• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 935
  • 173
  • 93
  • 66
  • 33
  • 32
  • 32
  • 32
  • 32
  • 32
  • 30
  • 30
  • 12
  • 8
  • 6
  • Tagged with
  • 1669
  • 1669
  • 255
  • 200
  • 189
  • 169
  • 160
  • 153
  • 149
  • 147
  • 144
  • 143
  • 143
  • 141
  • 128
  • 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.
891

Extensões ao algoritmo de 'RAY TRACING' parametrizado. / Extensions on the parameterized ray tracing algorithm.

Santos, Eduardo Toledo 01 July 1998 (has links)
Ray tracing é um algoritmo para a síntese de imagens por computador. Suas características principais são a alta qualidade das imagens que proporciona (incorporando sombras, reflexões e transparências entre outros efeitos) e, por outro lado, a grande demanda em termos de processamento. O ray tracing parametrizado é um algoritmo baseado no ray tracing, que permite a obtenção de imagens com a mesma qualidade a um custo computacional dezenas de vezes menor, porém com restrições. Estas restrições são a necessidade de geração de um arquivo de dados inicial, cujo tempo de processamento é pouco maior que o do ray tracing convencional e a não possibilidade de alteração de qualquer parâmetro geométrico da cena. Por outro lado, a geração de versões da mesma cena com mudanças nos parâmetros ópticos (cores, intensidades de luz, texturas, reflexões, transparências, etc.) é extremamente rápida. Esta tese propõe extensões ao algoritmo de ray tracing parametrizado, procurando aliviar algumas de suas restrições. Estas extensões permitem alterar alguns parâmetros geométricos como a posição das fontes de luz, parâmetros de fontes de luz spot e mapeamento de revelo entre outros, mantendo o bom desempenho do algoritmo original. Também é estudada a paralelização do algoritmo e outras formas de aceleração do processamento. As extensões propostas permitem ampliar o campo de aplicação do algoritmo original incentivando sua adoção mais generalizada. / Ray tracing is an image synthesis computer algorithm. Its main features are the high quality of the generated images (which incorporate shadows, reflections and transparency, among other effects) and, on the other hand, a high processing demand. Parameterized ray tracing is an algorithm based on ray tracing which allows the synthesis of images with the same quality but tens of times faster than ray tracing, although with some restrictions. These restrictions are the requirement of generating a data file (which takes a little longer than standard ray tracing to create) and the fact that no geometric modifications are allowed. On the other side, the processing time for creating new versions of the image with changes only on optical parameters (colors, light intensities, textures, reflections, transparencies, etc.) is extremely fast. This Ph.D. dissertation proposes extensions to the parameterized ray tracing algorithm for diminishing its restrictions. These extensions allow changing some geometric parameters like the light source positions, spotlight parameters and bump-mapping among others, keeping the processing performance of the original algorithm. The parallelization of the algorithm is also focused as well as other performance enhancements. The proposed extensions enlarge the field of application of the original algorithm, encouraging more general adoption.
892

Exploring Human Responses to a Virtual Character Bump

Claudia M Krogmeier (6632114) 11 June 2019 (has links)
<p>How does haptic feedback during human-virtual character interaction affect participant physiological responses in virtual reality? In this between-subjects study, haptic feedback and non-haptic feedback conditions in which virtual characters bump into the participant who is immersed in a virtual environment are compared. A questionnaire was developed to determine the influence of haptic feedback on presence, embodiment, positive and negative affect, interaction with virtual characters, and haptic feedback realism, among other more exploratory concepts. These exploratory variables include engagement, flow, comfort with virtual characters, comfort with virtual characters’ appearance, realism of virtual character interaction, realism of haptic feedback, and virtual reality sickness. Physiological data was collected using galvanic skin response (GSR) to investigate the influence of haptic feedback on physiological arousal during human-virtual character interaction. Five conditions were developed (no haptic feedback, full and half intensity, incorrect position, and delayed timing). Significant differences were found in embodiment, realism of virtual character interaction, haptic feedback realism, and GSR amplitude after the first interaction with the virtual character. These results may inform future virtual reality studies that investigate haptic feedback during human-virtual character interaction and/or arousal via GSR data, as well as advise studies that seek to correlate self-report responses with physiological data. </p>
893

Graph labeling and non-separating trees

Unknown Date (has links)
This dissertation studies two independent problems, one is about graph labeling and the other problem is related to connectivity condition in a simple graph. Graph labeling is a rapidly developing area of research in graph theory, having connections with a variety of application-oriented areas such as VLSI optimization, data structures and data representation. Furthermore, the connectivity conditions in a simple graphs may help us to study the new aspects of ad hoc networks, social networks and web graphs. In chapter 2, we study path systems, reduced path systems and how to construct a super edge-graceful tree with any number of edges using path systems. First, we give an algorithm to reduce a labeled path system to a smaller labeled path system of a different type. First, we investigate the cases (m, k) = (3; 5) and (m, k) = (4; 7), where m is the number of paths and 2k is the length of each path, and then we give a generalization for any k, m = 3 and m = 4. We also describe a procedure to construct a super-edge-graceful tree with any number of edges. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2014. / FAU Electronic Theses and Dissertations Collection
894

Fuzzycuda: interactive matte extraction on a GPU

Unknown Date (has links)
Natural matte extraction is a difficult and generally unsolved problem. Generating a matte from a nonuniform background traditionally requires a tediously hand drawn matte. This thesis studies recent methods requiring the user to place only modest scribbles identifying the foreground and the background. This research demonstrates a new GPU-based implementation of the recently introduced Fuzzy- Matte algorithm. Interactive matte extraction was achieved on a CUDA enabled G80 graphics processor. Experimental results demonstrate improved performance over the previous CPU based version. In depth analysis of experimental data from the GPU and the CPU implementations are provided. The design challenges of porting a variant of Dijkstra's shortest distance algorithm to a parallel processor are considered. / by Joel Gibson. / Thesis (M.S.C.S.)--Florida Atlantic University, 2008. / Includes bibliography. / Electronic reproduction. Boca Raton, Fla., 2008. Mode of access: World Wide Web.
895

Traçador automático de gráfico. / Graphics automation: plotter4 off line.

Massola, Antonio Marcos de Aguirra 11 December 1970 (has links)
Capítulo 1 - Estabelece-se considerações à respeito de possíveis configurações para o Traçador Automático de Gráficos. Procura-se definir uma configuração básica. Capítulo 2 - Com a configuração básica escolhida e, de posse das características principais dos componentes presentes na configuração adotada, define-se o processador. Capítulo 3 - Apresentam-se as principais rotinas utilizadas para saída gráfica no Sistema IBM 1130. Elabora-se, de posse das características especificadas para a Interface, as novas rotinas que permitirão o acionamento do Traçador Automático de Gráficos através de cartões perfurados. Capítulo 4 - Mostra-se como utilizar o novo Sistema. Apresentando-se saídas gráficas obtidas no Sistema IBM 1130 e Traçador Automático de Gráficos. Sugere-se novas técnicas para melhorar o rendimento do Sistema. Apêndice - Apresentam-se as características dos componentes básicos, diagramas rem blocos e formas de ondas necessárias ao trabalho. Nota - Os números entre parêntesis correspondem às referências bibliográficas consultadas. / Sem abstracts.
896

Proposta de metodologia para avaliação de métodos de iluminação global em síntese de imagens / Proposal of a methodology for evaluation of global illumination methods in image synthesis.

Meneghel, Giovani Balen 01 July 2015 (has links)
Produzir imagens de alta qualidade por computador, no menor tempo possível, que sejam convincentes ao público alvo, utilizando-se de maneira ótima todos os recursos computacionais à disposição, é uma tarefa que envolve uma cadeia de processos específicos, sendo um grande desafio ainda nos dias de hoje. O presente trabalho apresenta um estudo sobre toda esta cadeia de processos, com foco na avaliação de métodos de Iluminação Global empregados na Síntese de Imagens fotorrealistas para as áreas de Animação e Efeitos Visuais. Com o objetivo de auxiliar o usuário na tarefa de produzir imagens fotorrealistas de alta qualidade, foram realizados experimentos envolvendo diversas cenas de teste e seis métodos de Iluminação Global do Estado da Arte: Path Tracing, Light Tracing, Bidirectional Path Tracing, Metropolis Light Transport, Progressive Photon Mapping e Vertex Connection and Merging. O sintetizador escolhido para execução do experimento foi o Mitsuba Renderer. Para avaliação da qualidade dos resultados, duas métricas perceptuais foram adotadas: o Índice de Similaridade Estrutural SSIM e o Previsor de Diferenças Visuais HDR-VDP-2. A partir da avaliação dos resultados, foi construído um Guia de Recomendações para o usuário, indicando, com base nas características de uma cena arbitrária, o método de Iluminação Global mais adequado para realizar a síntese das imagens. Por fim, foram apontados caminhos de pesquisa para trabalhos futuros, sugerindo o emprego de classificadores, métodos de redução de parâmetros e Inteligência Artificial a fim de automatizar o processo de produção de imagens fotorrealistas e de alta qualidade. / The task of generating high quality computer images in the shortest time possible, believable to the targets audience perception, using all computational resources available, is still a challenging procedure, composed by a chain of specific processes. This work presents a study of this chain, focusing on the evaluation of Global Illumination methods used on the Synthesis of Photorealistic Images, in the areas of Animation and Visual Effects. To achieve the goal of helping users to produce high-quality photorealistic images, two experiments were proposed containing several test scenes and six State-of-the-Art Global Illumination methods: Path Tracing, Light Tracing, Bidirectional Path Tracing, Metropolis Light Transport, Progressive Photon Mapping and Vertex Connection and Merging. In order to execute the tests, the open source renderer Mitsuba was used. The quality of the produced images was analyzed using two different perceptual metrics: Structural Similarity Index SSIM and Visual Difference Predictor HDR-VDP-2. By analyzing results, a Recommendation Guide was created, providing suggestions, based on an arbitrary scenes characteristics, of the most suitable Global Illumination method to be used in order to synthesize images from the given scene. In the end, future ways of research are presented, proposing the use of classifiers, parameter reduction methods and Artificial Intelligence, in order to build an automatic procedure to generate high quality photorealistic images.
897

Interactive illumination and navigation control in an image-based environment.

January 1999 (has links)
Fu Chi-wing. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1999. / Includes bibliographical references (leaves 141-149). / Abstract --- p.i / Acknowledgments --- p.iii / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Introduction to Image-based Rendering --- p.1 / Chapter 1.2 --- Scene Complexity Independent Property --- p.2 / Chapter 1.3 --- Application of this Research Work --- p.3 / Chapter 1.4 --- Organization of this Thesis --- p.4 / Chapter 2 --- Illumination Control --- p.7 / Chapter 2.1 --- Introduction --- p.7 / Chapter 2.2 --- Apparent BRDF of Pixel --- p.8 / Chapter 2.3 --- Sampling Illumination Information --- p.11 / Chapter 2.4 --- Re-rendering --- p.13 / Chapter 2.4.1 --- Light Direction --- p.15 / Chapter 2.4.2 --- Light Intensity --- p.15 / Chapter 2.4.3 --- Multiple Light Sources --- p.15 / Chapter 2.4.4 --- Type of Light Sources --- p.18 / Chapter 2.5 --- Data Compression --- p.22 / Chapter 2.5.1 --- Intra-pixel coherence --- p.22 / Chapter 2.5.2 --- Inter-pixel coherence --- p.22 / Chapter 2.6 --- Implementation and Result --- p.22 / Chapter 2.6.1 --- An Interactive Viewer --- p.22 / Chapter 2.6.2 --- Lazy Re-rendering --- p.24 / Chapter 2.7 --- Conclusion --- p.24 / Chapter 3 --- Navigation Control - Triangle-based Warping Rule --- p.29 / Chapter 3.1 --- Introduction to Navigation Control --- p.29 / Chapter 3.2 --- Related Works --- p.30 / Chapter 3.3 --- Epipolar Geometry (Perspective Projection Manifold) --- p.31 / Chapter 3.4 --- Drawing Order for Pixel-Sized Entities --- p.35 / Chapter 3.5 --- Triangle-based Image Warping --- p.36 / Chapter 3.5.1 --- Image-based Triangulation --- p.36 / Chapter 3.5.2 --- Image-based Visibility Sorting --- p.40 / Chapter 3.5.3 --- Topological Sorting --- p.44 / Chapter 3.6 --- Results --- p.46 / Chapter 3.7 --- Conclusion --- p.48 / Chapter 4 --- Panoramic Projection Manifold --- p.52 / Chapter 4.1 --- Epipolar Geometry (Spherical Projection Manifold) --- p.53 / Chapter 4.2 --- Image Triangulation --- p.56 / Chapter 4.2.1 --- Optical Flow --- p.56 / Chapter 4.2.2 --- Image Gradient and Potential Function --- p.57 / Chapter 4.2.3 --- Triangulation --- p.58 / Chapter 4.3 --- Image-based Visibility Sorting --- p.58 / Chapter 4.3.1 --- Mapping Criteria --- p.58 / Chapter 4.3.2 --- Ordering of Two Triangles --- p.59 / Chapter 4.3.3 --- Graph Construction and Topological Sort --- p.63 / Chapter 4.4 --- Results --- p.63 / Chapter 4.5 --- Conclusion --- p.65 / Chapter 5 --- Panoramic-based Navigation using Real Photos --- p.69 / Chapter 5.1 --- Introduction --- p.69 / Chapter 5.2 --- System Overview --- p.71 / Chapter 5.3 --- Correspondence Matching --- p.72 / Chapter 5.3.1 --- Basic Model of Epipolar Geometry --- p.72 / Chapter 5.3.2 --- Epipolar Geometry between two Neighbor Panoramic Nodes --- p.73 / Chapter 5.3.3 --- Line and Patch Correspondence Matching --- p.74 / Chapter 5.4 --- Triangle-based Warping --- p.75 / Chapter 5.4.1 --- Why Warp Triangle --- p.75 / Chapter 5.4.2 --- Patch and Layer Construction --- p.76 / Chapter 5.4.3 --- Triangulation and Mesh Subdivision --- p.76 / Chapter 5.4.4 --- Layered Triangle-based Warping --- p.77 / Chapter 5.5 --- Implementation --- p.78 / Chapter 5.5.1 --- Image Sampler and Panoramic Stitcher --- p.78 / Chapter 5.5.2 --- Interactive Correspondence Matcher and Triangulation --- p.79 / Chapter 5.5.3 --- Basic Panoramic Viewer --- p.79 / Chapter 5.5.4 --- Formulating Drag Vector and vn --- p.80 / Chapter 5.5.5 --- Controlling Walkthrough Parameter --- p.82 / Chapter 5.5.6 --- Interactive Web-based Panoramic Viewer --- p.83 / Chapter 5.6 --- Results --- p.84 / Chapter 5.7 --- Conclusion and Possible Enhancements --- p.84 / Chapter 6 --- Compositing Warped Images for Object-based Viewing --- p.89 / Chapter 6.1 --- Modeling Object-based Viewing --- p.89 / Chapter 6.2 --- Triangulation and Convex Hull Criteria --- p.92 / Chapter 6.3 --- Warping Multiple Views --- p.94 / Chapter 6.3.1 --- Method I --- p.95 / Chapter 6.3.2 --- Method II --- p.95 / Chapter 6.3.3 --- Method III --- p.95 / Chapter 6.4 --- Results --- p.97 / Chapter 6.5 --- Conclusion --- p.100 / Chapter 7 --- Complete Rendering Pipeline --- p.107 / Chapter 7.1 --- Reviews on Illumination and Navigation --- p.107 / Chapter 7.1.1 --- Illumination Rendering Pipeline --- p.107 / Chapter 7.1.2 --- Navigation Rendering Pipeline --- p.108 / Chapter 7.2 --- Analysis of the Two Rendering Pipelines --- p.109 / Chapter 7.2.1 --- Combination on the Architectural Level --- p.109 / Chapter 7.2.2 --- Ensuring Physical Correctness --- p.111 / Chapter 7.3 --- Generalizing Apparent BRDF --- p.112 / Chapter 7.3.1 --- Difficulties to Encode BRDF with Spherical Harmonics --- p.112 / Chapter 7.3.2 --- Generalize Apparent BRDF --- p.112 / Chapter 7.3.3 --- Related works for Encoding the generalized apparent BRDF --- p.113 / Chapter 7.4 --- Conclusion --- p.116 / Chapter 8 --- Conclusion --- p.117 / Chapter A --- Spherical Harmonics --- p.120 / Chapter B --- It is Rare for Cycles to Exist in the Drawing Order Graph --- p.123 / Chapter B.1 --- Theorem 3 --- p.123 / Chapter B.2 --- Inside and Outside-directed Triangles in a Triangular Cycle --- p.125 / Chapter B.2.1 --- Assumption --- p.126 / Chapter B.2.2 --- Inside-directed and Outside-directed triangles --- p.126 / Chapter B.3 --- Four Possible Cases to Form a Cycle --- p.127 / Chapter B.3.1 --- Case(l) Triangular Fan --- p.128 / Chapter B.3.2 --- Case(2) Two Outside-directed Triangles --- p.129 / Chapter B.3.3 --- Case(3) Three Outside-directed Triangles --- p.130 / Chapter B.3.4 --- Case(4) More than Three Outside-directed Triangles --- p.131 / Chapter B.4 --- Experiment --- p.132 / Chapter C --- Deriving the Epipolar Line Formula on Cylindrical Projection Manifold --- p.133 / Chapter C.1 --- Notations --- p.133 / Chapter C.2 --- General Formula --- p.134 / Chapter C.3 --- Simplify the General Formula to a Sine Curve --- p.137 / Chapter C.4 --- Show that the Epipolar Line is a Sine Curve Segment --- p.139 / Chapter D --- Publications Related to this Research Work --- p.141 / Bibliography --- p.143
898

Utilizing graphics processing units in cryptographic applications.

January 2006 (has links)
Fleissner Sebastian. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2006. / Includes bibliographical references (leaves 91-95). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.iii / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- The Legend of Hercules --- p.1 / Chapter 1.2 --- Background --- p.2 / Chapter 1.3 --- Research Purpose --- p.2 / Chapter 1.4 --- Research Overview --- p.3 / Chapter 1.5 --- Thesis Organization --- p.4 / Chapter 2 --- Background and Definitions --- p.6 / Chapter 2.1 --- General Purpose GPU Computing --- p.6 / Chapter 2.1.1 --- Four Generations of GPU Hardware --- p.6 / Chapter 2.1.2 --- GPU Architecture & Terms --- p.7 / Chapter 2.1.3 --- General Purpose GPU Programming --- p.9 / Chapter 2.1.4 --- Shader Programming Languages --- p.12 / Chapter 2.2 --- Cryptography Overview --- p.13 / Chapter 2.2.1 --- "Alice, Bob, and Friends" --- p.14 / Chapter 2.2.2 --- Cryptographic Hash Functions --- p.14 / Chapter 2.2.3 --- Secret Key Ciphers --- p.15 / Chapter 2.2.4 --- Public Key Encryption --- p.16 / Chapter 2.2.5 --- Digital Signatures --- p.17 / Chapter 2.3 --- The Montgomery Method --- p.18 / Chapter 2.3.1 --- Pre-computation Step --- p.19 / Chapter 2.3.2 --- Obtaining the Montgomery Representation --- p.19 / Chapter 2.3.3 --- Calculating the Montgomery Product(s) --- p.19 / Chapter 2.3.4 --- Calculating final result --- p.20 / Chapter 2.3.5 --- The Montgomery Exponentiation Algorithm . . --- p.20 / Chapter 2.4 --- Elliptic Curve Cryptography --- p.21 / Chapter 2.4.1 --- Introduction --- p.21 / Chapter 2.4.2 --- Recommended Elliptic Curves --- p.22 / Chapter 2.4.3 --- Coordinate Systems --- p.23 / Chapter 2.4.4 --- Point Doubling --- p.23 / Chapter 2.4.5 --- Point Addition --- p.24 / Chapter 2.4.6 --- Double and Add --- p.25 / Chapter 2.4.7 --- Elliptic Curve Encryption --- p.26 / Chapter 2.5 --- Related Research --- p.28 / Chapter 2.5.1 --- Secret Key Cryptography on GPUs --- p.28 / Chapter 2.5.2 --- Remotely Keyed Cryptographics --- p.29 / Chapter 3 --- Proposed Algorithms --- p.30 / Chapter 3.1 --- Introduction --- p.30 / Chapter 3.2 --- Chapter Organization --- p.31 / Chapter 3.3 --- Algorithm Design Issues --- p.31 / Chapter 3.3.1 --- Arithmetic Density and GPU Memory Access . --- p.31 / Chapter 3.3.2 --- Encoding Large Integers with Floating Point Numbers --- p.33 / Chapter 3.4 --- GPU Montgomery Algorithms --- p.34 / Chapter 3.4.1 --- Introduction --- p.34 / Chapter 3.4.2 --- GPU-FlexM-Prod Specification --- p.37 / Chapter 3.4.3 --- GPU-FlexM-Mul Specification --- p.43 / Chapter 3.4.4 --- GPU-FlexM-Exp Specification --- p.45 / Chapter 3.4.5 --- GPU-FixM-Prod Specification --- p.46 / Chapter 3.4.6 --- GPU-FixM-Mul Specification --- p.50 / Chapter 3.4.7 --- GPU-FixM-Exp Specification --- p.52 / Chapter 3.5 --- GPU Elliptic Curve Algorithms --- p.54 / Chapter 3.5.1 --- GPU-EC-Double Specification --- p.55 / Chapter 3.5.2 --- GPU-EC-Add Specification --- p.59 / Chapter 3.5.3 --- GPU-EC-DoubleAdd Specification --- p.64 / Chapter 4 --- Analysis of Proposed Algorithms --- p.67 / Chapter 4.1 --- Performance Analysis --- p.67 / Chapter 4.1.1 --- GPU-FlexM Algorithms --- p.69 / Chapter 4.1.2 --- GPU-FixM Algorithms --- p.72 / Chapter 4.1.3 --- GPU-EC Algorithms --- p.77 / Chapter 4.1.4 --- Summary --- p.82 / Chapter 4.2 --- Usability of Proposed Algorithms --- p.83 / Chapter 4.2.1 --- Signcryption --- p.84 / Chapter 4.2.2 --- Pure Asymmetric Encryption and Decryption --- p.85 / Chapter 4.2.3 --- Simultaneous Signing of Multiple Messages --- p.86 / Chapter 4.2.4 --- Relieving the Main Processor --- p.87 / Chapter 5 --- Conclusions --- p.88 / Chapter 5.1 --- Research Results --- p.88 / Chapter 5.2 --- Future Research --- p.89 / Bibliography --- p.91
899

Investigating how computational tools can improve the production process of stop-motion animation

Howell, Lindsey January 2015 (has links)
Stop-motion animation is a traditional form of animation that has been practised for over 100 years. While the unique look and feel of stop-motion animation has been retained in modern productions, the production process has been modernised to take advantage of technological advancements. Modern stop-frame animation production integrates digital imaging technology and computational methods with traditional hand-crafted skills. This portfolio documents three projects undertaken at Aardman Animations, each investigated with the aim of improving efficiency in the stop-motion production process: - Rig removal is the removal of equipment, or ‘rigging’, used on set during stop-motion animation to hold characters or objects in unstable positions. All rigging captured in frames must be removed in post-production and currently manual methods are used which can be very time-consuming. The key task is to separate the character from the rig. In Chapter 2, I present a novel spatio-temporal segmentation algorithm for segmenting characters from stop-motion footage. The algorithm has been designed to work with stop-motion animated content, in contrast to other state of the art algorithms which struggled when tested on stop-motion footage. - Set shift is a problem which occurs when background items on set move subtly over the time taken to shoot a scene. For example, temperature and humidity changes can cause wood to warp during a weekend, changing the position of a background object the following week. These small ‘shifts’ are recorded in the footage and must be corrected in post-production. Chapter 3 describes the problem in detail, investigates potential solutions and explains why solving set shift automatically is a significant challenge. - Plasticine shading is required when a plasticine model has to be generated computationally. One motivation for producing footage computationally is that problems such as rig removal and set shift do not arise. In order to simulate plasticine accurately, the distinct reflectance model of this material must be known and reproduced. By collecting experimental data from plasticine samples and fitting parametric models, I have developed a bespoke surface shading model for plasticine (Chapter 4). This new model provides the best fit to the measured data when compared to existing state of the art surface shaders. It has been implemented into commercially used production systems, for use with existing rendering software. Advancing state of the art research is only one of the challenges when working in a production studio such as Aardman Animations. Additionally, findings must be integrated into the production pipeline. Chapter 5 discusses the challenges and constraints faced when conducting research in this environment. In order for stop-motion animation to remain competitive it is vital that production companies stay up-to-date with technological advancements in research areas that can contribute to their production processes. I conclude by discussing whether technological advancements can help Aardman Animations in improving the efficiency of their stop-motion production pipeline.
900

Ubiquitous Scalable Graphics: An End-to-End Framework using Wavelets

Wu, Fan 19 November 2008 (has links)
"Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material reflectance and other graphics elements means that very high resolution inputs is accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simplified before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy efficient on mobile device. This dissertation focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end Framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simplification, transmission, and resource efficient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-efficient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-efficient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively."

Page generated in 0.0783 seconds