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Fidelity metrics for virtual environment simulations based on human judgements of spatial memory awareness statesMania, Aikaterini Katerina January 2001 (has links)
No description available.
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Graphical interaction managementBarn, Balbir Singh January 1988 (has links)
No description available.
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Real Time Telemetry Data Processing and Data DisplayMacias, Filiberto 10 1900 (has links)
International Telemetering Conference Proceedings / October 28-31, 1996 / Town and Country Hotel and Convention Center, San Diego, California / The Telemetry Data Center (TDC) at White Sands Missile Range (WSMR) is now beginning to modernize its existing telemetry data processing system. Modern networking and interactive graphical displays are now being introduced. This infusion of modern technology will allow the TDC to provide our customers with enhanced data processing and display capability. The intent of this project is to outline this undertaking.
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Improvement of JANUS target acquisition using a fuzzy logic human factors model.Miller, Marvin Lewis. January 1994 (has links)
Thesis (M.S. in Computer Science) Naval Postgraduate School, March 1994. / Thesis advisors, Sehung Kwak, Judith H. Lind. AD-A280 040. "March 1994." Includes bibliographical references (p. 113-114). Also available online.
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Creative Coding on the Web in p5.js : A Library Where JavaScript Meets ProcessingSandberg, Emil January 2019 (has links)
Creative coding is the practice of writing code primarily for an expressive purpose rather than a functional one. It is mostly used in creative arts contexts. One of the most popular tools in creative coding is Processing. Processing is a desktop application and in recent years a web-based alternative named p5.js has been developed. This thesis investigates the p5.js JavaScript library. It looks at what can be accomplished with it and in which cases it might be used. The main focus is on the pros and cons of using p5.js for web graphics. Another point of focus is on how the web can be used as a creative platform with tools like p5.js. The goals are to provide an overview of p5.js and an evaluation of the p5.js library as a tool for creating interactive graphics and animations on the web. The research focuses on comparing p5.js with plain JavaScript from usability and performance perspectives and making general comparisons with other web-based frameworks for creative coding. The methods are a survey and interviews with members of creative coding communities, as well as performing coding experiments in p5.js and plain JavaScript and comparing the results and the process. The results from the coding experiments show that compared to plain JavaScript p5.js is easier to get started with, it is more intuitive, and code created in p5.js is easier to read. On the other hand, p5.js performs worse, especially when continuously drawing large amounts of elements to the screen. This is further supported by the survey and the interviews, which show that p5.js is liked for its usability, but that its performance issues and lack of advanced features mean that it is usually not considered for professional projects. The primary use case for p5.js is creating quick, visual prototypes. At the same time, the interviews show that p5.js has been used in a variety of contexts, both creative and practical. p5.js is a good library for getting started with coding creatively in the browser and is an excellent choice for experimenting and creating prototypes quickly. Should project requirements be much more advanced than that, there might be other options that will work better.
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Point Cloud Mesostructure ImpostorsNykl, Erik L. January 2017 (has links)
No description available.
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Design of a computer graphics laboratoryGrandhee, Ashok A. January 1985 (has links)
No description available.
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Flou de mouvement réaliste en temps réelGuertin-Renaud, Jean-Philippe 08 1900 (has links)
Le flou de mouvement de haute qualité est un effet de plus en plus important en rendu interactif. Avec l'augmentation constante en qualité des ressources et en fidélité des scènes vient un désir semblable pour des effets lenticulaires plus détaillés et réalistes.
Cependant, même dans le contexte du rendu hors-ligne, le flou de mouvement est souvent approximé à l'aide d'un post-traitement. Les algorithmes de post-traitement pour le flou de mouvement ont fait des pas de géant au niveau de la qualité visuelle, générant des résultats plausibles tout en conservant un niveau de performance interactif. Néanmoins, des artefacts persistent en présence, par exemple, de mouvements superposés ou de motifs de mouvement à très large ou très fine échelle, ainsi qu'en présence de mouvement à la fois linéaire et rotationnel. De plus, des mouvements d'amplitude importante ont tendance à causer des artefacts évidents aux bordures d'objets ou d'image.
Ce mémoire présente une technique qui résout ces artefacts avec un échantillonnage plus robuste et un système de filtrage qui échantillonne selon deux directions qui sont dynamiquement et automatiquement sélectionnées pour donner l'image la plus précise possible. Ces modifications entraînent un coût en performance somme toute mineur comparativement aux implantations existantes: nous pouvons générer un flou de mouvement plausible et temporellement cohérent pour plusieurs séquences d'animation complexes, le tout en moins de 2ms à une résolution de 1280 x 720. De plus, notre filtre est conçu pour s'intégrer facilement avec des filtres post-traitement d'anticrénelage. / High-quality motion blur is an increasingly important effect in interactive graphics. With the continuous increase in asset quality and scene fidelity comes a similar desire for more detailed and realistic lenticular effects.
However, even in the context of offline rendering, motion blur is often approximated as a post process. Recent motion blur post-processes have made great leaps in visual quality, generating plausible results with interactive performance. Still, distracting artifacts remain in the presence of, for instance, overlapping motion or large- and fine-scale motion features, as well as in the presence of both linear and rotational motion. Furthermore, large scale motion often tends to cause obvious artifacts at boundary points.
This thesis addresses these artifacts with a more robust sampling and filtering scheme that samples across two directions which are dynamically and automatically selected to provide the most accurate image possible. These modifications come at a very slight penalty compared to previous motion blur implementations: we render plausible, temporally-coherent motion blur on several complex animation sequences, all in under 2ms at a resolution of 1280 x 720. Moreover, our filter is designed to integrate seamlessly with post-process anti-aliasing.
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Etude de l’usage du stylo numérique en recherche en sciences de l’éducation : traitement et représentation des données temps issues de la trace d’écriture avec un stylo numérique. / Processing and representation of time stamped logs recorded by the use of digital pen and paper in an educational research contextBarhoumi, Zaara 24 April 2013 (has links)
La technologie de numérisation des données manuscrites a atteint son essor après l’invention du stylo numérique. Les recherches se sont concentrées alors sur le développement des applications IHM qui facilitent la manipulation des données encre numérique. Dans un contexte de recherche, la technologie du papier et stylo numériques s’avère utile pour la collecte des données expérimentales dans différents domaines. Notre but est de fournir une aide pour le traitement et la visualisation des données, notamment les données temps, recueillies avec un stylo numérique dans deux cas d’usage en sciences de l’éducation à savoir les tests d’évaluation et la prise de notes d’observation. Notre démarche consiste à étudier ces cas d’usage en terme de besoin dans quatre expériences concrètes et à développer, en participation avec l’utilisateur, des prototypes de système de traitement et de visualisation des données. Dans le but de concevoir un modèle général de tel système, nous avons analysé l’interface d’utilisation des prototypes en terme de fonctionnalités, de visualisation et d’interaction. Notre modèle décrit le processus de visualisation en mettant en œuvre trois types de tâches d’utilisateur à savoir les tâches d’analyses, les tâches de manipulation et les tâches d’interaction. / Scanning technology for handwritten data has reached its momentum after the invention of the digital pen. Research work focused on the development of HMI applications that facilitate digital ink data manipulation. In a research context, digital pen and paper technology is useful for collecting experimental data in various fields. Our goal is to provide support for the processing and the visualization of time stamped data collected by a digital pen in two cases of use : on one hand, in the educational science field, and especially for assessment tests and, on another hand, for taking observation notes. Our approach is to study these cases of use through four concrete experiences and to develop, with the participation of the user, prototypes for a system that aid to process and to visualize collected data. In order to abstract a general model of such a system, we analyzed prototypes user interfaces in terms of functionality, visualization and interaction. Our model describes the visualization process by implementing three types of user tasks namely analytic tasks, handling tasks and interaction tasks.
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