• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 495
  • 123
  • 72
  • 59
  • 43
  • 24
  • 23
  • 10
  • 8
  • 6
  • 5
  • 5
  • 3
  • 3
  • 2
  • Tagged with
  • 957
  • 368
  • 210
  • 137
  • 136
  • 130
  • 128
  • 127
  • 124
  • 116
  • 108
  • 92
  • 87
  • 80
  • 76
  • 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.
431

Visual Evaluation of 3D Image Enhancement

Adolfsson, Karin January 2006 (has links)
Technologies in image acquisition have developed and often provide image volumes in more than two dimensions. Computer tomography and magnet resonance imaging provide image volumes in three spatial dimensions. The image enhancement methods have developed as well and in this thesis work 3D image enhancement with filter networks is evaluated. The aims of this work are; to find a method which makes the initial parameter settings in the 3D image enhancement processing easier, to compare 2D and 3D processed image volumes visualized with different visualization techniques and to give an illustration of the benefits with 3D image enhancement processing visualized using these techniques. The results of this work are; 1. a parameter setting tool that makes the initial parameter setting much easier and 2. an evaluation of 3D image enhancement with filter networks that shows a significant enhanced image quality in 3D processed image volumes with a high noise level compared to the 2D processed volumes. These results are shown in slices, MIP and volume rendering. The differences are even more pronounced if the volume is presented in a different projection than the volume is 2D processed in.
432

Lovefish : en polityr för icke-realistisk rendering i texturerade skuggtoner med Newtek Lightwave3D / Lovefish : a shader for non-realistic rendering with textured tones in Newtek Lightwave3D

Esbjörnsson, Jimmy January 2004 (has links)
The aim with this thesis is to develop a plugin; Lovefish, for the purpose of allowing non-realistic renderings (NPR) for visualisation in Newtek Lightwave3D. The main purpose with Lovefish is to offer textured tones, something that has not been offered before by any previously existing shader for Lightwav3D. The textured tones are a substantially widening of what is possible to imitate in the field of classical art techniques. Among others has a number of SIGGRAPH papers has been the foundation and a source of inspiration for what has been achieve in this project. Further has this thesis treated a number of questions: what is non-photorealistic rendering is and how it works; an overview of the Lightwave3Ds software development kit (SDK).
433

Example Based Processing For Image And Video Synthesis

Haro, Antonio 25 November 2003 (has links)
The example based processing problem can be expressed as: "Given an example of an image or video before and after processing, apply a similar processing to a new image or video". Our thesis is that there are some problems where a single general algorithm can be used to create varieties of outputs, solely by presenting examples of what is desired to the algorithm. This is valuable if the algorithm to produce the output is non-obvious, e.g. an algorithm to emulate an example painting's style. We limit our investigations to example based processing of images, video, and 3D models as these data types are easy to acquire and experiment with. We represent this problem first as a texture synthesis influenced sampling problem, where the idea is to form feature vectors representative of the data and then sample them coherently to synthesize a plausible output for the new image or video. Grounding the problem in this manner is useful as both problems involve learning the structure of training data under some assumptions to sample it properly. We then reduce the problem to a labeling problem to perform example based processing in a more generalized and principled manner than earlier techniques. This allows us to perform a different estimation of what the output should be by approximating the optimal (and possibly not known) solution through a different approach.
434

Implementation of Disparity Estimation Using Stereo Matching

Wang, Ying-Chung 08 August 2011 (has links)
General 3D stereo vision is composed of two major phases. In the first phase, an image and its corresponding depth map are generated using stereo matching. In the second phase, depth-based image rendering (DIBR) is employed to generate images of different view angles. Stereo matching, a computation-intensive operation, generates the depth maps from two images captured at two different view positions. In this thesis, we present hardware designs of three different stereo matching methods: pixel-based, window-based, and dynamic programming (DP)-based. Pixel--based and window-based methods belong to the local optimization stereo matching methods while DP, one of the global optimization methods, consists of three main processing steps: matching cost computation, cost aggregation, and back-tracing. Hardware implementation of DP-based stereo matching usually requires large memory space to store the intermediate results, leading to large area cost. In this thesis, we propose a tile-based DP method by partition the original image into smaller tiles so that the processing of each tile requires smaller memory size.
435

Design of a Depth-Image-Based Rendering (DIBR) 3D Stereo View Synthesis Engine

Chang, Wei-Chun 01 September 2011 (has links)
Depth-Based Image Rendering (DIBR) is a popular method to generate 3D virtual image at different view positions using an image and a depth map. In general, DIBR consists of two major operations: image warping and hole filling. Image warping calculates the disparity from the depth map given some information of viewers and display screen. Hole filling is to calculate the color of pixel locations that do not correspond to any pixels in the original image after image warping. Although there are many different hole filling methods that determine the colors of the blank pixels, some undesirable artifacts are still observed in the synthesized virtual image. In this thesis, we present an approach that examines the geometry information near the region of blank pixels in order to reduce the artifacts near the edges of objects. Experimental results show that the proposed design can generate more natural shape around the edges of objects at the cost of more hardware and computation time.
436

Low-Cost Design of a 3D Stereo Synthesizer Using Depth-Image-Based Rendering

Cheng, Ching-Wen 01 September 2011 (has links)
In this thesis, we proposed a low cost stereoscopic image generation hardware using Depth Image Based Rendering (DIBR) method. Due to the unfavorable artifacts produced by the DIBR algorithm, researchers have developed various algorithms to handle the problem. The most common one is to smooth the depth map before rendering. However, pre-processing of the depth map usually generates other artifacts and even degrades the perception of 3D images. In order to avoid these defects, we present a method by modifying the disparity of edges to make the edges of foreground objects on the synthesized virtual images look more natural. In contrast to the high computational complexity and power consumption in previous designs, we propose a method that fills the holes with the mirrored background pixel values next to the holes. Furthermore, unlike previous DIBR methods that usually consist of two phases, image warping and hole filling, in this thesis we present a new DIBR algorithm that combines the operations of image warping and hole filling in one phase so that the total computation time and power consumption are greatly reduced. Experimental results show that the proposed design can generate more natural virtual images for different view angles with shorter computation latency.
437

A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot

Losure, Michael Robert 15 May 2009 (has links)
This thesis describes the development of a system for the procedural generation and painterly rendering of trees. Specifically, the rendered trees are modeled after those found in the oil landscape paintings of 19th century French painter Camille Corot. The rendering system, which is a combination of MEL-scripted Maya tools and Renderman shaders, facilitates the creation of still images that look convincingly painterly, as well as 3D animations with temporal coherence. Brush stroke properties are animated based on distance from the camera, so that traditional painting techniques for representing depth are incorporated into the computer-generated animations. During the development process, the system was generalized to apply to other structures, such as grass and rocks, and allows for the creation and rendering of entire landscapes. Several example animations were created with the system to demonstrate the ideas developed during the process and the quality of the results.
438

Development Of A Material Cutting Model For Haptic Rendering Applications

Uner, Gorkem 01 July 2007 (has links) (PDF)
Haptic devices and haptic rendering is an important topic in the burgeoning field of virtual reality applications. In this thesis, I describe the design and implementation of a cutting force model integrating a haptic device, the PHANToM, with a high &ndash / powered computer. My goal was to build a six degree &ndash / of &ndash / freedom force model to allow user to interact with three &ndash / dimensional deformable objects. Methods for haptic rendering including graphical rendering, collision detection and force feedback are illustrated, implementation of haptic rendering system is introduced, and application is evaluated to explore the effectiveness of the system.
439

Accelerated Ray Tracing Using Programmable Graphics Pipelines

Es, S. Alphan 01 January 2008 (has links) (PDF)
The graphics hardware have evolved from simple feed forward triangle rasterization devices to flexible, programmable, and powerful parallel processors. This evolution allows the researchers to use graphics processing units (GPU) for both general purpose computations and advanced graphics rendering. Sophisticated GPUs hold great opportunities for the acceleration of computationally expensive photorealistic rendering methods. Rendering of photorealistic images in real-time is a challenge. In this work, we investigate efficient ways to utilize GPUs for real-time photorealistic rendering. Specifically, we studied uniform grid based ray tracing acceleration methods and GPU friendly traversal algorithms. We show that our method is faster than or competitive to other GPU based ray tracing acceleration techniques. The proposed approach is also applicable to the fast rendering of volumetric data. Additionally, we devised GPU based solutions for real-time stereoscopic image generation which can be used in companion with GPU based ray tracers.
440

Interactive Editing Of Complex Terrains On Parallel Graphics Architectures

Gun, Ufuk 01 September 2009 (has links) (PDF)
Rendering large terrains on large screens at interactive frame rates is a challenging area of computer graphics. In the last decade, real-time terrain rendering on large screens played a significant role in various simulations and virtual reality systems. To fulfill the demand of these systems, two software tools are developed. The first tool is a Terrain Editor that creates and manipulates large terrains. The second is a Multi-Display Viewer that displays the created terrains on multiple screens. Since the typical large terrains consist of many polygons, graphics boards might have difficulties in rendering the terrain at interactive frame rates. The common solution to this problem is to use terrain simplification without losing image quality. To this purpose, in this study, a paged level of detail mechanism that works with multiple threads is developed and integrated on multiple screen display systems to increase the performance of the high resolution systems.

Page generated in 0.0909 seconds