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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.
21

Fertility, mastitis and longevity in dairy cattle analyzed using survival models /

Schneider, Maria del Pilar, January 2006 (has links) (PDF)
Diss. (sammanfattning) Uppsala : Sveriges lantbruksuniversitet, 2006. / Härtill 4 uppsatser.
22

Occlusion culling and hardware accelerated volume rendering

Meißner, Michael. Unknown Date (has links) (PDF)
University, Diss., 2000--Tübingen. / Erscheinungsjahr an der Haupttitelstelle: 2000.
23

Object hierarchies for efficient rendering

Müller, Gordon. Unknown Date (has links) (PDF)
Techn. University, Diss., 2004--Braunschweig.
24

Zhodnocení brakace dojnic v systému volného ustájení / The evaluation of culling rates of dairy cows in free range farming system

KLAP, Martin January 2015 (has links)
This diploma thesis is focused on producing dairy cows and their culling rates. The general goal of this work was to compare and to evaluate the culling rates of dairy cows on 2 independent farms with free range farming system from 2012 to 2014. The diploma thesis provides the facts about culling rates in heifers and in cows till 90 days after calving, reasons to be culled, the age at culling, the age at first calving, parity when the cows were culled and the comparison of milk parameters at culling. The study was compiled from the detailed data about 474 dairy or combined utility cows. Farm Senagro a.s. Senožaty disposes pure-blooded cows or crossbreds with 51-100% of principal breed in blood. Only purebred cows are raised at farm Nečerák Vystrkov. It is obvious that culling rate markedly over 30% from all of the cows at farm Senagro a.s. Senožaty negatively influences profitability of this farm. Vice versa farm Nečerák Vystrkov belongs into category which accomplishes recommended value.
25

[en] A COMPARISON AMONG DIFERENT BOUNDING VOLUMES FOR VIEW-FRUSTUM CULLING / [pt] TRATAMENTO EFICIENTE DE VISIBILIDADE ATRAVÉS DE ÁRVORES DE VOLUMES ENVOLVENTES

MAURICIO HOFMAM DA SILVA 06 June 2005 (has links)
[pt] A restituição de modelos tridimensionais complexos de engenharia tem sido um desafio para a computação gráfica desde seus primórdios, pois modelos detalhados são freqüentemente compostos de milhões de polígonos, enquanto as estações gráficas atuais são capazes de exibir, em taxas interativas, apenas algo da ordem de dezenas ou centenas de milhares de polígonos. Uma das formas de melhorar o desempenho de visualizadores de modelos tridimensionais é reduzir o número de polígonos passados para a cadeia de restituição, eliminando grandes grupos de polígonos determinados como não visíveis por estarem fora do volume de visão ou escondidos por outros polígonos. Neste trabalho, realizamos um estudo do uso de volumes envolventes para determinar os conjuntos de polígonos que são potencialmente visíveis, propomos uma forma de estruturar esses polígonos numa hierarquia de forma a diminuir os cálculos necessários para esse fim e compilamos uma série de resultados que permitem nortear o uso de volumes envolventes e a estruturação de modelos. / [en] Rendering complex three-dimensional Engineering models has been a challenge for Computer Graphics ever since its origin, as detailed models are often composed of millions of polygons while current graphic stations are able to display, at interactive rates, only dozens or hundreds of thousands of polygons. A way to increase the performance of viewers of three-dimensional models is to reduce the number of polygons passed to the rendering pipeline by eliminating large groups of polygons classified as non-visible for being out of the viewing frustum or hidden by other polygons. In this work, we study the use of bounding volumes to determine sets of polygons which are potentially visible, propose a way to structure such polygons in a hierarchy so as to restrict the necessary computations for this purpose, and compile a series of results which allow us to take some conclusions on the use of bounding volumes and model structuring.
26

Chov normandského skotu v České republice / Breeding of Normande cattle in Czech republic

KABÁTKOVÁ, Zdenka January 2010 (has links)
The aim of this diploma work was to review the current state of breeding of Normande cattle in Czech republic. The reason for introducing the breeding of this cattle is some of its qualities. The most important of these include a higher percentage of casein in milk as well as good conversion of nutrients from the bulk feed and meat quality. Monitoring of cattle took place in four separate farms in years 2005 - 2009. There was created basic monitored group from pure Normande breed. Control groups were from pure Holstein dairy cattle, Czech Spotted dairy cattle. Fertility evaluation was done by following four indicators: age at first calving, insemination interval, service period and interlude. Evaluation of efficiency was based on milk production, protein production and content of the milk constituents. Results of fertility show that with the exception of age of first calving (832 days), the breeding goal hasn't been met to Breeders Association of Normande cattle. Value of insemination interval was 88,74 days, value of service period was 134,28 days and value of interlude was evaluated at 462,38 days. When we compare the Normande breed with Holstein breed, milk production of Normande breed is lower about 2025,4 kg, as well as lower protein production about 48,6 kg. Difference between fertility results for both breeds is within statistical discrepancy. In comparison with the Czech Spotted breed, the Normande breed is at least competitive in both indicators: fertility and efficiency as well. Content of milk constituents in Normande cows milk is significantly higher than in the milk of the other two breeds (4,38 to 4,41% of fat, 3,76 to 3,81% of protein, 4,89 to 5,20% of lactose). There was the highest culling (57.4%) in the basic selection of pure Normande dairy cows in comparison to selections of other breeds. The main reason for discarding were the other health reasons.
27

AI in Neverwinter Nights using Dynamic Scripting

Nordling, Rasmus, Berntsson, Robin Rietz January 2012 (has links)
In this paper research about dynamic scripting and the top culling difficulty scaling enhancement in the game Neverwinter Nights is investigated. A comparison between both a static and a dynamic opponent is made. The human opinion about dynamic scripting is also highlighted. To get an understanding of what the players think about and how they approach an opponent, two experiments were made. One where tests are made on a static opponent and a dynamic opponent, then a second where differences in behavior of the dynamic opponent using top culling and an ordinary dynamic opponent are analyzed. Results from the first test shows the static opponent is more preferable whereas the dynamic opponent using top culling is preferred in the second experiment. Since comparing the two experiments the results are ambiguous. The conclusion is that further investigation is needed in order to answer the question if human players prefer static or dynamic opponents when playing computer games. / I detta arbete undersöks tekniken "Dynamic Scripting" och en metod för att skala svårigheten hos motståndare, kallad "Top Culling". Detta har testats i spelet "Neverwinter Nights". En jämförelse mellan en statisk och en dynamisk motståndare har gjorts där den mänskliga synen på dynamic scripting är en huvudfaktor. För att få förståelse hur spelare tänker och bemöter olika motstånd gjordes två experiment. I ett av experimenten testas en statisk och en dynamisk motståndare. I ett annat experiment görs en analys av skillnaderna i beteende mellan en dynamisk motståndare med svårighetsskalning och en dynamisk motståndare utan. Det första experimentet gav resultat som visar att den statiska motståndaren föredras medan i det andra experimentet föredras den dynamiska motståndaren som skalade sin svårighetsgrad. Slutsatsen är att vidare undersökning krävs för att kunna besvara frågan huruvida en spelare hellre vill möta en statisk eller en dynamisk motståndare.
28

Occlusion Culling on the GPU : Inner Conservative Occluder Rasterization

Svensson, Marcus January 2016 (has links)
Context. Many occlusion culling algorithms have to cope with the task of balancing performance and accuracy. While it is desirable to accurately identify all occluded scene objects, settling with a rough estimate is often more beneficial for the overall performance. Algorithms that rely on a depth buffer can often gain a lot of performance by performing the occlusion culling at a lower resolution than the resolution of the screen. This calls for more advanced methods to render the depth buffer as the standard rasterizer will not guarantee inner coverage. Objectives. The goal of this thesis is to find a solution to generate a depth buffer where all rasterized pixels are fully covered by overlapping occluders. An algorithm is proposed that is based on previous work on inner conservative rasterization. The algorithm addresses some of the problems existing methods are suffering from, but also has some flaws of its own. Methods. The proposed algorithm is tested by comparing it to two methods that also produce conservative results. A GPU-based occlusion culling system is developed to conduct an experiment. The experiment is performed by measuring performance and culling efficiency in two different views of a scene. The scene is set up to represent an average setting in a game. Results. The results from the experiment show that the proposed algorithm outperforms its competitors in many cases. In the first scene view, the total frame time is 5% faster at a full screen resolution of 1366x768 pixels and 8% faster at a full screen resolution of 1920x1080 pixels. The depth buffer generated by the proposed algorithm is culling atleast as many occludees as its competitors and often surpasses them. In the second scene view, the total frame time is 2% faster at a full screen resolution of 1366x768 pixels and 3% faster at a full screen resolution of 1920x1080 pixels. The depth buffer generated by the proposed algorithm is often culling more occludees than its competitors, but is at lower resolutions less efficient, up to 3%. Conclusions. The conclusions show that the goal has been reached. The proposed algorithm lacks flexibility, but provides good performance and accuracy. Future work to improve the proposed algorithm is outlined.
29

Debating the ‘wild’ : What the Oostvaardersplassen can tell us about Dutch constructions of nature / Vild debatt : Oostvaardersplassen och synen på natur i Holland

Buurmans, Meghan January 2021 (has links)
This thesis discusses key conflicts in the Oostvaardersplassen. These conflicts include the contestation of the Oostvaardersplassen as wilderness, the debate on grazer mortality, and the debate on culling. Through Actor Network Theory, the actors involved in the Oostvaardersplassen are discussed. A number of documents are selected for the different actors to do a qualitative analysis of communication on the Oostvaardersplassen. The Oostvaardersplassen is a unique area, claimed from the sea and fully manmade, with a management philosophy with aspects from rewilding theories. Recurring themes in the actor documents are studied, such as the definitions of the terms ‘nature’ ‘wilderness’ and the use of interventions. In addition, the documents are analysed on their use of rhetoric tools and the way they discuss the general public in the Oostvaardersplassen debates. The nature of the Oostvaardersplassen as an experiment, the strong presence of emotions in the debates and the unclear definition of goals and purposes lead to a more fractured stage for the actors and the debate. While the Oostvaardersplassen is successful as an area for experimentation, learning, and as a nature reserve in the midst of the Netherlands, these concluding issues are an important consideration in making the Oostvaardersplassen’s debate less volatile.
30

Accelerating Ray Casting Using Culling Techniques to Optimize K-D Trees

Nguyen, Anh Viet 01 August 2012 (has links) (PDF)
Ray tracing is a graphical technique that provides realistic simulation of light sources and complex lighting effects within three-dimensional scenes, but it is a time-consuming process that requires a tremendous amount of compute power. In order to reduce the number of calculations required to render an image, many different algorithms and techniques have been developed. One such development is the use of tree-like data structures to partition space for quick traversal when finding intersection points between rays and primitives. Even with this technique, ray-primitive intersection for large datasets is still the bottleneck for ray tracing. This thesis proposes the use of a specific spatial data structure, the K-D tree, for faster ray casting of primary rays and enables a ray-triangle culling technique that compliments view frustum and backface culling. The proposed method traverses the entire tree structure to mark nodes to be inactive if it is outside of the view frustum and skipped if the triangle is a backface. In addition, a ray frustum is calculated to test the spatial coherency of the primary ray. The combination of these optimizations reduces the average number of intersection tests per ray from 98% to 99%, depending on the data size.

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