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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.
611

Methods for storing, generating, and displaying characters to a graphics computer terminal

Williams, Stanley Eugene 03 June 2011 (has links)
This creative project investigates a method for translating a run-length encoded data file of letterforms into bit mapped images. Each letterform is broken (cracked) into primitive strokes. Each primitive stroke is represented by equally spaced runlength spline points within a 72 unit counting system. The strokes are ordered from left to right, allowing a direct scan-line conversion using an on-off character fill. Most commercial letterforms are stored in an outline format. Outline letterfomrs must be converted to vector edges, and then quick sorted into two dimensional arrays of edges for scan-line conversion (no overlapping outlines are allowed). The author's method stores primitives in a left to right ordered format that eliminates the sorting routine.In order to display the letterforms as a body of text, an interpreted description language was developed. The language command structure is embedded in the text file and interpreted at run time. The language controlls the sizing and placement of letterforms at five levels. The page attributes controlls the placement of page margins, column margins, windows, headers, footers, etc. The Paragraph attributes controlles first word indents, paragraph indents, widow lines, etc. The line attributes controlles the text line length, inter word and character spacing, line leading, additional line indents, type of line justification and hyphenation, etc. No attributes were established at the word level. The character attributes controlles the type size, type style, degree of slant (poor man's italic), expansion or contraction, etc.Ball State UniversityMuncie, IN 47306
612

Fast Ray Tracing Techniques

Tsakok, John January 2008 (has links)
In the past, ray tracing has been used widely in offline rendering applications since it provided the ability to better capture high quality secondary effects such as reflection, refraction and shadows. Such effects are difficult to produce in a robust, high quality fashion with traditional, real-time rasterization algorithms. Motivated to bring the advantages to ray tracing to real-time applications, researchers have developed better and more efficient algorithms that leverage the current generation of fast, parallel CPU hardware within the past few years. This thesis provides the implementation and design details of a high performance ray tracing solution called ``RTTest'' for standard, desktop CPUs. Background information on various algorithms and acceleration structures are first discussed followed by an introduction to novel techniques used to better accelerate current, core ray tracing techniques. Techniques such as Omni-Directional Packets, Cone Proxy Traversal and Multiple Frustum Traversal are proposed and benchmarked using standard ray tracing scenes. Also, a novel soft shadowing algorithm called Edge Width Soft Shadows is proposed which achieves performance comparable to a single sampled hard shadow approach targeted at real time applications such as games. Finally, additional information on the memory layout, rendering pipeline, shader system and code level optimizations of RTTest are also discussed.
613

Wholetoning: Synthesizing Abstract Black-and-White Illustrations

Xu, Jie January 2009 (has links)
Black-and-white imagery is a popular and interesting depiction technique in the visual arts, in which varying tints and shades of a single colour are used. Within the realm of black-and-white images, there is a set of black-and-white illustrations that only depict salient features by ignoring details, and reduce colour to pure black and white, with no intermediate tones. These illustrations hold tremendous potential to enrich decoration, human communication and entertainment. Producing abstract black-and-white illustrations by hand relies on a time consuming and difficult process that requires both artistic talent and technical expertise. Previous work has not explored this style of illustration in much depth, and simple approaches such as thresholding are insufficient for stylization and artistic control. I use the word wholetoning to refer to illustrations that feature a high degree of shape and tone abstraction. In this thesis, I explore computer algorithms for generating wholetoned illustrations. First, I offer a general-purpose framework, “artistic thresholding”, to control the generation of wholetoned illustrations in an intuitive way. The basic artistic thresholding algorithm is an optimization framework based on simulated annealing to get the final bi-level result. I design an extensible objective function from our observations of a lot of wholetoned images. The objective function is a weighted sum over terms that encode features common to wholetoned illustrations. Based on the framework, I then explore two specific wholetoned styles: papercutting and representational calligraphy. I define a paper-cut design as a wholetoned image with connectivity constraints that ensure that it can be cut out from only one piece of paper. My computer generated papercutting technique can convert an original wholetoned image into a paper-cut design. It can also synthesize stylized and geometric patterns often found in traditional designs. Representational calligraphy is defined as a wholetoned image with the constraint that all depiction elements must be letters. The procedure of generating representational calligraphy designs is formalized as a “calligraphic packing” problem. I provide a semi-automatic technique that can warp a sequence of letters to fit a shape while preserving their readability.
614

High Resolution Planet Rendering

Mekritthikrai, Kanit January 2011 (has links)
Planet rendering plays an important role in universe visualization and geographic visualization. The recent tools and methods allow better data acquisition, usually with very high resolution. However in computer graphics, there is always the limitation on the resolution of geometry and texture due to numerical imprecision. Not many applications can handle high resolution data effectively. This thesis introduces, Implicit Surface Scene, a level of detail scene management inspired by dynamic coordinate system and SCALEGRAPH™ which change over time depending on the current camera position relative to the planet surface. Our method is integrated into Uniview and allows Uniview to render high resolution planet geometry with dynamic texture composition and with a surface positioning system that does not suffer from precision issue.
615

An FPGA-based 3D Graphics System / Ett FPGA-baserat 3D-grafiksystem

Knutsson, Niklas January 2005 (has links)
This report documents the work done by the author to design and implement a 3D graphics system on an FPGA (Field Programmable Gate Array). After a preamble with a background presentation to the project, a very brief introduction in computer graphics techniques and computer graphics theory is given. Then, the hardware available to the project, along with an analysis of general requirements is examined. The following chapter contains the proposed graphics system design for FPGA implementation. A broad approach to separate the design and the eventual implementation was used. Two 3D pipelines are suggested - one fully capable high-end version and one which use minimal resources. The documentation of the effort to implement the minimal graphics system previously discussed then follows. The documentation outlines the work done without going too deep into detail, and is followed by the largest of the tests conducted. Finally, chapter seven concludes the project with the most important project conclusions and some suggestions for future work.
616

Pencil Light Transport

Steigleder, Mauro January 2005 (has links)
Global illumination is an important area of computer graphics, having direct applications in architectural visualization, lighting design and entertainment. Indirect illumination effects such as soft shadows, color bleeding, caustics and glossy reflections provide essential visual information about the interaction of different regions of the environment. Global illumination is a research area that deals with these illumination effects. Interactivity is also a desirable feature for many computer graphics applications, especially with unrestricted manipulation of the environment and lighting conditions. However, the design of methods that can handle both unrestricted interactivity and global illumination effects on environments of reasonable complexity is still an open challenge. <br /><br /> We present a new formulation of the light transport equation, called <em>pencil light transport</em>, that makes progress towards this goal by exploiting graphics hardware rendering features. The proposed method performs the transport of radiance over a scene using sets of pencils. A pencil object consists of a center of projection and some associated directional data. We show that performing the radiance transport using pencils is suitable for implementation on current graphics hardware. The new algorithm exploits optimized operations available in the graphics hardware architecture, such as pinhole camera rendering of opaque triangles and texture mapping. We show how the light transport equation can be reformulated as a sequence of light transports between pencils and define a new light transport operator, called the <em>pencil light transport operator</em>, that is used to transfer radiance between sets of pencils.
617

Fast Extraction of BRDFs and Material Maps from Images

Jaroszkiewicz, Rafal January 2003 (has links)
The bidirectional reflectance distribution function has a four dimensional parameter space and such high dimensionality makes it impractical to use it directly in hardware rendering. When a BRDF has no analytical representation, common solutions to overcome this problem include expressing it as a sum of basis functions or factorizing it into several functions of smaller dimensions. This thesis describes factorization extensions that significantly improve factor computation speed and eliminate drawbacks of previous techniques that overemphasize low sample values. The improved algorithm is used to calculate factorizations and material maps from colored images. The technique presented in this thesis allows interactive definition of arbitrary materials, and although this method is based on physical parameters, it can be also used for achieving a variety of non-photorealistic effects.
618

Fast Ray Tracing Techniques

Tsakok, John January 2008 (has links)
In the past, ray tracing has been used widely in offline rendering applications since it provided the ability to better capture high quality secondary effects such as reflection, refraction and shadows. Such effects are difficult to produce in a robust, high quality fashion with traditional, real-time rasterization algorithms. Motivated to bring the advantages to ray tracing to real-time applications, researchers have developed better and more efficient algorithms that leverage the current generation of fast, parallel CPU hardware within the past few years. This thesis provides the implementation and design details of a high performance ray tracing solution called ``RTTest'' for standard, desktop CPUs. Background information on various algorithms and acceleration structures are first discussed followed by an introduction to novel techniques used to better accelerate current, core ray tracing techniques. Techniques such as Omni-Directional Packets, Cone Proxy Traversal and Multiple Frustum Traversal are proposed and benchmarked using standard ray tracing scenes. Also, a novel soft shadowing algorithm called Edge Width Soft Shadows is proposed which achieves performance comparable to a single sampled hard shadow approach targeted at real time applications such as games. Finally, additional information on the memory layout, rendering pipeline, shader system and code level optimizations of RTTest are also discussed.
619

Wholetoning: Synthesizing Abstract Black-and-White Illustrations

Xu, Jie January 2009 (has links)
Black-and-white imagery is a popular and interesting depiction technique in the visual arts, in which varying tints and shades of a single colour are used. Within the realm of black-and-white images, there is a set of black-and-white illustrations that only depict salient features by ignoring details, and reduce colour to pure black and white, with no intermediate tones. These illustrations hold tremendous potential to enrich decoration, human communication and entertainment. Producing abstract black-and-white illustrations by hand relies on a time consuming and difficult process that requires both artistic talent and technical expertise. Previous work has not explored this style of illustration in much depth, and simple approaches such as thresholding are insufficient for stylization and artistic control. I use the word wholetoning to refer to illustrations that feature a high degree of shape and tone abstraction. In this thesis, I explore computer algorithms for generating wholetoned illustrations. First, I offer a general-purpose framework, “artistic thresholding”, to control the generation of wholetoned illustrations in an intuitive way. The basic artistic thresholding algorithm is an optimization framework based on simulated annealing to get the final bi-level result. I design an extensible objective function from our observations of a lot of wholetoned images. The objective function is a weighted sum over terms that encode features common to wholetoned illustrations. Based on the framework, I then explore two specific wholetoned styles: papercutting and representational calligraphy. I define a paper-cut design as a wholetoned image with connectivity constraints that ensure that it can be cut out from only one piece of paper. My computer generated papercutting technique can convert an original wholetoned image into a paper-cut design. It can also synthesize stylized and geometric patterns often found in traditional designs. Representational calligraphy is defined as a wholetoned image with the constraint that all depiction elements must be letters. The procedure of generating representational calligraphy designs is formalized as a “calligraphic packing” problem. I provide a semi-automatic technique that can warp a sequence of letters to fit a shape while preserving their readability.
620

Spatially Adaptive Augmented Reality

Coelho, Enylton Machado 28 November 2005 (has links)
One of the most important problems in real-time, mobile augmented reality is *registration error* -- the misalignment between the computer generated graphics and the physical world the application is trying to augment. Such misalignment may either cause the information presented by the application to be misleading to the user or make the augmentation meaningless. In this work, we question the implied assumption that registration error must be eliminated for AR to be useful. Instead, we take the position that registration error will never be eliminated and that application developers can build useful AR applications if they have an estimate of registration error. We present a novel approach to AR application design: *Spatially Adaptive Augmented Reality* (i.e., applications that change their displays based on the quality of the alignment between the physical and virtual world). The computations used to change the display are based on real-time estimates of the registration error. The application developer uses these estimates to build applications that function under a variety of conditions independent of specific tracking technologies. In addition to introducing Spatially Adaptive AR, this research establishes a theoretical model for AR. These theoretical contributions are manifested in a toolkit that supports the design of Spatially Adaptive AR applications: OSGAR. This work describes OSGAR in detail and presents examples that demonstrate how to use this novel approach to create adaptable augmentations as well as how to support user interaction in the presence of uncertainty.

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