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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

Quantificação das superfícies impermeáveis em áreas urbanas por meio de sensoriamento remoto / Quantification of impervious surfaces in urban areas using remote sensing techniques

Esteves, Rafael Lucio 02 February 2006 (has links)
Dissertação (mestrado)—Universidade de Brasília, Faculdade de Tecnologia, Departamento de Engenharia Civil e Ambiental, 2006. / Submitted by Rosane Cossich Furtado (rosanecossich@gmail.com) on 2010-01-04T17:28:57Z No. of bitstreams: 1 Dissertacao Rafael Esteves 091.pdf: 4853118 bytes, checksum: a451b3bbd996a0991f9b20fad61bf3b1 (MD5) / Approved for entry into archive by Carolina Campos(carolinacamposmaia@gmail.com) on 2010-01-05T17:53:53Z (GMT) No. of bitstreams: 1 Dissertacao Rafael Esteves 091.pdf: 4853118 bytes, checksum: a451b3bbd996a0991f9b20fad61bf3b1 (MD5) / Made available in DSpace on 2010-01-05T17:53:53Z (GMT). No. of bitstreams: 1 Dissertacao Rafael Esteves 091.pdf: 4853118 bytes, checksum: a451b3bbd996a0991f9b20fad61bf3b1 (MD5) Previous issue date: 2006-02-02 / O crescimento descontrolado das superfícies impermeáveis em áreas urbanas tem conseqüências diretas na quantidade e qualidade do escoamento pluvial. O conhecimento da impermeabilidade do solo das bacias hidrográficas possibilita sua utilização como indicador da qualidade das águas urbanas e como instrumento de planejamento e regulação no sistema de gerenciamento dos recursos hídricos urbanos. Além disso, os estudos hidrológicos necessitam de parâmetros, dentre os quais a porcentagem de área impermeável talvez seja um dos mais importantes. A difusão das técnicas de Sensoriamento Remoto e seu grande potencial motivaram a realização dessa pesquisa, a fim de buscar métodos mais eficientes de estimação da impermeabilidade do solo de bacias hidrográficas. Foram utilizados três diferentes algoritmos de classificação de imagens de satélite para calcular a impermeabilidade de áreas de controle localizadas no Plano Piloto de Brasília- DF. Os algoritmos foram o Modelo Linear de Mistura, já disponível no software SPRING versão 4.1, o classificador Fuzzy com função de pertinência baseada na distância de Mahalanobis e o classificador tradicional MaxVer. Estes dois últimos foram implementados computacionalmente em linguagem JAVA no software Image J. Os algoritmos foram avaliados com imagens digitais de diferentes resoluções espaciais: IKONOS, SPOT, CBERS e LANDSAT. Para efeito de comparação, as áreas impermeáveis foram digitalizadas manualmente na imagem IKONOS e validadas com visitas a campo. Os valores de impermeabilidade assim estimados foram considerados a verdade de campo. Os resultados mostraram que os melhores desempenhos foram obtidos pelo Modelo de Mistura e pelo classificador Fuzzy, que obtiveram erros médios de 21,2% e 23,7%, respectivamente. O classificador MaxVer obteve um erro médio maior, de 31,8%. O Modelo de Mistura apresentou algumas deficiências, como a superestimação das áreas da classe sombra, tendência de subestimar as áreas impermeáveis e tempo de processamento computacional muito alto. A influência da resolução espacial das imagens foi importante apenas para o classificador Maxver. _______________________________________________________________________________ ABSTRACT / Impervious surface coverage growth has direct consequences in quantity and quality of stormwater runoff, such as floods and nonpoint source pollution. The quantification of basins’ imperviousness makes possible to use it as a water quality indicator for urban areas and as an important planning and managing instrument in the urban water resources management system. Furthermore, hydrologic studies need parameters, among which impervious surface percentage may be one of the most important. The diffusion of Remote Sensing techniques and their great potential motivated this research, in order to find more efficient methods for estimating impervious surface coverage in basins. Three different algorithms were used to classify satellite images and to calculate imperviousness in control areas located in the city of Brasilia-DF, Brazil. The algorithms used were the Linear Mixture Model, available in software SPRING version 4.1, the Fuzzy classifier with membership function based on Mahalanobis distance, and the traditional Maximum Likelihood classifier (MaxVer). The last two were implemented in JAVA software language as a plugin for the software Image J. The three algorithms were tested with different spatial resolution digital imageries: IKONOS, with 1 meter; SPOT, with 10 meters; CBERS, with 20 meters, and LANDSAT, with 30 meters. To compare with the reality, impervious surfaces were manually digitized over IKONOS imagery and validated with field visits, so that the imperviousness obtained was considered the ground truth. Results showed that best performances were obtained by Linear Mixture Model and by Fuzzy classifier, which had mean errors of 21,2% and 23,7%, respectively. MaxVer classifier obtained greater mean error of 31,8%. Linear Mixture Model, however, showed some deficiencies, such as high values for shadow classes, tendency to underestimate impervious surfaces, and very high computer processing times. The influence of spatial resolution was important only to the MaxVer classifier.
122

TFT-Based Active Pixel Sensors for Large Area Thermal Neutron Detection

January 2014 (has links)
abstract: Due to diminishing availability of 3He, which is the critical component of neutron detecting proportional counters, large area flexible arrays are being considered as a potential replacement for neutron detection. A large area flexible array, utilizing semiconductors for both charged particle detection and pixel readout, ensures a large detection surface area in a light weight rugged form. Such a neutron detector could be suitable for deployment at ports of entry. The specific approach used in this research, uses a neutron converter layer which captures incident thermal neutrons, and then emits ionizing charged particles. These ionizing particles cause electron-hole pair generation within a single pixel's integrated sensing diode. The resulting charge is then amplified via a low-noise amplifier. This document begins by discussing the current state of the art in neutron detection and the associated challenges. Then, for the purpose of resolving some of these issues, recent design and modeling efforts towards developing an improved neutron detection system are described. Also presented is a low-noise active pixel sensor (APS) design capable of being implemented in low temperature indium gallium zinc oxide (InGaZnO) or amorphous silicon (a-Si:H) thin film transistor process compatible with plastic substrates. The low gain and limited scalability of this design are improved upon by implementing a new multi-stage self-resetting APS. For each APS design, successful radiation measurements are also presented using PiN diodes for charged particle detection. Next, detection array readout methodologies are modeled and analyzed, and use of a matched filter readout circuit is described as well. Finally, this document discusses detection diode integration with the designed TFT-based APSs. / Dissertation/Thesis / Doctoral Dissertation Electrical Engineering 2014
123

A comparison between techniques for color grading in games

Oldenborg, Mattias January 2006 (has links)
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show no unanimously superior approach but rather aim to break down the results in categories and attempt to explain the benefits and drawbacks in using either one of them, aiding the decision for anyone inclined to implement color grading effects in games.
124

Quando o computador se torna atelier de criação artística. Liana Timm : vida de artista e artista da vida / When the computer becomes a workshop of artistic creation. Liana Timm : life as an artist and artist of life

Thomazoni, Andresa Ribeiro January 2014 (has links)
A presente tese foi desenvolvida no Programa de Pós-Graduação Informática na Educação, inserindo-se na linha de pesquisa “Interfaces digitais em educação, arte, linguagem e cognição”. Trata-se de uma pesquisa interdisciplinar que buscou tramar um diálogo entre arte e tecnologia. Mais especificamente, foi realizada uma investigação a respeito da imagem digital, entendendo-a como produzida em um agenciamento maquínico entre computador, considerado como atelier, e o corpo-artista. Desta paisagem, a investigação sobre a imagem digital buscou explorar as possibilidades de indeterminação na imagem, ou seja, suas possibilidades de criação e invenção, numa espécie de escavação até visibilizar o pixel, como o menor elemento da imagem. Metodologicamente realizou-se uma cartografia, escolhendo-se os trabalhos de imagens digitais realizados pela artista gaúcha Liana Timm. Tomou-se Liana como uma personagem estética e suas obras como disparadoras da problematização sobre imagens digitais produzidas no embate criacionista com o computador-atelier. Buscamos, dessa forma, abrir outros espaços para problematizar a imagem digital e suas possíveis conexões, bem como afirmar o computador como uma potência para fomentar maquinismos produtores da diferença e invenção. / The present thesis was developed in the Computer in Education Postgraduate Program, as part of the "Digital interfaces in education, art, language and cognition" line of research. This is an interdisciplinary research that sought to weave a dialogue between art and technology. More specifically, an investigation was carried out regarding the digital image, comprising it as produced by a machinic assemblage between the computer considered as a workshop and the body-artist. From this landscape, the research on digital image sought to explore the possibilities of indeterminacy in the image, ie, its creation and invention possibilities, a kind of digging done to show the pixel as the smallest element of the image. Methodologically, it was done a cartography, picking up the pieces of digital images made by Brazilian artist, Liana Timm. We took Liana as an aesthetic character and her works as the trigger of the problematization about the digital images produced in a creationist clash with the computer-workshop. We seek, therefore, to open up other spaces to discuss the digital image and its possible connections as well as to firm the computer as a potency to foment machinisms producers of difference and invention.
125

Deferred rendering using Compute shaders / Deferred rendering med Compute shaders

Golba, Benjamin January 2010 (has links)
Game developers today are putting a lot of effort into their games. Consumers are hard to please and demand a game which can provide both fun and visual quality. This is why developers aim to make the most use of what hardware resources are available to them to achieve the best possible quality of the game. It is easy to use too many performance demanding techniques in a game, making the game unplayable. The hard part is to make the game look good without decreasing the performance. This can be done by using techniques in a smart way to make the graphics as smooth and efficient as they can be without compromising the visual quality. One of these techniques is deferred rendering. The latest version of Microsoft’s graphics platform, DirectX 11, comes with several new features. One of these is the Compute shader which is a feature making it easier to execute general computation on the graphics card. Developers do not need to use DirectX 11 cards to be able to use this feature though. Microsoft has made it available on graphic cards made for DirectX 10 as well. There are however a few differences between the two versions. The focus of this report will be to investigate the possible performance differences between these versions on when using deferred rendering. An application was made supporting both shader model 4 and 5 of the compute shader, to be able to investigate this.
126

Färgblindkorrigering i realtid / Colorblind correction in realtime

Löf Melker, Tobias January 2017 (has links)
Målet med denna studie är att utvärdera möjligheten att göra färgkorrigering i realtid. Denna färgkorrigering ska hjälpa färgblinda att lättare urskilja mellan olika färger. Ett problem med färgkorrigering är att det kan vara för långsamt för realtid. En prototyp där existerande algoritmer har implementerats på GPU istället för CPU tas fram, detta för att testa hypotesen att färgkorrigering tar mindre prestanda ifall den implementeras på GPU. Prestandaresultaten visar att det är lämpligt att göra färgkorrigering med hjälp av shaderprogrammering på GPU istället för CPU. Ett fortsatt arbete utifrån denna studie vore att analysera hur bra olika färgkorrigeringsalgoritmer är för färgblinda personer.
127

View-Dependent Collision Detection and Response Using Octrees

Hermansson, Albin January 2016 (has links)
Context. Collision is a basic necessity in most simulated environments, especially video games, which demand user interaction. Octrees are a way to divide the simulated environments into smaller, more manageable parts,and is a hierarchical tree-structure, where each node has eight children. Octrees and similar tree-structural methods have been used frequently to optimize collision calculations and partition the objects in the 3D space. Objectives. The aim of this thesis is to find a way to further improve upon the octree structure, by using a two-level octree structure, and simplify the collision of objects that do not demand much complexity, due to their size or the geometric simplicity of their 3D models, this is done by calculating how many pixels the objects occupy on the screen, and use that as a factor when deciding the depth of their individual octrees. Methods. Each object in the 3D environment is divided using an octree. These octrees generated for the objects are then placed in a larger octree. This large octree use the smaller ones to check collision between the objects. The pixel area occupied on the screen by the objects’ octrees is used to determine what depth of the octrees will be check for intersection. Two test scenes were set up to test our model. Results. Our implementation could effectively reduce the depth of octrees belonging to objects occupying little space on the screen. The experiments also showed that the reduced depth could be used with only a slight loss in accuracy. The accuracy loss increased when more objects were used. Conclusions. The results gained in the thesis show that the pixel area can be used effectively, and the simplified octrees can still represent the objects adequately, resulting in a cheaper but slightly less accurate collision.
128

Performance evaluation of the fixed function pipeline and the programmable pipeline / Prestandautvärdering av the fixed function pipeline och the programmable pipeline

Holmåker, Markus, Woxblom, Magnus January 2004 (has links)
When developing applications in Direct3D today, developers can choose between using the fixed function pipeline and the programmable pipeline. The programmable pipeline is more flexible than the fixed function pipeline, but what is the price for high flexibility? Is high flexibility desired at any cost? How is the choice of pipeline affecting performance? The purpose of this master thesis is to evaluate the performance of the two pipelines. This will be achieved by developing a benchmark program, which measures performance when various graphical effects are tested. The results of the evaluation will hopefully help developers to decide which pipeline to use, in terms of performance. In the end we will see that the fixed function pipeline is faster than the programmable pipeline in all our tests.
129

A study in GUI aesthetics for modern pixel art games. / En undersökning om GUI-estetik för moderna pixelgrafikspel.

Grahn, Emma January 2013 (has links)
The clarity and usability of the graphical user interface is very important for the enjoyment of a digital game. Pixel art is an art style with low resolution consisting of a precise placing of pixels, the smallest unit of colour that a screen can display. Pixel art has the potential of being cheap, easy to make and nostalgic, but it takes some skill to handle. However the great weakness of pixel art is displaying letters, and small details with clarity. So is there a place for pixel art in modern games? This thesis will discuss how pixel art games could use their GUI and HUDs to create beautiful games without losing clarity. The aim of this study is to is to compare different games GUI in a systematic way and discuss whether the artists have succeeded in their design of the GUI to give the player a pleasant game experience. A second aim is to find a series of recommendations on how to build a GUI with the least possible intrusion on on a narrative driven game. The main question is how can the GUI be designed and drawn to fit a modern pixel art game without causing a distracting discord to the pixel art style? / Tydlighet och användarvänlighet, i det grafiska användargränssnittet är en mycket viktig del för att göra ett digitalt spel omtyckt. Pixelgrafik är en grafisk stil i låg upplösning som består av en genomtänkt placering av pixlar, de minsta representationen av färg som en skärm kan visa. Pixelgrafik har potentialet att vara billigt, lätt att skapa och nostalgiskt, men den kräver teknik att använda. Den här uppsatsen diskuterar hur pixelgrafik kan använda sitt användargränssnitt och ”Heads up display” för att skapa vackra spel utan att förlora tydlighet.
130

Holoscopic 3D imaging and display technology : camera/processing/display

Swash, Mohammad Rafiq January 2013 (has links)
Holoscopic 3D imaging “Integral imaging” was first proposed by Lippmann in 1908. It has become an attractive technique for creating full colour 3D scene that exists in space. It promotes a single camera aperture for recording spatial information of a real scene and it uses a regularly spaced microlens arrays to simulate the principle of Fly’s eye technique, which creates physical duplicates of light field “true 3D-imaging technique”. While stereoscopic and multiview 3D imaging systems which simulate human eye technique are widely available in the commercial market, holoscopic 3D imaging technology is still in the research phase. The aim of this research is to investigate spatial resolution of holoscopic 3D imaging and display technology, which includes holoscopic 3D camera, processing and display. Smart microlens array architecture is proposed that doubles spatial resolution of holoscopic 3D camera horizontally by trading horizontal and vertical resolutions. In particular, it overcomes unbalanced pixel aspect ratio of unidirectional holoscopic 3D images. In addition, omnidirectional holoscopic 3D computer graphics rendering techniques are proposed that simplify the rendering complexity and facilitate holoscopic 3D content generation. Holoscopic 3D image stitching algorithm is proposed that widens overall viewing angle of holoscopic 3D camera aperture and pre-processing of holoscopic 3D image filters are proposed for spatial data alignment and 3D image data processing. In addition, Dynamic hyperlinker tool is developed that offers interactive holoscopic 3D video content search-ability and browse-ability. Novel pixel mapping techniques are proposed that improves spatial resolution and visual definition in space. For instance, 4D-DSPM enhances 3D pixels per inch from 44 3D-PPIs to 176 3D-PPIs horizontally and achieves spatial resolution of 1365 × 384 3D-Pixels whereas the traditional spatial resolution is 341 × 1536 3D-Pixels. In addition distributed pixel mapping is proposed that improves quality of holoscopic 3D scene in space by creating RGB-colour channel elemental images.

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