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Metody FFD / FFD methodsNovák, Jiří January 2017 (has links)
The diploma thesis deals with the topic of free-form deformations. The main goal of this work were elaboration of theoretical knowledge about this issue and the programming of selected methods od free-form deformations. The first part describes the required spline theory, matrix calculus and free-form deformations. The resulting version shows three programs. The first program compares the selected free-form deformation methods to the example of the 4x4 control point grid. The second program serves as a generalization for the general case of grid of control points. The last program is based on direct manipulation of arbitrary surface point and following recomputation of the control points to obtain demanded shape.
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Sculpture virtuelle par système de particules / Virtual sculpture using particles systemHelbling, Marc 25 November 2010 (has links)
La 3D s'impose comme un nouveau média dont l'adoption généralisée passe par la conception d'outils, accessibles au grand public, de création et de manipulation de formes tridimensionnelles quelconques. Les outils actuels reposent fortement sur la modélisation sous-jacente des formes, généralement surfacique, et sont alors peu intuitifs ou limitatifs dans l'expressivité offerte à l'utilisateur.Nous souhaitons, dans ces travaux, définir une approche ne présentant pas ces défauts et permettant à l'utilisateur de se concentrer sur le processus créatif. En nous inspirant de l'utilisation séculaire de l'argile, nous proposons une approche modélisant la matière sous forme lagrangienne.Une forme est ainsi décrite par un système de particules, où chaque particule représente un petit volume du volume global.Dans ce cadre lagrangien, la méthode Smoothed Particle Hydrodynamics (SPH) permet l'approximation de grandeurs physiques en tout point de l'espace. Nous proposons alors une modélisation de matériaux à deux couches, l'une décrivant la topologie et l'autre décrivant la géométrie du système global.La méthode SPH permet, entre autres, d'évaluer la densité de matière. Ceci nous permet de définir une surface implicite basée sur les propriétés physiques du système de particules pour redonner un aspect continu à la matière.Ces matériaux peuvent alors être manipulés au moyen d'interactions locales reproduisant le maniement de la pâte à modeler, et de déformations globales. L'intérêt de notre approche est démontrée par plusieurs prototypes fonctionnant sur des stations de travail standard ou dans des environnements immersifs. / 3D is emerging as a new media. Its widespread adoption requires the implementation of userfriendly tools to create and manipulate three-dimensional shapes. Current softwares heavily rely on underlying shape modeling, usually a surfacic one, and are then often counter-intuitive orlimiting. Our objective is the design of an approach alleviating those limitations and allowing the user to only focus on the process of creating forms. Drawing inspiration from the ancient use of clay,we propose to model a material in a lagrangian description. A shape is described by a particles system, where each particle represents a small fraction of the total volume of the shape. In this framework, the Smoothed Particle Hydrodynamics method enables to approximate physical values anywhere in space. Relying on this method, we propose a modeling of material with two levels, one level representing the topology and the other one describing local geometry of the shape.The SPH method especially enables to evaluate a density of matter. We use this property todefine an implicit surface based on the physical properties of the particles system to reproduce the continuous aspect of matter. Those virtual materials can then be manipulated locally through interactions reproducing the handling of dough in the real world or through global shape deformation. Our approach is demonstrated by several prototypes running either on typical desktop workstation or in immersive environment system.
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Animační knihovna se zaměřením na skeletální animace / Animation Library Focused on Skeletal AnimationsDokoupil, Petr January 2009 (has links)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
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Computational Bayesian techniques applied to cosmologyHee, Sonke January 2018 (has links)
This thesis presents work around 3 themes: dark energy, gravitational waves and Bayesian inference. Both dark energy and gravitational wave physics are not yet well constrained. They present interesting challenges for Bayesian inference, which attempts to quantify our knowledge of the universe given our astrophysical data. A dark energy equation of state reconstruction analysis finds that the data favours the vacuum dark energy equation of state $w {=} -1$ model. Deviations from vacuum dark energy are shown to favour the super-negative ‘phantom’ dark energy regime of $w {< } -1$, but at low statistical significance. The constraining power of various datasets is quantified, finding that data constraints peak around redshift $z = 0.2$ due to baryonic acoustic oscillation and supernovae data constraints, whilst cosmic microwave background radiation and Lyman-$\alpha$ forest constraints are less significant. Specific models with a conformal time symmetry in the Friedmann equation and with an additional dark energy component are tested and shown to be competitive to the vacuum dark energy model by Bayesian model selection analysis: that they are not ruled out is believed to be largely due to poor data quality for deciding between existing models. Recent detections of gravitational waves by the LIGO collaboration enable the first gravitational wave tests of general relativity. An existing test in the literature is used and sped up significantly by a novel method developed in this thesis. The test computes posterior odds ratios, and the new method is shown to compute these accurately and efficiently. Compared to computing evidences, the method presented provides an approximate 100 times reduction in the number of likelihood calculations required to compute evidences at a given accuracy. Further testing may identify a significant advance in Bayesian model selection using nested sampling, as the method is completely general and straightforward to implement. We note that efficiency gains are not guaranteed and may be problem specific: further research is needed.
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