• 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.
911

Aircraft scheduling : an interactive graphics approach

Lubow, Bruce Curtis January 1981 (has links)
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 1981. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND AERO. / Bibliography: leaves 175-176. / by Bruce Curtis Lubow. / M.S.
912

The design of a conservative logic computer and a graphical editor simulator

Ressler, Andrew Lewis January 1981 (has links)
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1981. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING. / Bibliography: leaf 128. / by Andrew Lewis Ressler. / M.S.
913

Computer graphic representation of remote environments using position tactile sensors

Fyler, Donald Charles January 1981 (has links)
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1981. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING / Includes bibliographical references. / by Donald Charles Fyler. / M.S.
914

Interactive graphics software for computer aided manufacture of sheet metal ductwork

Thompson, Peter January 1982 (has links)
Thesis (B.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1982. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING / by Peter Thompson. / B.S.
915

Cognitive space in the interactive movie map : an investigation of spatial learning in virtual environments

Mohl, Robert January 1982 (has links)
Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 1982. / MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH. / Bibliography: leaves 200-204. / by Robert Mohl. / Ph.D.
916

Task Performance with Space-time Cube Visualizations: Differences Between HoloLens and Desktop Users

Michael Saenz (5930819) 16 January 2019 (has links)
The researcher’s intent in this study was to understand users’ performance, specifically in terms of time, error and workload, in different display conditions while manipulating a space-time cube visualization. A convergent mixed-method design was applied to allow the researcher to better understand the research problems. In the study, time, error and perceived workload were investigated to test performance to detect if a display condition had a positive or negative influence on users’ abilities to perform a task. The qualitative data explored the differences in users’ experiences with the HoloLens and desktop<br>
917

Texture Synthesis and Photorealistic Re-rendering of Room Scene Images

Kyle J. Ziga (5930963) 03 January 2019 (has links)
<div>In this thesis, we investigate methods for texture synthesis and texture re-rendering of indoor room scene images. The goal is to create a photorealistic redesign of interior spaces by replacing surface finishes with a new product based on a single room scene image. Specically, we focus on automating this process to reduce manual input while enabling high-quality and easy-to-use experience. The most common method of rendering textures into a scene is called texture mapping. Texture mapping involves mapping pixels in a texture sample to vertices in an object model. Typically, a large texture sample is required to perform texture mapping properly. Given a small texture sample, texture synthesis creates a large sized texture that appears to have</div><div>been made by the same underlying process. In the first part of this thesis, we present a method of texture synthesis that automatically determines a set of parameters to produce satisfactory results based on the texture types. The next challenge is to create a photorealistic re-rendering of the synthesized texture in the room scene image. 3D scene information such as geometry, lighting and reflectance is crucial to making the re-rendered image realistic. These properties contribute to the image formation process and must be estimated to create a scene-consistent modication. Knowing these parameters allows effects like highlights, shadows and inter-object reflections to be maintained during the re-rendering process. We detail methods for estimating</div><div>these parameters from a single indoor image. Finally, we will show a web-based implementation of these methods using the WebGL library ThreeJS.</div>
918

Colorization in Gabor space and realistic surface rendering on GPUs. / 基於Gabor特徵空間的染色技術與真實感表面GPU繪製 / CUHK electronic theses & dissertations collection / Ji yu Gabor te zheng kong jian de ran se ji shu yu zhen shi gan biao mian GPU hui zhi

January 2011 (has links)
Based on the construction of Gabor feature space, which is important in applying pixel similarity computations, we formalize the space using rotation-invariant Gabor filter banks and apply optimizations in texture feature space. In image colorizations, the pixels that have similar Gabor features appear similar colors, our approach can colorize natural images globally, without the restriction of the disjoint regions with similar texture-like appearances. Our approach supports the two-pass colorization processes: coloring optimization in Gabor space and color detailing for progressive effects. We further work on the video colorization using the optimized Gabor flow computing, including coloring keyframes, color propagation by Gabor filtering, and optimized parallel computing over the video. Our video colorization is designed in a spatiotemporal manner to keep temporal coherence, and provides simple closed-form solutions in energy optimization that yield fast colonizations. Moreover, we develop parallel surface texturing of geometric models on GPU, generating spatially-varying visual appearances. We incorporate the Gabor feature space for the searching of 2D exemplars, to determine the k-coherence candidate pixels. The multi-pass correction in synthesis is applied to the local neighborhood for parallel processes. The iso/aniso-scale texture synthesis leverages the strengths of GPU computing, so to synthesize the iso/aniso-scale texturing appearance in parallel over arbitrary surfaces. Our experimental results showed that our approach produces simply controllable texturing effects of surface synthesis, generating texture-similar and spatially-varying visual appearances with GPU accelerated performance. / Texture feature similarity has long been crucial and important topic in VR/graphics applications, such as image and video colorizations, surface texture synthesis and geometry image applications. Generally, the image feature is highly subjective, depending on not only the image pixels but also interactive users. Existing colorization and surface texture synthesis pay little attention to the generation of conforming color/textures that accurately reflect exemplar structures or user's intension. Realistic surface synthesis remains a challenging task in VR/graphics researches. In this dissertation, we focus on the encoding of the Gabor filter banks into texture feature similarity computations and GPU-parallel surface rendering faithfully, including image/vodeo colorizations, parallel texturing of geometric surfaces, and multiresolution rendering on sole-cube maps (SCMs). / We further explore the GPU-based multiresolution rendering on solecube maps (SCMs). Our SCMs on GPU generate adaptive mesh surfaces dynamically, and are fully developed in parallelization for large-scale and complex VR environments. We also encapsulate the differential coordinates in SCMs, reflecting the local geometric characteristics for geometric modeling and interactive animation applications. For the future work, we will work on improving the image/ video feature analysis framework in VR/graphics applications. The further work lying in the surface texture synthesis includes the interactive control of texture orientations by surface vector fields using sketch editing, so to widen the gamut of interactive tools available for texturing artists and end users. / Sheng, Bin. / Adviser: Hanqin Sun. / Source: Dissertation Abstracts International, Volume: 73-04, Section: B, page: . / Thesis (Ph.D.)--Chinese University of Hong Kong, 2011. / Includes bibliographical references (leaves 128-142). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [201-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese.
919

Image-based illumination analysis and applications. / CUHK electronic theses & dissertations collection

January 2010 (has links)
Applications using image-based illumination analysis are very limited in the current literature of computer graphics. However, there are potentially more applications based on such analysis and estimation. In this thesis, we show two applications in computer graphics that can be directly benefited from using such analysis and estimation: photo colorization and texture synthesis. / Illumination is a very common phenomenon. All the photographs that we casually take with cameras exhibit such phenomenon. Computer graphicists usually simulate the illumination cast on objects based on physical models. While directly rendering such effects has been intensively studied in the field of computer graphics, the inverse estimation of illumination contribution to each pixel in the digital photographs, which we call image-based illumination estimation, still remains a challenging problem. The lack of the underlying geometry as well as the light source and material properties usually makes such inverse estimation ill-posed and a very difficult problem to solve. / In this thesis, we target on such image-based illumination estimation problem. We will review the current state-of-the-art illumination estimation algorithms for solving intrinsic images, and demonstrate their benefits and drawbacks. While this is a fundamental research problem in the field of computer vision, we show that by decomposing the image into its intrinsic components, the reflectance and illumination, many graphical applications can potentially be explored and benefited. In the meantime, we will also introduce a new and novel algorithm to efficiently estimate the intrinsic components based on the statistics of the textured regions. The same algorithm can also be directly applied to non-textured regions in an image. / Texture synthesis is a very fundamental problem in computer graphics. Current texture synthesis method is difficult to automatically take into account the illumination and deformation during the synthesis. By exploring the statistics of the texture, we propose a very efficient algorithm to estimate both the illumination and deformation fields on textures. The color of the illuminant is also taken into account so that the recovered reflectance has consistent color. By decomposing the illumination and deformation fields, we show that many texture-based applications, such as the preparation of texture exemplars from real photographs, the natural replacement of textured regions, the relighting of objects, as well as the manipulation of geometries in natural images can be well achieved, with the success of texture synthesis guided by illumination and deformation. / Traditional example-based colorization of natural images usually suffers from illumination inconsistency. The color transfer from areas such as highlights and shadows may severely harm the colorization result. We propose to consider the illumination problem in colorization and perform colorization in an illumination-free domain. The decomposition of the intrinsic components from multiple example images, as well as the recombination and utilization of these intrinsic components in colorization, form the foundation of the proposed technique. Consistent colorization results are obtained even though the example images are from different lighting conditions and viewing directions. / Liu, Xiaopei. / Adviser: Wong Tien Tsin. / Source: Dissertation Abstracts International, Volume: 73-03, Section: B, page: . / Thesis (Ph.D.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (leaves 76-83). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [201-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese.
920

Image based surface reflectance remapping for consistent and tool independent material appearence

Guarnera, Dar'ya January 2018 (has links)
Physically-based rendering in Computer Graphics requires the knowledge of material properties other than 3D shapes, textures and colors, in order to solve the rendering equation. A number of material models have been developed, since no model is currently able to reproduce the full range of available materials. Although only few material models have been widely adopted in current rendering systems, the lack of standardisation causes several issues in the 3D modelling workflow, leading to a heavy tool dependency of material appearance. In industry, final decisions about products are often based on a virtual prototype, a crucial step for the production pipeline, usually developed by a collaborations among several departments, which exchange data. Unfortunately, exchanged data often tends to differ from the original, when imported into a different application. As a result, delivering consistent visual results requires time, labour and computational cost. This thesis begins with an examination of the current state of the art in material appearance representation and capture, in order to identify a suitable strategy to tackle material appearance consistency. Automatic solutions to this problem are suggested in this work, accounting for the constraints of real-world scenarios, where the only available information is a reference rendering and the renderer used to obtain it, with no access to the implementation of the shaders. In particular, two image-based frameworks are proposed, working under these constraints. The first one, validated by means of perceptual studies, is aimed to the remapping of BRDF parameters and useful when the parameters used for the reference rendering are available. The second one provides consistent material appearance across different renderers, even when the parameters used for the reference are unknown. It allows the selection of an arbitrary reference rendering tool, and manipulates the output of other renderers in order to be consistent with the reference.

Page generated in 0.1459 seconds