• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 29
  • 10
  • 3
  • 1
  • Tagged with
  • 46
  • 27
  • 18
  • 16
  • 14
  • 13
  • 11
  • 10
  • 9
  • 9
  • 8
  • 8
  • 7
  • 7
  • 7
  • 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.
41

An intuitive motion-based input model for mobile devices

Richards, Mark Andrew January 2006 (has links)
Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
42

Aplikace s vkládáním virtuálních předmětů do záběru kamery / Application for Insertion of Virtual Objects to Camera Shots

Popelka, Karel January 2016 (has links)
The aim of this project is to design an application for mobile platform which can insert virtual objects to camera shots without disturbing the scene. The application is implemented on Windows 8.1 and Windows Phone 8.1 platforms. The scene rendering is done in DirectX with C++ programming language and the user interface is created in XAML. This text describes the relevant fundamentals of augmented reality and the selected platform and it describes advanced programming techniques such as asynchronous resources loading or advanced post processing rendering techniques. The result of this project is a mobile application for inserting a virtual object with its shadow to camera shot. It is possible to set some aspects of the light and take a picture with the virtual object in high resolution.
43

3D animace postavy v počítačové grafice / Animation of 3D Character in Computer Graphics

Pečenka, Michal January 2008 (has links)
The main goal of this project was to familiarize readers with the techniques used in real-time animation of 3D characters. This work is focused on two types of animation: keyframe animation and skeletal animation. There are described algorithms for software and hardware accelerated model deformations, keyframe interpolations, animation blending, inverse kinematics and ragdoll. The result of this project is a framework, which consists of an animation library, examples demonstrating library functions and tools for export animations from 3D Studio Max and MilkShape 3D.
44

A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke / En fysiskt baserad rörledning för realtidssimulering och rendering av realistisk eld och rök

He, Yiyang January 2018 (has links)
With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.
45

Zobrazování voxelových scén pomocí ray tracingu v reálném čase / Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing

Menšík, Jakub January 2021 (has links)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
46

Snímání scény pomocí USB a FireWire kamer / USB a FireWire camera aplications

Berka, Petr January 2008 (has links)
This diploma thesis deals with a interface USB and FireWire cameras to a computer through a technology called DirectShow. I used mostly a development kit „MontiVision“, which cooperates with a programming environment as is e.g. Microsoft Visual C++. You find here how to use a direct pixel access, how to get singles photos from a video, how to set up and calibrate a camera and how can look a particular application of the image processing. I wrote an introduction to the stereo-vision above the frame of my task. This thesis is like a manual for students. It includes my personal experiences and experimentations too.

Page generated in 0.0254 seconds