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Interactive simulation of fire, burn and decompositionMelek, Zeki 15 May 2009 (has links)
This work presents an approach to effectively integrate into one unified modular
fire simulation framework the major processes related to fire, namely: a burning
process, chemical combustion, heat distribution, decomposition and deformation of
burning solids, and rigid body simulation of the residue. Simulators for every stage
are described, and the modular structure enables switching to different simulators if
more accuracy or more interactivity is desired. A “Stable Fluids” based three gas
system is used to model the combustion process, and the heat generated during the
combustion is used to drive the flow of the hot air. Objects, if exposed to enough
heat, ignite and start burning. The decomposition of the burning object is modeled as
a level set method, driven by the pyrolysis process, where the burning object releases
combustible gases. Secondary deformation effects, such as bending burning matches
and crumpling burning paper, are modeled as a proxy based deformation.
Physically based simulation, done at interactive rates, enables the user to ef-
ficiently test different setups, as well as interact and change the conditions during
the simulation. The graphics card is used to generate additional frames for real-time
visualization.
This work further proposes a method for controlling and directing high resolution
simulations. An interactive coarse resolution simulation is provided to the user as a “preview” to control and achieve the desired simulation behavior. A higher resolution
“final” simulation that creates all the fine scale behavior is matched to the preview
simulation such that the preview and final simulations behave in a similar manner.
In this dissertation, we highlighted a gap within the CG community for the
simulation of fire. There has not previously been a physically based yet interactive
simulation for fire. This dissertation describes a unified simulation framework for
physically based simulation of fire and burning. Our results show that our implementation
can model fire, objects catching fire, burning objects, decomposition of
burning objects, and additional secondary deformations. The results are plausible
even at interactive frame rates, and controllable.
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Scales and Scale-like StructuresLandreneau, Eric Benjamin 2011 May 1900 (has links)
Scales are a visually striking feature that grows on many animals. These small, rigid plates embedded in the skin form an integral part of our description of fish and reptiles, some plants, and many extinct animals. Scales exist in many shapes and sizes, and serve as protection, camouflage, and plumage for animals. The variety of scales and the animals they grow from pose an interesting problem in the field of Computer Graphics.
This dissertation presents a method for generating scales and scale-like structures on a polygonal mesh through surface replacement. A triangular mesh was covered with scales and one or more proxy-models were used as the scales shape. A user began scale generation by drawing a lateral line on the model to control the distribution and orientation of scales on the surface. Next, a vector field was created over the surface to control an anisotropic Voronoi tessellation, which represents the region occupied by each scale. Then these regions were replaced by cutting the proxy model to match the boundary of the Voronoi region and deform the cut model onto the surface. The final result is a fully connected 2-manifold that is suitable for subsequent post-processing applications, like surface subdivision.
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Interactive simulation of fire, burn and decompositionMelek, Zeki 10 October 2008 (has links)
This work presents an approach to effectively integrate into one unified modular
fire simulation framework the major processes related to fire, namely: a burning
process, chemical combustion, heat distribution, decomposition and deformation of
burning solids, and rigid body simulation of the residue. Simulators for every stage
are described, and the modular structure enables switching to different simulators if
more accuracy or more interactivity is desired. A "Stable Fluids" based three gas
system is used to model the combustion process, and the heat generated during the
combustion is used to drive the flow of the hot air. Objects, if exposed to enough
heat, ignite and start burning. The decomposition of the burning object is modeled as
a level set method, driven by the pyrolysis process, where the burning object releases
combustible gases. Secondary deformation effects, such as bending burning matches
and crumpling burning paper, are modeled as a proxy based deformation.
Physically based simulation, done at interactive rates, enables the user to ef-
ficiently test different setups, as well as interact and change the conditions during
the simulation. The graphics card is used to generate additional frames for real-time
visualization.
This work further proposes a method for controlling and directing high resolution
simulations. An interactive coarse resolution simulation is provided to the user as a "preview" to control and achieve the desired simulation behavior. A higher resolution "final" simulation that creates all the fine scale behavior is matched to the preview
simulation such that the preview and final simulations behave in a similar manner.
In this dissertation, we highlighted a gap within the CG community for the
simulation of fire. There has not previously been a physically based yet interactive
simulation for fire. This dissertation describes a unified simulation framework for
physically based simulation of fire and burning. Our results show that our implementation
can model fire, objects catching fire, burning objects, decomposition of
burning objects, and additional secondary deformations. The results are plausible
even at interactive frame rates, and controllable.
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A new graphical user interface for a 3D topological mesh modelerMorris, David Victor 10 October 2008 (has links)
In this thesis, I present a new platform-independent, open source, intuitive
graphical user interface for TopMod, an application designed for interacting with
3-dimensional manifold meshes represented by a Doubly Linked Face List (DLFL).
This new interface, created using the Trolltech Qt user interface library, enables
users to construct and interact with complex manifold meshes much faster and more
easily than was previously possible. I also present a method for the rapid creation
of a successful online community of users and developers, by integrating a variety
of open source web-based software packages. The new website, which includes a
discussion forum, a news blog, a collaborative user and developer wiki, and a source
code repository and release manager, received an average of 250 unique visits per
day during the first two months of its existence, and it continues to be utilized by a
variety of users and developers worldwide.
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Reconstructing specular objects with image based rendering using color cachingChhabra, Vikram. January 2001 (has links)
Thesis (M.S.)--Worcester Polytechnic Institute. / Keywords: scene reconstruction vision, image based rendering, graphics, color consistency, specular objects. Includes bibliographical references (p. 56-57).
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A recurrent neural network implementation using the graphics processing unit /Moore, Christopher January 1900 (has links)
Thesis (M.S.)--Oregon State University, 2010. / Printout. Includes bibliographical references (leaves 103-104). Also available on the World Wide Web.
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Time-delays and system response times in human-computer interaction /Stupak, Noah. January 2009 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 2009. / Typescript. Includes bibliographical references (leaves 53-58).
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A framework for automatic creation of talking heads for multimedia applications /Choi, KyoungHo. January 2002 (has links)
Thesis (Ph. D.)--University of Washington, 2002. / Vita. Includes bibliographical references (leaves 88-92).
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Heart frontal section and hypertrophic cardiomyopathy /Kang, Robin. January 2010 (has links)
Thesis (M.F.A.)--Rochester Institute of Technology, 2010. / Typescript. Includes bibliographical references.
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Understanding empathy in children : a thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Design /Chan, Kah Hoe. January 2009 (has links)
Thesis (M.Des.)--Victoria University of Wellington, 2009. / Includes bibliographical references.
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