model Based Reasoning in OOI --- p.7.9 / Chapter 7.3.1 --- Merging and Labelling --- p.7.9 / Chapter 7.3.2 --- Vision Model --- p.7.11 / Chapter 7.4 --- Fuzzy Reasoning --- p.7.12 / Chapter 7.5 --- Concluding Remarks --- p.7.15 / Chapter CHAPTER 8. --- KNOWLEDGE ACQUISITION AND USER INTERFACES --- p.8.1 / Chapter 8.1 --- Introduction --- p.8.1 / Chapter 8.2 --- Knowledge Acquisition Subsystem --- p.8.3 / Chapter 8.2.1 --- Rule Management Module --- p.8.3 / Chapter 8.2.2 --- Attribute Management Module --- p.8.4 / Chapter 8.2.3 --- Model Management Module --- p.8.8 / Chapter 8.2.4 --- Methods of Knowledge Encoding and Acquisition --- p.8.9 / Chapter 8.3 --- User Interface in OOI --- p.8.11 / Chapter 8.3.1 --- Screen Layout --- p.8.13 / Chapter 8.3.2 --- Menus and Options --- p.8.15 / Chapter 8.4 --- Concluding Remarks --- p.8.20 / Chapter CHAPTER 9. --- IMPLEMENTATION AND RESULTS --- p.9.1 / Chapter 9.1 --- Introduction --- p.9.1 / Chapter 9.2 --- Using Expanded Memory --- p.9.2 / Chapter 9.3 --- ESCUM --- p.9.3 / Chapter 9.3.1 --- General Description --- p.9.3 / Chapter 9.3.2 --- Cervical Intraepithelial Neoplasia (CIN) --- p.9.4 / Chapter 9.3.3 --- Development of ESCUM --- p.9.5 / Chapter 9.4 --- Results --- p.9.12 / Chapter 9.5 --- Concluding Remarks --- p.9.13 / Chapter CHAPTER 10. --- CONCLUSION --- p.10.1 / Chapter 10.1 --- Summary --- p.10.1 / Chapter 10.2 --- Areas of Future Work --- p.10.5 / Chapter APPENDIX A. --- Rule Base of ESCUM --- p.A1 / Chapter APPENDIX B. --- Glossary for Objected-Oriented Programming --- p.B1 / REFERENCES --- p.R1

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