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Human Skin Modelling and RenderingPoirier, Guillaume January 2004 (has links)
Creating realistic-looking skin is one of the holy grails of computer graphics and is still an active area of research. The problem is challenging due to the inherent complexity of skin and its variations, not only across individuals but also spatially and temporally among one. Skin appearance and reflectance vary spatially in one individual depending on its location on the human body, but also vary temporally with the aging process and the body state. Emotions, health, physical activity, and cosmetics for example can all affect the appearance of skin. The spatially varying reflectance of skin is due to many parameters, such as skin micro- and meso-geometry, thickness, oiliness, and pigmentation. It is therefore a daunting task to derive a model that will include all these parameters to produce realistic-looking skin. The problem is also compounded by the fact that we are very well accustomed to the appearance of skin and especially sensitive to facial appearances and expressions. Skin modelling and rendering is crucial for many applications such as games, virtual reality, films, and the beauty industry, to name a few. Realistic-looking skin improves the believability and realism of applications. The complexity of skin makes the topic of skin modelling and rendering for computer graphics a very difficult, but highly stimulating one. Skin deformations and biomechanics is a vast topic that we will not address in this dissertation. We rather focus our attention on skin optics and present a simple model for the reflectance of human skin along with a system to support skin modelling and rendering.
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Physically-based Simulation of TornadoesDing, Xiangyang January 2005 (has links)
In this physically-based tornado simulation, the tornado-scale approach techniques are applied to simulate the tornado formation environment. The three-dimensional Navier-Stokes equations for incompressible viscous fluid flows are used to model the tornado dynamics. The boundary conditions applied in this simulation lead to rotating and uplifting flow movement as found in real tornadoes and tornado research literatures. Moreover, a particle system is incorporated with the model equation solutions to model the irregular tornado shapes. Also, together with appropriate boundary conditions, varied particle control schemes produce tornadoes with different shapes. Furthermore, a modified metaball scheme is used to smooth the density distribution. Texture mapping, antialising, animation and volume rendering are applied to produce realistic visual results. The rendering algorithm is implemented in OpenGL.
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Automated Landscape Painting in the Style of Bob RossKalaidjian, Alex January 2007 (has links)
This thesis presents a way of automatically generating a landscape painting in the artistic style of Bob Ross. First, a relatively simple, yet effective and versatile, painting model is presented. The brushes of the painting model can be used on their own for creative applications or as a lower layer to the software components responsible for automation. Next, the brush strokes and parameters used to automatically paint eight different landscape features, each with its own adjustable attributes and randomized forms, are described. Finally, the placement of all of the automated landscape features required to achieve the layout of one of Bob Ross's landscape paintings is shown.
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Fast Ray Tracing TechniquesTsakok, John January 2008 (has links)
In the past, ray tracing has been used widely in offline rendering applications since it provided the ability to better capture high quality secondary effects such as reflection, refraction and shadows. Such effects are difficult to produce in a robust, high quality fashion with traditional, real-time rasterization algorithms. Motivated to bring the advantages to ray tracing to real-time applications, researchers have developed better and more efficient algorithms that leverage the current generation of fast, parallel CPU hardware within the past few years. This thesis provides the implementation and design details of a high performance ray tracing solution called ``RTTest'' for standard, desktop CPUs. Background information on various algorithms and acceleration structures are first discussed followed by an introduction to novel techniques used to better accelerate current, core ray tracing techniques. Techniques such as Omni-Directional Packets, Cone Proxy Traversal and Multiple Frustum Traversal are proposed and benchmarked using standard ray tracing scenes. Also, a novel soft shadowing algorithm called Edge Width Soft Shadows is proposed which achieves performance comparable to a single sampled hard shadow approach targeted at real time applications such as games. Finally, additional information on the memory layout, rendering pipeline, shader system and code level optimizations of RTTest are also discussed.
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Vector Graphics for Real-time 3D RenderingQin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations
of images in texture maps for 3D real time rendering.
Vector graphics images are resolution independent and
can be zoomed arbitrarily without losing detail
or crispness. Many important types of images, including text and
other symbolic information, are best represented in vector form. Vector
graphics textures can also be used as transparency mattes to augment
geometric detail in models via trim curves.
Spline curves are used to represent boundaries around regions
in standard vector graphics representations, such as PDF and SVG.
Antialiased rendering of such content can be obtained by thresholding
implicit representations of these curves.
The distance function is an especially useful implicit representation.
Accurate distance function computations would also allow the implementation
of special effects such as embossing.
Unfortunately, computing the true distance to higher order spline curves
is too expensive for real time rendering.
Therefore, normally either the distance is approximated
by normalizing some other implicit representation
or the spline curves are approximated with simpler primitives.
In this thesis, three methods for
rendering vector graphics textures in real time are introduced,
based on various approximations of the distance computation.
The first and simplest approach to the distance computation
approximates curves with line segments.
Unfortunately, approximation with line segments gives only C0 continuity.
In order to improve smoothness, spline curves can also be approximated
with circular arcs.
This approximation has C1 continuity and computing the distance
to a circular arc is only slightly more expensive than
computing the distance to a line segment.
Finally an iterative algorithm
is discussed that has good performance in practice and can compute the
distance to any parametrically differentiable curve
(including polynomial splines of any order)
robustly. This algorithm is demonstrated in the context of a system
capable of real-time rendering of SVG content in a texture map on a GPU.
Data structures and acceleration algorithms in the context of massively
parallel GPU architectures are also discussed.
These data structures and acceleration structures allow arbitrary vector
content (with space-variant complexity, and overlapping regions) to be
represented in a random-access texture.
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Wholetoning: Synthesizing Abstract Black-and-White IllustrationsXu, Jie January 2009 (has links)
Black-and-white imagery is a popular and interesting depiction technique in the visual arts, in which varying tints and shades of a single colour are used. Within the realm of black-and-white images, there is a set of black-and-white illustrations that only depict salient features by ignoring
details, and reduce colour to pure black and white, with no intermediate tones. These illustrations hold tremendous potential to enrich decoration, human communication and entertainment. Producing abstract black-and-white illustrations by hand relies on a time consuming and difficult process that requires both artistic talent and technical expertise. Previous work has not explored this style of illustration in much depth, and simple approaches such as thresholding are insufficient for stylization and artistic control.
I use the word wholetoning to refer to illustrations that feature a high degree of shape and tone abstraction. In this thesis, I explore computer algorithms for generating wholetoned illustrations. First, I offer a general-purpose framework, “artistic thresholding”, to control the generation of
wholetoned illustrations in an intuitive way. The basic artistic thresholding algorithm is an optimization framework based on simulated annealing to get the final bi-level result. I design an extensible objective function from our observations of a lot of wholetoned images. The objective
function is a weighted sum over terms that encode features common to wholetoned illustrations.
Based on the framework, I then explore two specific wholetoned styles: papercutting and representational calligraphy. I define a paper-cut design as a wholetoned image with connectivity constraints that ensure that it can be cut out from only one piece of paper. My computer generated papercutting technique can convert an original wholetoned image into a paper-cut design. It can also synthesize stylized and geometric patterns often found in traditional designs.
Representational calligraphy is defined as a wholetoned image with the constraint that all depiction elements must be letters. The procedure of generating representational calligraphy designs is formalized as a “calligraphic packing” problem. I provide a semi-automatic technique that can warp a sequence of letters to fit a shape while preserving their readability.
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Modeling and animation of orb websMehla, Anubhav 04 April 2005 (has links)
Modeling of natural phenomena has been of particular interest in the graphics ommunity in recent years. This thesis will explore a method for creating and animating orb webs using a coupled spring-mass system. Using a spring-mass system for creating the orb web is ideal as we can represent each web strand using coupled spring-mass pairs. This allows the orb web simulator to be physically based, i.e., the simulation follows the laws that act on objects in the real world. This in turn simplifies the process of animating the web, as the animation emerges from the simulator without anyone having to set it up explicitly. Since this model is physically based, it would allow for realistic visualization of effects such as observing an orb web under a wind.
In the children's book ``Charlotte's Web', the spider creates orb webs with words inscribed on them. Charlotte's web is used as an inspiration, in this thesis, to create webs which no real world spider could possibly create, while keeping the model physically based. This involves modifying the orb web such that the target text shows up on the orb web while keeping the web looking as natural as possible.
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Gerenderte Produktanimation mit Creo bzw. Pro/ENGINEER / Rendered Product Animation with Creo or Pro/ENGINEERStegemann, Patrick 23 May 2012 (has links) (PDF)
Gerenderte Animation von kinematisch gekoppelten Komponenten mit Pro/ENGINEER bzw. Creo zur Produktpräsentation oder auch Montageanleitung
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Smart Buffer Management Architecture of 3D Graphic Rendering SystemHuang, Yi-Dai 05 September 2011 (has links)
This thesis presents an efficient buffer management scheme for 3-D graphic rendering systems. The purpose of this scheme is to reduce the off-chip memory accesses, which have become a valuable resource, and very often a performance bottleneck of embedded 3-D applications. The 3-D buffers, including depth and color frame buffers, will be divided into rectangular blocks. The proposed scheme can first provide the management of buffer clear operation. For most of time, the rendering of each 3-D frame starts from the buffer clear command to clear the data remaining in buffers from the previous frame. Instead of clearing the buffers residing in the off-chip memory immediately, our scheme will just set the clear flag in an on-chip buffer management table which provides a control information entry for each of the blocks in the buffer. When the blocks have to be accessed later during rendering process, they won¡¦t be brought in from on-chip memory; instead, they are cleared directly in the corresponding cache location. When the cache blocks are replaced, the corresponding off-chip buffer blocks will be updated. Only those blocks in the off-chip color buffer which are not visited will be actually cleared when the color frame is swapped for display. The second contribution of the propose management scheme is to compress and decompress the depth blocks to save the transfer data amount of these blocks. Since the difference of the depth values of the neighboring pixels belonging to the same triangle plane will be the same, this difference value can be stored and encoded along with the run-length information which can lead to significant saving of the storage space. The actual reduction ratio depends on the relative object complexity to the output screen size, the block size, and the degree of the anti-aliasing considered. However, our experimental results show that the compression ratio of 17-28% can be achieved for the moderate block size. The entire buffer management has been implemented, and the entire gate count is 65k, which is about 10% of the entire 3-D systems. The proposed management chip is very suitable for embedded 3D graphic rendering systems where the memory bandwidth budget is very tightly restricted.
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A Study on Optical Properties of High Color-Rendering Index for Nitride Phosphor Mixture in White-Light LEDsLin, Ying-Jyun 02 July 2009 (has links)
This paper tries to explore the phosphor optical characteristics through reliability tests using white light emitting diodes (WLEDs) with a high color rendering index
(CRI ,Ra¡Ö90). Based on light mixing principles and considering the high CRI, three color-coded powders were mixed separately with silicone into a phosphor, and then
bottomed with blue chips into WLEDs. The three powders were oxide nitride (red), YAG (yellow), and silicate (green).
Two kinds of samples were fabricated ¡V phosphor and emitters similar to commercial products. Both cool-white (CCT=5650~7000K, lumen efficiency¡Ö60 lum/w.) and
warm-white (CCT=2850~3250K, lumen efficiency¡Ö50 lum/w.) samples passed the Bin Code distribution process and brightness measurement. The results indicate better
lumen efficiency than previously published research.
After the three kinds of mono-colored phosphors were created, .we implemented the reliability test in which three CREE standards were chosen. These standards were (1)
high temperature with high humidity test (60¢J , 90% humidity) in operating and non-operating condition; (2) thermal shock test (-40¢J ~125¢J ); (3) life time test.
The thermal shock test showed the decaying power of intensity for red, yellow, and green phosphors were 11.7%, 17.5%, and 19.3% respectively. These results demonstrate that the red phosphor has the best thermal resistance. However, after the high temperature with high humidity tests, the decaying power of intensity for red,yellow, and green phosphor were 15.7%, 10.1% and 6.4% correspondingly. These results show that the green phosphor has best aqua resistance. In the life time test of
emitters, the decaying power of intensity for the cool-white emitter was 3.2%, while the warm-white emitter showed 4.2%. As such, cool-white emitters were concluded to
have better reliability than warm-white emitters.
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