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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.
1021

CLBlood: A Cell-Based Light Interaction Model for Human Blood

Yim, Daniel January 2012 (has links)
The development of predictive appearance models for organic tissues is a challenging task due to the inherent complexity of these materials. In this thesis, we closely examine the biophysical processes responsible for the appearance attributes of whole blood, one the most fundamental of these materials. We describe a new appearance model that simulates the mechanisms of light propagation and absorption within the cellular and fluid portions of this specialized tissue. The proposed model employs a comprehensive, and yet flexible first principles approach based on the morphological, optical and biochemical properties of blood cells. This approach allows for environment driven changes in the cells' anatomy and orientation to be appropriately included into the light transport simulations. The correctness and predictive capabilities of the proposed model are quantitatively and qualitatively evaluated through comparisons of modeled results with actual measured data and experimental observations reported in the scientific literature. Its incorporation into rendering systems is illustrated through images of blood samples depicting appearance variations controlled by physiologically meaningful parameters. Besides the contributions to the modeling of material appearance, the research presented in this thesis is also expected to have applications in a wide range of biomedical areas, from optical diagnostics to the visualization and noninvasive imaging of blood-perfused tissues.
1022

Mesh generation and equipotential plotting in 3-D

Forghani, Behzad. January 1981 (has links)
No description available.
1023

Programming the INTEL 8086 microprocessor for GRADS : a graphic real-time animation display system

Haag, Roger. January 1985 (has links)
No description available.
1024

Animating Character Navigation Using Motion Graphs

Alankus, Gazihan 01 June 2005 (has links) (PDF)
Creating realistic human animations is a difficult and time consuming job. One of the best solutions known is motion capture, which is an expensive process. Manipulating existing motion data instead of capturing new data is an efficient way of creating new human animations. In this thesis, we review the current techniques for animation, navigation and ways of manipulating motion data. We discuss strengths and weaknesses of interpolation techniques for creating new motions. Then we present a system that uses existing motion data to create a motion graph and automatically creates new motion data for character navigation suitable for user requirements. Finally, we give experimental results and discuss possible uses of the system.
1025

A VLSI algorithm for computing the Euclidean norm of a 3D vector

高木, 直史, Takagi, Naofumi 10 1900 (has links)
No description available.
1026

Approche de la modélisation d'objets géologiques déformés : conception, structure logique et algorithmique, résultats

Cheaito, Mohamad 20 December 1993 (has links) (PDF)
Ce travail prend place au sein d'une recherche sur la modélisation 3d des scènes géologiques. Son apport spécifique est le suivant: 1) une réflexion générale est menée sur la géométrie des principaux types de corps géologiques ; 2) une réflexion est également menée, au vu notamment des travaux réalisés antérieurement ; 3) à la suite de cette réflexion d'ensemble, nous centrons la réflexion sur un problème particulier: celui de la modélisation d'objets de forme quelconque susceptibles d'être déformés ou d'être composés entre eux. Nous montrons que la question essentielle sous-jacente a une modélisation est celle du choix d'une structure de données ; 4) définition d'une structure hybride, l'arbre BSP mixte ; 5) au terme de la réflexion, nous avons construit le logiciel granite.
1027

ALGORITHMES DE COMPRESSION D'IMAGES ET CODES DE CONTOURS

Ahronovitz, Ehoud 30 September 1985 (has links) (PDF)
Le Volume important de la représentation numérique des images pose (entre autres) le problème de leur codage sous forme condensée. Nous avons développé une méthode permettant de construire un code fortement comprimé à partir d'une image bicolore. Elle permet d'extraire tous les objets de l'image en un seul balayage tout en attachant à chaque objet des caractéristiques de sa forme. Des traitements de compression différents sont alors adaptés à chaque type d'objet. Grâce à une technique d'affichage reposant sur des principes simples, des opérations algébriques sont possibles sur les contours extraits. L'adéquation à tout format d'image et à toute précision de la saisie est inhérente au principe même de la méthode. Nous proposons un découpage en modules indépendants, en ayant pour objectif une parallélisation ultérieure. Le logiciel, en version monoprocesseur, a été réalisé sur une SM90 (CNET), sous le système Unix, et donne de résultats souvent meilleurs ou comparables à ceux obtenus par les méthodes connues actuellement.
1028

Shape modeling by swept space deformation

Angelidis, Alexis, n/a January 2006 (has links)
In Computer Graphics, in the context of shape modeling on a computer, a common characteristic of popular techniques is the possibility for the artist to operate on a shape by modifying directly the shape�s mathematical description. But with the constant increase of computing power, it has become increasingly realistic and effective to insert interfaces between the artist and the mathematics describing the shape. While in the future, shape descriptions are likely to be replaced with new ones, this should not affect the development of new and existing shape interfaces. Space deformation is a family of techniques that permits describing an interface independently from the description. Our thesis is that while space deformation techniques are used for solving a wide range of problems in Computer Graphics, they are missing a framework for the specific task of interactive shape modeling. We propose such a framework called sweepers, together with a set of related techniques for shape modeling. In sweepers, we define simultaneous-tools deformation, volume-preserving deformation, topology-changing deformation and animated deformation. Our swept-fluid technique introduces the idea that a deformation can be described as a fluid. In fact, the sweepers framework is not restrained to shape modeling and is also used to define a new fluid animation technique. Since the motion of a fluid can be considered locally as rigid, we define a formalism for handling conveniently rigid transformations. To display shapes, we propose a mesh update algorithm, a point-based shape description and a discrete implicit surface, and we have performed preliminary tests with inverse-raytracing. Finally, our technique called spherical-springs can be used to attach a texture to our shapes.
1029

Simulation of realistic leaf behavior and interaction with external forces for virtual reality landscapes

Wong, Jason January 2009 (has links)
[Truncated abstract] Currently, one of the active areas of research in computer graphics is related to creating realistic images and animations that mimic the world we see around us. There has been significant work in modeling and simulating natural phenomena such as fire, clouds, water, and vegetation. Some of these works are employed in the entertainment industry, especially as special effects in cinematic films. Of particular interest is the area of vegetation, given the possible structural complexity and variation in different types of plants. This provides a challenge to develop methods and techniques that effectively and realistically model the movement and behavior of plants. In response to this challenge, there has been significant work in the area of modeling plant structure, as well as modeling of the dynamics and wind interaction of tree branches. However, there is a distinct lack of approaches involved with modeling the dynamics and behavior of individual leaves. Most of the previous approaches focus on the modeling of the branches of a tree, and rarely consider the movement of the leaves in detail. This makes it particularly hard to model the interactions of plants with relatively large leaves, where the dynamics of the leaves are important. In other words, there is no method that could effectively simulate the lower canopy of a forest or jungle, where there are many ferns, saplings, and other broad-leafed plants. Therefore, I present in this thesis a leaf animation system that is designed specifically for simulating and animating plants with relatively large leaves with realistic dynamics in real-time. .... These interactions illustrate the flexibility and robustness of the leaf movement model. In particular, I present a novel approach in modeling volumetric wind through the wind cube that approximates wind behavior such as obstruction by leaves, and constructive and destructive interference. This unique approach is based on modeling wind as a spatial collection of wind vectors and the interaction of the vectors is governed by the rules of each cube-shaped cell of the wind cube. In the end, this wind cube allows for convincing behavior of wind and the subsequent interaction with the leaves of a plant. The leaf animation system is also suitable for simulating a number of plants in a landscape. This is possible through another novel method of reducing the rendering time to allow for more plants to be simulated. This method involves using an animated texture in place of plants that are far from the camera, when the difference visually is not blatantly noticeable. This is a form of the commonly used levels of detail to reduce the complexity of the landscape, but my method is novel in that it has not been implemented in a way where the texture itself is animated in place of the plant. I investigate the strengths and limitations of this approach in reducing rendering time for a landscape of plants. Thus, the leaf animation system is suitable for realistic and interactive virtual reality environments. These virtual environments feature heavily in current video games that involve realistic and believable worlds. In addition to the film and video game industry, these virtual environments are also integral in the application of virtual reality as psychological therapies.
1030

Interactive interface design : Graphic Design Archive phototype 2.0 /

Britt, Cathleen. January 1989 (has links)
Thesis (MFA)--Rochester Institute of Technology, 1989. / Includes bibliographical references.

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