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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

Visualization study on growth and breakdown of two-dimensional vortices from sharp-edged slits.

Lam, Kit. January 1977 (has links)
Thesis--M. Phil., University of Hong Kong.
2

The flow structures and Vortex Internation in the subcritical regime in the near wake of a circular cylinder /

Law, Chi-wing. January 1999 (has links)
Thesis (Ph. D.)--University of Hong Kong, 1999. / Includes bibliographical references (leaves 196-210).
3

Var finns lekplatsen? : Ett examensarbete om orienterbarhet i en parkmiljö

Sandberg, Anna January 2015 (has links)
Detta examensarbete har skrivits inom ämnet informationsdesign, som en del av kandidatprogrammet Informationsdesign med inriktning mot Rumslig gestaltning. Platsen som har studerats är Folkets park i Malmö, som i skrivande stund står inför en större ombyggnation. Detta examensarbete har både tagit utgångspunkt i parkens nuvarande, samt föreslagna utformning, vilket gjort att jag under processen behövt växla mellan dessa två olika perspektiv. Syftet med examensarbetet har varit att ta fram ett koncept som kan förbättra målgruppens möjligheter att orientera sig i parken efter den föreslagna ombyggnationen.   Genom teorier, platsanalyser och intervjuer har människors beteendemönster vid informationssökning i rumsliga sammanhang undersökts, med särskild fokus på hur detta kan fungera i Folkets park. Dessa studier ligger till grund för det designförslag som presenteras i examensarbetet. Designförslaget är ett koncept som avser att ge en tydlig bild av vad parken innehåller, tydliggöra riktningar vid förflyttning mellan olika platser, samt indikera funktion. Konceptet bygger på principer för wayshowing och består mer specifikt av vägledande formelement, som utformats och placerats där de kan förtydliga vägen till parkens lekplatser för målgruppen. / This thesis has been conducted within the field of information design, as a part of the bachelor program Information Design with specialization in Spatial Design. The location that has been studied is the park “Folkets Park” in Malmö, Sweden, which at the moment currently is facing a major rebuilding. This thesis is hence based on both the parks current and proposed design, which has made it necessary to shift between these two different perspectives. The purpose of this thesis has been to develop a design concept that can improve the target audiences’ ability to orientate within the park following the proposed rebuilding. Through the use of theories, site analysis and interviews, has human behavior in search for information within spatial contexts been studied, with a particular emphasis on it’s implications for “Folkets Park”. These studies form the basis for the proposed design presented in the thesis. The proposed design intends to provide a well-defined idea and overview of what the park contains, to clarify directions when moving between different locations within the park, as well as to indicate it’s various functions. The design concept is founded on the principles of wayshowing and consists more specifically of directing form elements, which has been designed and located where they can clarify the way to the park’s playgrounds for the target audience.
4

Représentation dynamique de modèles d'acteurs issus de reconstructions multi-vues / Dynamic representation of actors' models from multi-view reconstructions

Blache, Ludovic 20 April 2016 (has links)
Les technologies de reconstruction multi-vues permettent de réaliser un clone virtuel d'un acteur à partir d'une simple acquisition vidéo réalisée par un ensemble de caméras à partir de multiples points de vue. Cette approche offre de nouvelles opportunités dans le domaine de la composition de scènes hybrides mélangeant les images réelles et virtuelles. Cette thèse a été réalisée dans le cadre du projet RECOVER 3D dont l'objectif est de développer une chaîne de production TV complète, de l'acquisition jusqu'à la diffusion, autour de la reconstruction multi-vues. Cependant la technologie utilisée dans ce contexte est mal adaptée à la reconstruction de scènes dynamiques. En effet, la performance d'un acteur est reproduite sous la forme d'une séquence d'objets 3D statiques qui correspondent aux poses successives du personnage au cours de la capture vidéo. L'objectif de cette thèse est de développer une méthode pour transformer ces séquences de poses en un modèle animé unique. Les travaux de recherches menés dans ce cadre sont répartis en deux étapes principales. La première a pour but de calculer un champ de déplacements qui décrit les mouvements de l'acteur entre deux poses consécutives. La seconde étape consiste à animer un maillage suivant les trajectoires décrites par le champ de mouvements, de manière à le déplacer vers la pose suivante. En répétant ce processus tout au long la séquence, nous parvenons ainsi à reproduire un maillage animé qui adopte les poses successives de l'acteur. Les résultats obtenus montrent que notre méthode peut générer un modèle temporellement cohérent à partir d'une séquence d'enveloppes visuelles. / 4D multi-view reconstruction technologies are more and more used in media production due to their abilities to produce a virtual clone of an actor from a simple video acquisition performed by a set of multi-viewpoint cameras. This approach is a major advance for the composition of animations which mix virtual and real images, and also offers new possibilities for the rendering of such complex hybrid scenes. The work described in this thesis takes parts in the RECOVER 3D project which aims at developing an innovative industrial framework for TV production, based on multi-view reconstruction, from studio acquisition to broadcasting. The major drawback of the methods used in this context is that they are not adapted to the reconstruction of dynamic scenes. The output are time series which describe the successive poses of the actor, figured as a sequence of static objects. The goal of this thesis is to transform these initial results into a dynamic 3D object where the actor is figured as an animated character. The research detailed in this manuscript presents two main contributions. The first one is centered on the computation of a motion flow which represents the displacements occurring in the reconstructed scene between two consecutive poses. The second one presents a mesh animation process that leads to the animation of a 3D model from one pose to another, following the motion flow. This two-step operation is repeated throughout the entire pose sequence to finally obtain a single animated mesh that matches the evolving shape of the reconstructed actor. Results show that our method is able to produce a temporally consistent mesh animation from various sequences of visual hulls.

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