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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

Vertex tracing - interaktives ray tracing durch adaptiv progressives Refinement im Objektraum

Ullmann, Thomas. January 2003 (has links) (PDF)
Ilmenau, Techn. Universiẗat, Diss., 2003.
2

Compression and visualization of large and animated volume data

Guthe, Stefan. January 2004 (has links) (PDF)
Tübingen, University, Diss., 2004.
3

The lgf3 (lumigraph framework version 3) project a versatile implementation framework for image-based modeling and rendering = Das lgf3 (lumigraph framework version 3) Projekt /

Vogelgsang, Christian. January 2005 (has links) (PDF)
Erlangen, Nürnberg, University, Diss., 2005.
4

Kompression von bildbasierten Szenenrepräsentationen für interaktive Umgebungen

Peter, Ingmar. January 2002 (has links) (PDF)
Tübingen, Universiẗat, Diss., 2002.
5

The conception and production of the costume designs for Don Nigro's mariner

Brown, Susan Scott Battles January 1991 (has links)
No description available.
6

"Rendering híbrido: mapeamento de volumes sobre superfícies" / Hybrid rendering: mapping volume on surfaces

Eler, Danilo Medeiros 27 April 2006 (has links)
Algoritmos para rendering de superfícies são rápidos, mas não são compatíveis com situações em que é necessário investigar estruturas internas em volumes. Algoritmos de rendering volumétrico direto são adequados para a exploração de estruturas volumétricas, mas são lentos quando comparados a um rendering de superfícies. Várias soluções híbridas foram propostas na literatura, sendo que uma delas, conhecida como VoS (Volume on Surface), foi proposta recentemente com o objetivo de aumentar a capacidade de investigação do conteúdo de volumes por meio de superfícies. VoS é uma técnica híbrida que permite mapear o conteúdo de um volume em superfícies extraídas do mesmo. A técnica executa lançamento de raios para mapear as informações do volume na superfície, possibilitando a visualização das estruturas internas do volume utilizando rendering de superfícies convencional. No presente trabalho estudamos a técnica VoS e propomos diversas modificações com o intuito de generalizar a técnica e tratar algumas de suas limitações. As novas soluções apresentadas permitem a utilização da técnica com volumes de voxels regulares, e geram imagens de melhor qualidade. Assim como a VoS, as duas novas versões implementadas, VoSm e VoSm*, têm o objetivo de melhorar o poder de investigação do rendering de superfícies, permitindo a exploração do conteúdo de volumes. A técnica VoS e suas variações oferecem uma ferramenta alternativa para aplicações em que a utilização de superfícies é uma solução natural. / Surface rendering algorithms are fast, but are not suitable in situations where internal volume structures must be displayed for investigation. On the other hand, Direct Volume Rendering algorithms are effective to support exploration of internal volume structures, but software implementations are slow as compared to surface rendering solutions. Several hybrid solutions have been proposed in the literature. One of such hybrid solutions, named as VoS (Volume on Surface), has been recently introduced with the goal of using surfaces to enhance volume investigation capability. VoS is a hybrid technique that maps volume contents to surfaces extracted from this volume. The technique performs ray casting to map the volume information onto the surface, thus enabling the visualization of internal volume structures using standard surface rendering algorithms. In this work we study the VoS technique and propose several modifications in order to generalize the technique and treat some of its limitations. The new solutions presented here enable applying the technique to volumes described as a regular grid of voxels and produce images of superior quality as compared to the original. As with VoS, the two novel implementations, VoSm and VoSm*, have the goal of improving the investigative power of a surface rendering display, supporting exploration of volumetric contents. VoS and its variations are alternative tools for applications where surface rendering is a natural visualization solution.
7

"Rendering híbrido: mapeamento de volumes sobre superfícies" / Hybrid rendering: mapping volume on surfaces

Danilo Medeiros Eler 27 April 2006 (has links)
Algoritmos para rendering de superfícies são rápidos, mas não são compatíveis com situações em que é necessário investigar estruturas internas em volumes. Algoritmos de rendering volumétrico direto são adequados para a exploração de estruturas volumétricas, mas são lentos quando comparados a um rendering de superfícies. Várias soluções híbridas foram propostas na literatura, sendo que uma delas, conhecida como VoS (Volume on Surface), foi proposta recentemente com o objetivo de aumentar a capacidade de investigação do conteúdo de volumes por meio de superfícies. VoS é uma técnica híbrida que permite mapear o conteúdo de um volume em superfícies extraídas do mesmo. A técnica executa lançamento de raios para mapear as informações do volume na superfície, possibilitando a visualização das estruturas internas do volume utilizando rendering de superfícies convencional. No presente trabalho estudamos a técnica VoS e propomos diversas modificações com o intuito de generalizar a técnica e tratar algumas de suas limitações. As novas soluções apresentadas permitem a utilização da técnica com volumes de voxels regulares, e geram imagens de melhor qualidade. Assim como a VoS, as duas novas versões implementadas, VoSm e VoSm*, têm o objetivo de melhorar o poder de investigação do rendering de superfícies, permitindo a exploração do conteúdo de volumes. A técnica VoS e suas variações oferecem uma ferramenta alternativa para aplicações em que a utilização de superfícies é uma solução natural. / Surface rendering algorithms are fast, but are not suitable in situations where internal volume structures must be displayed for investigation. On the other hand, Direct Volume Rendering algorithms are effective to support exploration of internal volume structures, but software implementations are slow as compared to surface rendering solutions. Several hybrid solutions have been proposed in the literature. One of such hybrid solutions, named as VoS (Volume on Surface), has been recently introduced with the goal of using surfaces to enhance volume investigation capability. VoS is a hybrid technique that maps volume contents to surfaces extracted from this volume. The technique performs ray casting to map the volume information onto the surface, thus enabling the visualization of internal volume structures using standard surface rendering algorithms. In this work we study the VoS technique and propose several modifications in order to generalize the technique and treat some of its limitations. The new solutions presented here enable applying the technique to volumes described as a regular grid of voxels and produce images of superior quality as compared to the original. As with VoS, the two novel implementations, VoSm and VoSm*, have the goal of improving the investigative power of a surface rendering display, supporting exploration of volumetric contents. VoS and its variations are alternative tools for applications where surface rendering is a natural visualization solution.
8

Interactive crayon rendering for animation

Halstead, Howard John IV 12 April 2006 (has links)
This thesis describes the design and implementation of an interactive, nonphotorealistic rendering system for three-dimensional computer animation. The system provides a two-dimensional interface for coloring successive frames of animation using a virtual crayon that emulates the appearance of hand-drawn wax crayons on textured paper. The crayon strokes automatically track and move with threedimensional objects in the animation to preserve temporal coherency of strokes from one frame to the next. The system is intended to be used as an interactive renderer in conjunction with third-party three-dimensional modeling and animation tools.
9

Plenoptic modelling and rendering of complex rigid scenes

Evers-Senne, Jan-Friso January 2008 (has links)
Zugl.: Kiel, Univ., Diss., 2008 / Hergestellt on demand
10

Metodický přístup k evaluaci výpočtů vzhledu / A Methodical Approach to the Evaluation of Appearance Computations

Hruška, Marcel January 2020 (has links)
Various rendering techniques often use different approaches to the same aspects of the image synthesis process, mainly due to their complexity and constant development. Excluding global illumination algorithms, appearance descriptions are key distinguishing factors between the rendering systems. These descriptions might include BRDF models, support for spectral color representation, and even integration of advanced phenomena, such as fluores- cence. Unfortunately, as there are no standardized implementations of these features, their computations might not be completely accurate, which may result in their incorrect representation. This thesis describes an evaluation suite that methodically tests rendering algorithms based on their appearance reproduction capabilities. The core of the suite is a set of scenes that test five specific appearance phenomena - polarization, GGX reflectance, fluorescence, iridescence and the overall spectral accuracy. Each test case scenario contains as few scenes as possible while maximizing the number of covered aspects of the tested feature. For the user's convenience, we wrap the scenes inside an automatic workflow that runs the specified test case scenarios and displays the results. As a correctness metric, we provide manually verified reference images that are considered to...

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