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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.
121

Aspekte der Echtzeit-Interaktion mit virtuellen Umgebungen

Rusdorf, Stephan 21 May 2008 (has links) (PDF)
Für die schnelle Visualisierung großer Modelle werden sogenannte Echtzeit-Visualisierungsverfahren (real time rendering techniques) eingesetzt. Durch parallele Verarbeitung der Objektdaten auf Multicore-CPUs ist es möglich, die Geschwindigkeit der Darstellung gegenüber GPU-basierten Verfahren weiter zu erhöhen. Insbesondere wurde die Möglichkeit untersucht, das Occlusion-Culling mit Hilfe der CPU durchzuführen. Dabei konnte speziell das Worst-Case-Verhalten verbessert werden. Mit der Anzahl der Systemkomponenten (z.B. Trackingsystem, Beamer, Rechner) steigt die Trägheit (Latenz) des Gesamtsystems, was eine Echtzeitverarbeitung der Daten deutlich erschwert. Durch Bewegungsvorhersagen, die speziell an das Nutzerverhalten im Rahmen der Anwendung angepasst sind, können auftretende Latenzen kompensiert werden. Die Entwicklungen erfolgten im Kontext einer immersiven Tischtennissimulation. Tischtennis gehört zu den schnellsten Sportarten und repräsentiert somit eine anspruchsvolle Umgebung. Ein weiterer wichtiger Aspekt bei der Interaktion mit virtuellen Umgebungen ist die Natürlichkeit (Intuitivität) der Benutzeroberfläche. Durch eine möglichst direkte (aus der Realität bekannte) Umsetzung der Benutzerbewegungen in Systembefehle wird eine höchstmögliche Effektivität im Umgang mit dem System erzielt. Im Rahmen einer Designanwendung wurden Interaktionstechniken realisiert, die den alltäglichen Bewegungsabläufen nachempfunden sind.
122

Multi-camera: interactive rendering of abstract digital images

Smith, Jeffrey Statler 30 September 2004 (has links)
The purpose of this thesis is the development of an interactive computer-generated rendering system that provides artists with the ability to create abstract paintings simply and intuitively. This system allows the user to distort a computer-generated environment using image manipulation techniques that are derived from fundamentals of expressionistic art. The primary method by which these images will be abstracted stems from the idea of several small images assembled into a collage that represents multiple viewing points rendered simultaneously. This idea has its roots in the multiple-perspective and collage techniques used by many cubist and futurist artists of the early twentieth century.
123

Μελέτη και παρουσίαση σύγχρονων πρωτοκόλλων περιγραφής τρισδιάστατης πληροφορίας και υλοποίηση πιλοτικής εφαρμογής για διαδραστική παρουσίασή της σε φυλλομετρητές / Research and presentation of modern protocols used for 3D information description and development of a pilot application on interactive presentation of this 3D information in Web browsers

Αντίοχος-Πλεξιδάς, Λουκάς 13 September 2011 (has links)
Σήμερα υπάρχουν πολυάριθμα εργαλεία για την κατασκευή και παραμετροποίηση τρισδιάστατων μοντέλων με το καθένα από αυτά να χρησιμοποιεί το δικό του πρωτόκολλο περιγραφής της τρισδιάστατης πληροφορίας που αποθηκεύει και επεξεργάζεται. Εντούτοις δεν είναι λίγες η φορές που απαιτείται η μεταφορά περιεχομένου απο το ένα εργαλείο στο άλλο. Το παραπάνω οδήγησε στην ανάγκη δημιουργίας κοινώς αποδεκτών πρωτοκόλλων περιγραφής της τρισδιάστατης πληροφορίας για την διευκόλυνση της διαχείρισής της. Απο τα πρωτόκολλα αυτά, το COLLADA φαίνεται να επικρατεί λόγω του οτι είναι ανοιχτό, επεκτάσιμο και ευρέως διαδεδομένο. Στην παρούσα εργασία γίνεται παρουσίαση αυτού και δίνεται έμφαση στους λόγους που οδηγούν στην ολοένα και ταχύτερη ανάπτυξή του και στις τελευταίες λειτουργείες που έχουν προστεθεί. Στη συνέχεια, με βάση το πρωτοκολλο αυτό, υλοποιείται μια πιλοτική εφαρμογή για την απεικόνιση και την αλληλεπίδραση με τρισδιάτατα αντικείμενα, χρησιμοποιώντας σύγχρονες τεχνικές και τεχνολογίες για διαδικτυακή παρουσίαση τρισδιάστατου περιεχομένου. Η εφαρμογή αυτή στοχεύει σε φυλλομετρητές προσωπικών υπολογιστών, ενδέχεται ωστόσο να επεκταθεί ώστε να είναι δυνατή η χρήση της ακόμα και από φυλλομετρητές τελευταίας τεχνολογίας κινητών τηλεφώνων (iPhone). Τα συμπεράσματα που θα προκύψουν από την χρήση της εφαρμογής αυτής ενδέχεται να οδηγήσουν στην δημιουργία ενός μετέπειτα ολοκληρωμένου προϊόντος. / Today there are numerous tools for the construction and configuration of three-dimensional models, each of them uses its own protocol describes the three-dimensional information stored and processed. However, there are few times when the need to transfer content from one tool to another. The above led to the need for commonly accepted protocol describes the three-dimensional information to facilitate management. Of these protocols, the COLLADA seems to prevail because it is open, scalable and ubiquitous. In the present study it and focus on the reasons leading to ever more rapid development in recent operations that have been added. Then, based on this protocol, implemented a pilot application to display and interact with trisdiatata items using modern techniques and technologies for web-dimensional presentation of content. This application is targeted at PC browsers, but may be extended to allow the use of browsers and even the art mobile phones (iPhone). The conclusions arising from the use of this application may result in the creation of a finished product later.
124

Multi-Volume Rendering in OpenSpace Using A-Buffers for Space Weather Visualizations

Strandstedt, Jonas January 2017 (has links)
The work described in this thesis is part of the initial development of the open-source visualization software OpenSpace, a collaborative project between Linköping University (LiU), the National Aeronautics and Space Administration (NASA) and the American Museum of Natural History (AMNH). The report covers the background and implementation of a rendering system that enables OpenSpace to interactively visualize multiple overlapping space weather events. The system works much like a Deferred Renderer by rendering all objects once and then resolves the final image in a second rendering step. To render a mix of opaque and translucent objects and volumes simultaneously, order-independent transparency solutions are implemented. Performance is compared against traditional methods and possible improvements are discussed. The implemented rendering system is currently powering the OpenSpace visualizations, this gives scientists an interactive tool for studying multiple space weather events, education and public outreach.
125

3D-visualisering av robotsimulering / 3D visaualization of missile simulation

Winell, Johan January 2001 (has links)
Visualization is a rapidly growing area of computer graphics. Due to the very progressive development of computer technology and especially 3D-graphic boards yesterdays imagination of visualizations, today is a reality. At Saab Bofors Dynamics in Linköping missile systems are developed. Through the development, different subsystems are simulated before the manufacturing starts. The results of these simulations have to be visualized to get a meaning. The visualizations can be symbolic or more real looking 3D-visualizations. During the work an investigation of available tools for computer visualizations on the market has been conducted. The outcome of the investigation has later been the foundation for the selection of tools to solve the visualization task. One 3D-visualization application for general 3D-visualization has then been developed using two different 3D-APIs, and the experiences of these have then been analyzed.
126

Augmented Reality for Product Packaging : An Android Augmented Reality App

Nikobonyadrad, Sam January 2012 (has links)
Augmented Reality for smartphones, while still in its initial stages, has a great potential in relation to the future path of mobile marketing and has already shown significant market presence thus far. However, Augmented Reality is an almost new concept, but its basis and techniques have been used for years. By generating enthusiasm in the retail market, Augmented Reality presents many opportunities. Simulating virtual interaction in real-time for an unknown product, encourages customers to experience an advertisement. The sense enhancement that Augmented Reality provides over a real-world environment, might be either the result of the device's location or the environmental images surrounding the device. The latter is called vision Augmented Reality. This study aims to develop a vision-based Augmented Reality application for Android platforms. The idea is based on a proposal offered by a ProductPackaging company, which would like to develop a smartphone application in order to provide shoppers an idea regarding what is inside the package. However, this is only one of the numerous advantages that AR brings and the benefits of this technology appears to be almost limitless in relation toincreasing productivity for customers. Once the goal has been achieved, the application can be used to provide relevant information about the product suchas physical specification, ingredients, animated instruction manual, repair wizard and so on. The main focus of the entire implementation is on integrating an existing ARSDK and a Java rendering library so that they can cooperate together. In addition, the fundamentals associated with the Image Registration process, which is the basis of Augmented Reality, are addressed. Both the advantages and drawbacks of the implementation model are discussed in this paper as arethe problematic issues surrounding the execution steps.
127

Skinning på GPUn : Med dubbel kvaternioner

Björn, Overå January 2012 (has links)
Målet med projektet var att undersöka hur skeletal animationer utförs. Ett mål till var att det skulle vara förbestämda animationer. För att kunna ha förberäknade animationer användes autodesk fbx-filer. Skinningen har använt dubbel kvaternioner istället för matriser.Rapporten visar att skeletal animation med dubbel kvaternion skinning teknik kan utföras genom att använda fbx-filer med data som först exporterats till json-format.
128

Quake II meets Java

Weiße, Carsten, Stöckel, Rene 25 July 2005 (has links) (PDF)
Vortrag zum 135. Unix-Stammtisch * Das Sourceforge-Projekt Jake2 * Wie langsam ist Java wirklich? * 3D-Game-Engine Interna
129

Generování syntetických obrazů sítnic oka / Generation of Synthetic Images of Eye Retinas

Tretter, Zdeněk January 2017 (has links)
The goal of this thesis is to design and implement a program capable of automatically generating synthetic images of eye retinas. The generated images should be similar to those of real retinas, which are hard to obtain, so they could be used for development of various algorithms, which work with eye retina images in their place. This thesis describes anatomic properties of the eye retina, ways to take images of it and also usage of eye retina recognition in biometric and medicinal applications. Design of the program and the way in which individual parts of the retina are assembled together into the final image is also explained in this thesis. These individual parts are created using procedural textures in separate layers of the image. Next chapter of this work describes implementation details of the program. The conclusion then experimentally verifies suitability of the generated images for algorithmic processing.
130

Stanovení pozice objektu / Detection of object position

Baáš, Filip January 2019 (has links)
Master’s thesis deals with object pose estimation using monocular camera. As an object is considered every rigid, shape fixed entity with strong edges, ideally textureless. Object position in this work is represented by transformation matrix, which describes object translation and rotation towards world coordinate system. First chapter is dedicated to explanation of theory of geometric transformations and intrinsic and extrinsic parameters of camera. This chapter also describes detection algorithm Chamfer Matching, which is used in this work. Second chapter describes all development tools used in this work. Third, fourth and fifth chapter are dedicated to practical realization of this works goal and achieved results. Last chapter describes created application, that realizes known object pose estimation in scene.

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