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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.
1

Extracting density distribution function models from three-dimensional data

Garcia-Serrano, Antonio Victor January 2000 (has links)
No description available.
2

Evaluation of a Fire Propagation System Based on Metaballs

Lundström, Sophia January 2022 (has links)
Background Metaballs is a method that can be applied to multiple areas, for example creating clouds and water drop simulations. This thesis looks in into thepossibility of using metaballs as a technique for fire propagation.Objectives The aim of this thesis is to investigate if metaballs can be used asa method for fire propagation in comparison to a method that has been used inmultiple games already, a grid method. The comparison was categorized into two;degree of realism in each methods spreading pattern, and how well they performregarding execution time in different scenarios.Methods A user study was conducted to determine how realistic each method isaccording to the users. The study consisted of a survey, remotely done from home,in which the participants were asked to rate the degree of realism on different clips ofthe methods of fire propagation. As a point of reference for judging fire propagation,the participants also watched two videos of actual fires spreading. To evaluate theperformance of the methods they were exposed to different scenes containing differentamounts of objects the methods had to process.Results The user study concluded that there was no significant difference in themethods spreading regarding its realism. In total, 32 participants with the age rangeof 19 to 77 volunteered for the study. The performance tests concluded that theproposed method did not perform as good as the grid method, with an average often times the execution time.Conclusion The conclusion from the user study is that the results from the userstudy did not show any significant difference between the two methods. Performancewise however, the grid was proven to be a better alternative.
3

A Rigging Convention for Isosurface-Based Characters

Davalath, Megha Nataraj 2011 May 1900 (has links)
This thesis presents a prototype system for generating animation control systems for isosurface-based characters that blurs the distinction between a skeletal rig and a particle system. Managing articulation and deformation set-up can be challenging for amorphous characters whose surface shape is defined at render time and can only be viewed as an approximation during the process of defining an animation performance. This prototype system utilizes conventional scripted techniques for defining animation control systems integrated with a graphical user interface that provides art directable control over surface contour, shape and silhouette for isosurface-based characters. Once animated, these characters can be rendered using Rendermans RIBlobby implementation and provide visual feedback of fluid motion tests. The prototype system fits naturally within common practices in digital character setup and provides the animator control over isosurface-based characters.
4

Realistický model oblohy / Realistic Model of the Sky

Brtník, Jan Unknown Date (has links)
The simulation of natural phenomena such as clouds, smoke, fire and water is one of the most important research areas in computer graphics. Clouds are an essential component of any outdoor virtual environment, they add an important element of visual detail without which the environment would feel unrealistic. This paper describes an approach for setting up a cloud simulation. Clouds in our system are modeled using cellular automaton. To accelerate the simulation and its visualization, we implement both  entirely on programmable floating-point graphics hardware. The main part of the algorithm is implemented in a fragment shader and therefore takes full advantage of the highly parallel structure. The algorithm can generate result at real-time or near real-time frame rates. We also simulate the interaction of clouds with light, including self-shadowing.

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