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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.
771

Designing and implementing a virtual reality interaction framework

Rorke, Michael January 2000 (has links)
Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
772

Initial findings of an investigation into the feasibility of a low level image processing workstation using transputers

Cooke, Nicholas Duncan 07 February 2013 (has links)
From Introduction: The research concentrates primarily on a feasibility study involving the setting up of an image processing workstation. As broad as this statement concerning the workstation may seem, there are several factors limiting the extent of the research. This project is not concerned with the design and implementation of a fully-fledged image processing workstation. Rather, it concerns an initial feasibility study of such a workstation, centered on the theme image processing aided by the parallel processing paradigm. In looking at the hardware available for the project, in the context of an image processing environment, a large amount of initial investigation was required prior to that concerned with the transputer and parallel processing. Work was done on the capturing and displaying of images. This formed a vital part of the project. Furthermore, considering that a new architecture was being used as the work horse within a conventional host architecture, the INTEL 80286, several aspects of the host architecture had also to be investigated. These included the actual processing capabilities of the host, the capturing and storing of the images on the host, and most importantly, the interface between the host and the transputer [C0089]. Benchmarking was important in order for good conclusions to be drawn about the viability of the two types of hardware used, both individually and together. On the subject of the transputer as the workhorse, there were several areas whlch required investigation. Initial work had to cover the choice of network topology on whlch the benchmarking of some of the image processing applications were performed. Research into this was based on the previous work of several authors, whlch introduced features relevant to this investigation. The network used for this investigation was chosen to be generally applicable to a broad spectrum of applications in image processing. It was not chosen for its applicability for a single dedicated application, as has been the case for much of the past research performed in image processing [SAN88] [SCH89]. The concept of image processing techniques being implemented on the transputer required careful consideration in respect of what should be implemented. Image processing is not a new subject, and it encompasses a large spectrum of applications. The transputer, with image processing being hlghly suited to it, has attracted a good deal of research. It would not be rash to say that the easy research was covered first. The more trivial operations in image processing, requiring matrix type operations on the pixels attracted, the most coverage. Several researchers in the field of image processing on the transputer have broken the back of this set of problems. Conclusions regarding these operations on the transputer returned a fairly standard answer. An area of image processing which has not produced the same volume of return as that concerning the more trivial operations, is the subject of Fourier Analysis, that is, the Fourier Transform. Thus a major part of this project concerns an investigation into the Fourier Transform in image processing, in particular the Fast Fourier Transform. The network chosen for thls research has placed some constraint upon the degree of parallelism that can be achleved. It should be emphasized that this project is not concerned with the most efficient implementation of a specific image processing algorithm on a dedicated topology. Rather, it looks at the feasibility of a general system in the domain of image processing, concerned with a hlghly computationally intensive operation. This has had the effect of testing the processing power of the hardware used, and contributing a widely applicable parallel algorithm for use in Fourier Analysis. 3 These are discussed more fully in Chapter 2, which covers the work related to tbis project. The results of the investigation are presented along with a discussion of the methods throughout the thesis. The final chapter summarizes the findings of the research, assesses the value of the investigation, and points out areas for future investigation.
773

Industrial computer graphics development and interface software package

Cierva, Ricardo de la 14 December 1984 (has links)
Computer graphics is being used more and more to provide operator windows to an industrial process, but the development and interfacing are difficult and tedious. As more dedicated microcomputer based control systems are being used in industry, there is more need for computer process display systems that are in the same cost category as control systems. Presently, there is no microprocessor based system that permits plant personnel to develop and interface a process display graph in a simple parameterized way, without the need of a computer systems specialist. This thesis presents a parameterized graphic development and interface software package (IGDISP) developed in Fortran 77 on a PDP 11/44 driving a RAMTEK 9351 raster graphic terminal. IGDISP allows the plant process engineer to develop his own process graph without having to write any software. As part of the design of IGDISP, a human factors study of man to computer graphics display was conducted, with special emphasis being given to those features involved with industrial graphics systems. Different graphical methods used to best illustrate an industrial process are reviewed. The aim of the human factors study is to assist the IGDISP and other industrial computer graphics user to develop the best process window to his process.
774

Reconstruction and Analysis of 3D Individualized Facial Expressions

Wang, Jing January 2015 (has links)
This thesis proposes a new way to analyze facial expressions through 3D scanned faces of real-life people. The expression analysis is based on learning the facial motion vectors that are the differences between a neutral face and a face with an expression. There are several expression analysis based on real-life face database such as 2D image-based Cohn-Kanade AU-Coded Facial Expression Database and Binghamton University 3D Facial Expression Database. To handle large pose variations and increase the general understanding of facial behavior, 2D image-based expression database is not enough. The Binghamton University 3D Facial Expression Database is mainly used for facial expression recognition and it is difficult to compare, resolve, and extend the problems related detailed 3D facial expression analysis. Our work aims to find a new and an intuitively way of visualizing the detailed point by point movements of 3D face model for a facial expression. In our work, we have created our own 3D facial expression database on a detailed level, which each expression model has been processed to have the same structure to compare differences between different people for a given expression. The first step is to obtain same structured but individually shaped face models. All the head models are recreated by deforming a generic model to adapt a laser-scanned individualized face shape in both coarse level and fine level. We repeat this recreation method on different human subjects to establish a database. The second step is expression cloning. The motion vectors are obtained by subtracting two head models with/without expression. The extracted facial motion vectors are applied onto a different human subject’s neutral face. Facial expression cloning is proved to be robust and fast as well as easy to use. The last step is about analyzing the facial motion vectors obtained from the second step. First we transferred several human subjects’ expressions on a single human neutral face. Then the analysis is done to compare different expression pairs in two main regions: the whole face surface analysis and facial muscle analysis. Through our work where smiling has been chosen for the experiment, we find our approach to analysis through face scanning a good way to visualize how differently people move their facial muscles for the same expression. People smile in a similar manner moving their mouths and cheeks in similar orientations, but each person shows her/his own unique way of moving. The difference between individual smiles is the differences of movements they make.
775

A visualization of an experiment on a shake table

Penn, Michael January 1991 (has links)
A model to enable a graphics presentation of an experiment has been developed. The model was developed specifically for experiments run on a shake table for earthquake simulating tests but could be used for any experiment that involves movement and instrumentation. By integrating the results obtained from the instruments used during an experiment it is possible to display, on a computer screen, the motion of the model being tested. By use of visualization techniques it is possible to obtain a graphical representation of all the instruments being used and thereby producing a picture of the entire experiment. / Science, Faculty of / Computer Science, Department of / Graduate
776

Computer graphics applications in offshore hydrodynamics

Hodgkinson, Derek Anthony Martin January 1987 (has links)
The results of hydrodynamic analyses of two problems involving offshore structures are displayed graphically. This form of presentation of the results and the liberal use of colour have been found to significantly help the ease in which the results are interpreted. For the transformation of waves around an artificial island, a time history of the evolution of the regular, unidirectional wave field around an artificial island is obtained. Through the use of colour, regions in which wave breaking occurs have been clearly defined. The numerical technique used is based on the finite element method using eight noded isoparametric elements. The determination of the transformed wave field takes wave breaking, wave refraction, diffraction, reflection and shoaling into account. The graphical display is achieved by using a plotting program developed for the output of finite element analyses. The motions of a semi-submersible rig are computed from the RAO curves of the rig, used to obtain its' small response in a random sea. The numerical technique used in the analysis assumes that the vertical members are slender and may be analysed using the Morison equation whereas the hulls are treated as large members which are discretised and analysed using diffraction theory. The discretisation of the cylinders and hulls together with the time history of the rig's motions are displayed graphically. Once again, the graphical display is plotted using a program developed for the output of finite element analyses for four noded elements. In this case, a finite element technique has not been employed but the results were ordered to act as though this is the case. The slender members (cylinders) and large members (hulls) are clearly distinguishable by using different colours. The elements used in the analysis are also clearly shown. The VAX 11/730 system was used to obtain the results shown. A video tape, using the results of a time stepping procedure, was made by successively recording the hardcopies produced by the VAX printer. The time stepping could also be seen, in real time, on the IRIS. / Applied Science, Faculty of / Civil Engineering, Department of / Graduate
777

General Purpose Programming on Modern Graphics Hardware

Fleming, Robert 05 1900 (has links)
I start with a brief introduction to the graphics processing unit (GPU) as well as general-purpose computation on modern graphics hardware (GPGPU). Next, I explore the motivations for GPGPU programming, and the capabilities of modern GPUs (including advantages and disadvantages). Also, I give the background required for further exploring GPU programming, including the terminology used and the resources available. Finally, I include a comprehensive survey of previous and current GPGPU work, and end with a look at the future of GPU programming.
778

Articulated structure from motion

Scheffler, Carl January 2004 (has links)
Magister Scientiae - MSc / The structure from motion (SfM) problem is that of determining 3-dimensional (3D) information of a scene from sequences of 2-dimensional (2D) images [59]. This information consists of object shape and motion and relative camera motion. In general, objects may undergo complex non-rigid motion and may be occluded by other objects or themselves. These aspects make the general SfM problem under-constrained and the solution subject to missing or incomplete data. / South Africa
779

Learning Lighting Models with Shader-Based Neural Networks

Qin He (8784458) 01 May 2020 (has links)
<p>To correctly reproduce the appearance of different objects in computer graphics applications, numerous lighting models have been proposed over the past several decades. These models are among the most important components in the modern graphics pipeline since they decide the final pixel color shown in the generated images. More physically valid parameters and functions have been introduced into recent models. These parameters expanded the range of materials that can be represented and made virtual scenes more realistic, but they also made the lighting models more complex and dependent on measured data.</p> <p>Artificial neural networks, or neural networks are famous for their ability to deal with complex data and to approximate arbitrary functions. They have been adopted by many data-driven approaches for computer graphics and proven to be effective. Furthermore, neural networks have also been used by the artists for creative works and proven to have the ability of supporting creation of visual effects, animation and computational arts. Therefore, it is reasonable to consider artificial neural networks as potential tools for representing lighting models. Since shaders are used for general-purpose computing, neural networks can be further combined with modern graphics pipeline using shader implementation. </p> <p>In this research, the possibilities of shader-based neural networks to be used as an alternative to traditional lighting models are explored. Fully connected neural networks are implemented in fragment shader to reproduce lighting results in the graphics pipeline, and trained in compute shaders. Implemented networks are proved to be able to approximate mathematical lighting models. In this thesis, experiments are described to prove the ability of shader-based neural networks, to explore the proper network architecture and settings for different lighting models. Further explorations of possibilities of manually editing parameters are also described. Mean-square errors and runtime are taken as measurements of success to evaluate the experiments. Rendered images are also reported for visual comparison and evaluation.</p>
780

VECTOR REPRESENTATION TO ENHANCE POSE ESTIMATION FROM RGB IMAGES

Zongcheng Chu (8791457) 03 May 2020 (has links)
Head pose estimation is an essential task to be solved in computer vision. Existing research for pose estimation based on RGB images mainly uses either Euler angles or quaternions to predict pose. Nevertheless, both Euler angle- and quaternion-based approaches encounter the problem of discontinuity when describing three-dimensional rotations. This issue makes learning visual pattern more difficult for the convolutional neural network(CNN) which, in turn, compromises the estimation performance. To solve this problem, we introduce TriNet, a novel method based on three vectors converted from three Euler angles(roll, pitch, yaw). The orthogonality of the three vectors enables us to implement a complementary multi-loss function, which effectively reduces the prediction error. Our method achieves state-of-the-art performance on the AFLW2000, AFW and BIWI datasets. We also extend our work to general object pose estimation and show results in the experiment part.

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