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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.
571

Enhancing Autodesk Maya´s rendering capabilities: : Development and integration of a real-time render plug-in incorporating the extended feature of Toon-Shading

Karlsson, Zannie, Yan, Liye January 2023 (has links)
Background- Autodesk Maya is by its long existence one of the most established 3D-modeling software that enables users to create meshes and the software can handle a majority of processes associated with graphic models, animation, and rendering. Although there are arguably different third-party plug-ins that can be used to enhance the efficiency of Maya. Maya’s own built-in rendering functions, especially its real-time rendering engine feel less efficient than other available real-time rendering options, which additionally commonly provide different rendering techniques that can be used to give a desired style to the modeled scene.  Objectives- Maya in its built-in rendering engines themselves does not offer much in terms of non-realistic rendering techniques; therefore, rendering in, for example, Toon-shading requires more work and effort. The objective is to implement a prototype plug-in to that can do real-time rendering of a realistic as well as non-photorealistic rendering technique inside of Autodesk Maya 2023. Its future aim is to address the non-effective and time-consuming task of viewing the results of light adjustments and setting the scene up for stylized renders in Maya.  Methods- Through the method of implementation, a basic plug-in to Autodesk Maya was constructed in Visual Studio using C++ and DirectX 11 library. It employs Qt-window to render the Maya scene in real-time and, additionally, has the function of Toon-shading. The prototype plug-in is then put through a simple test using manual assessment. The prototype’s visual rendered output, rendering times, processing usage, and memory usage are presented and compared to the results from Maya 2023’s built-in rendering options when rendering a constructed test-scene to find out where the plug-in requires further adjustments to its implementation. Results- The results show that a real-time plug-in with the additional function of Toon-shading was implementedusing the defined method of implementation. From the later test, the prototype’s rendered results arepresented and compared to the results of Autodesk Maya 2023’s built-in rendering options when rendering the constructed test-scene. Conclusion- The prototype by collecting information from the Maya scene and running the same data through the DirectX pipeline allows for different rendering styles to be developed and displayed through the user-friendly graphical user interface developed with the Qt-library. With the press of a button different implemented rendering styles like the one of Toon-shading can be applied to the prototype’s window display of the Maya scene. Its real-time rendering allows the user to see the implemented graphical attributes done to the scene without time delay. Which makes the job of finding the right angle for the intended render more efficient. The intended rendered scene can then easily be saved by the press of another button. The time and workflow no longer require the 3D-model to be imported to another rendering software or to apply different materials to all parts of the different Maya 3D-models when trying to achieve a non-photorealistic rendering style. The implemented prototype is very basic, andmore implementation is required before the prototype can be used as an efficient rendering alternative for stylized rendering in Maya.
572

Server-Side Rendering in React: When Does It Become Beneficial to Your Web Program?

Lyxell, Oskar January 2023 (has links)
In recent years the technology of web application development has improved a lot and JavaScript frameworks such as React and Angular have increased in popularity. These frameworks use client-side rendering and have led to the rendering method’s increase in popularity compared to its previous conqueror; server-side rendering. Server-side rendering, however, is still a viable option in certain cases. For instance, it provides improved performance on computers depending on the hardware specification and search engine optimization. This thesis is an experimental study that aims to present knowledge regarding the rendering method's benefits and drawbacks. The study also presents when server-side rendering becomes beneficial to your web program compared to client-side rendering. The thesis also includes another rendering method using client-side rendering but with a configuration called virtualized. In this study, two identical web applications containing a grid were built. The rendering method using the server side was on one application and rendering methods using the client side were on the other application. The evaluation metrics of the rendering methods were the time to render the grid and how good of a user experience they provided. The results show that virtualized offers a faster rendering time and better user experience, especially at larger grids. Server-side rendering was faster than client-side rendering at all grid sizes and they had a similar user experience. Overall, this thesis suggests using virtualized when suited. Regarding server-side rendering, this thesis recommends using it carefully since it requires complex implementation and maintenance along with higher costs. Therefore, it comes down to the requirements of the application and if it is worth the complex implementation, cost, and maintenance.
573

A Case Study Analysis of Parameter Effects within the Nitrification and Denitrification Processes of Rendering Wastewater using Data Mining Techniques

Elrod, Jon L., B.S. 14 October 2013 (has links)
No description available.
574

Digital Illustration: The Costume Designer’s Process For East Tennessee State University’s Spring Dance Concert 2012

Waxstein, Christine Michele 15 December 2012 (has links) (PDF)
This paper's objective is to document the research and developmental processes of creating East Tennessee State University's Spring Dance Concert 2012 costume designs and renderings. This thesis describes design creation from research stage to idea formulation to the conception of costumes using inspirational images, illustrations, and performance photos and videos. The show was a challenging undertaking because it involved the collaboration of many in a compressed timeframe: 1 artistic director, 9 choreographers, 20 dances, 46 performers, 10 lighting designers, 1 costume designer, and 3 weeks to put it all together. Incorporating digital technology into the rendering process saved time, expenses, and helped clarify the designer's choices. This paper reflects the 2-year study of incorporating digital technology into the rendering process, culminating in the costume design for the Spring Dance Concert 2012.
575

Vision-Based Rendering: Using Computational Stereo to Actualize IBR View Synthesis

Steele, Kevin L. 14 August 2006 (has links) (PDF)
Computer graphics imagery (CGI) has enabled many useful applications in training, defense, and entertainment. One such application, CGI simulation, is a real-time system that allows users to navigate through and interact with a virtual rendition of an existing environment. Creating such systems is difficult, but particularly burdensome is the task of designing and constructing the internal representation of the simulation content. Authoring this content on a computer usually requires great expertise and many man-hours of labor. Computational stereo and image-based rendering offer possibilities to automatically create simulation content without user assistance. However, these technologies have largely been limited to creating content from only a few photographs, severely limiting the simulation experience. The purpose of this dissertation is to enable the process of automated content creation for large numbers of photographs. The workflow goal consists of a user photographing any real-world environment intended for simulation, and then loading the photographs into the computer. The theoretical and algorithmic contributions of the dissertation are then used to transform the photographs into the data required for real-time exploration of the photographed locale. This permits a rich simulation experience without the laborious effort required to author the content manually. To approach this goal we make four contributions to the fields of computer vision and image-based rendering: an improved point correspondence methodology, an adjacency graph construction algorithm for unordered photographs, a pose estimation ordering for unordered image sets, and an image-based rendering algorithm that interpolates omnidirectional images to synthesize novel views. We encapsulate our contributions into a working system that we call Vision-Based Rendering (VBR). With our VBR system we are able to automatically create simulation content from a large unordered collection of input photographs. However, there are severe restrictions in the type of image content our present system can accurately simulate. Photographs containing large regions of high frequency detail are incorporated very accurately, but images with smooth color gradations, including most indoor photographs, create distracting artifacts in the final simulation. Thus our system is a significant and functional step toward the ultimate goal of simulating any real-world environment.
576

Real Time Depth Sorting of Transparent Fragments / Sortering av transparenta fragment i realtid

Lewenhaupt, Axel January 2019 (has links)
Using transparency is an important technique for modelling partial coverage in computer graphics and is used for a variety of effects such as hair, fur, glass, smoke and particle effects. Replacing the per object sorting as the dominant algorithm used in real time 3D engines with anew algorithm with less rendering artifacts could let artists use more transparency and effects in their scenes. This thesis evaluates two algorithms as a possible replacement to the per object sorting algorithm, the per pixel linked list and the weighted blended order-independent transparency (WBOIT) in a visual comparison and a performance evaluation. The results shows that neither of the algorithms are suitable as replacement as a unified and general transparency algorithm but there are cases where the algorithms can be used as a replacement. The per pixel linked list has good visual quality but lacks in performance and can be used in limited scope such as hair renderings. The WBOIT algorithm has good performance but the approximation used can give noticeable errors in color when there is a large difference in depth between transparent objects. / I datorgrafik är transparens en viktig teknik för att efterlikna partiell blockering och används i ett flertal områden, så som rendering av hår, päls, glas, rök och partikeleffekter. Om det går att ersätta per objekt-sortering som den mest använda algoritmen i realtidsmotorer för 3D med en ny algoritm med färre renderingsfel blir det möjligt för 3D-designersatt använda mer genomskinlighet och effekter i sina scener. I den här rapporten utvärderas och jämförs två algoritmer, per pixel linked lists och weighted blended order-independent transparency mot per objektsortering i en visuell- och prestandautvärdering. Implementeringen är gjort i spelmotorn Stingray. Resultaten visar att ingen av algoritmerna är en värdig kandidat föratt användas som en universell och generell transparensalgoritm men det finns tillfällen där deras styrkor kan användas. Per pixel linked lists håller en hög visuell kvalité men har inte tillräckligt bra prestanda och kan därför endast användas för mindre områden, så som hårrendering. Weighted blended order-independent transparency har istället bra prestanda men kan skapa påtagliga visuella fel när det är stora skillnader i djup mellan objekt.
577

Effective Data Redistribution and Load Balancing for Sort-Last Volume Rendering Using a Group Hierarchy / Effektiv datadistribution och belastningsutjämning för sort-last volumetrisk rendering med hjälp av en grupphierarki

Walldén, Marcus January 2018 (has links)
Volumetric rendering is used to visualize volume data from e.g. scientific simulations. Many advanced applications use large gigabyte- or terabyte-sized data sets, which typically means that multiple compute nodes need to partake in the rendering process to achieve interactive frame rates. Load balancing is generally used to optimize the rendering performance. In existing load balancing techniques, nodes generally only render directly-connected data and handle load balancing based on data locality in kd-trees. This approach can result in redundant data transfers and unbalanced data distribution, which affect the frame rate and increase the hardware requirements of all nodes. In this thesis we present a novel load balancing technique for sort-last volume rendering which utilizes a group hierarchy. The technique allows nodes to render data from arbitrary positions in the volume, without inducing a costly image compositing stage. The technique is compared to a static load balancing technique as well as a dynamic kd-tree based load balancing technique. Our testing demonstrated that the presented technique performed better than or equal to the kd-tree based technique while also lowering the worst-case memory usage complexity of all nodes. Utilizing a group hierarchy effectively helped to lower the compositing time of the presented technique. / Volumetrisk rendering används för att visualisera bland annat vetenskapligasimuleringar. Inom avancerade användingsområden används ofta dataset med en storlek på flera gigabyte eller terabyte. Detta medför att flera noder ofta måste användas för att uppnå en interaktiv bildfrekvens. Belastningsutjämning används generellt för att optimera renderingsprestandan. I befintliga tekniker renderar noder vanligtvis endast direkt sammankopplad data och utför belastningsutjämning baserat på datalokalitet i kd-träd. Detta kan resultera i redundanta dataöverföringar och en obalanserad datadistribution, vilket påverkar bildfrekvensen och ökar hårdvarukraven för alla noder. I denna avhandling presenterar vi en ny teknik för belastningsutjämning för sort-last volumetrisk rendering som använder en grupphierarki. Tekniken tillåter noder att rendera data från godtyckliga positioner i volymen utan att förorsaka ett kostsamt steg för bildsammansättning. Tekniken jämförs med en statisk belastningsutjämningsteknik såväl som en dynamisk belastningsutjämningsteknik baserad på kd-träd. Våra tester visar att den presenterade tekniken presterar bättre eller likvärdigt med den kd-trädbaserade tekniken medan den samtidigt sänker minneskomplexiteten för alla noder. Användandet av en grupphierarki sänkte effektivt bildsammansättningstiden för den presenterade tekniken.
578

Examining the effects of SPP in Monte Carlo Path Tracing : Using a Multithreaded Forward Path Tracer in C++ and OpenMP / Undersökning av SPP och dess påverkan inom Monte Carlo Path Tracing

Wayburn, Tim January 2018 (has links)
This paper involves implementing a forward path tracer in C++ using OpenMP in order to examine the effects of Samples per Pixel (SPP) on output images given in different environments. Output images of scenes with different amounts of lighting are rendered in different resolutions. These renders are timed and output images are saved to files. Looking at these results, varying the SPP-value results in drastic changes in render time and image quality. Such performance differences ultimately affect the possibilities for the developed path tracer and its applications. / Denna rapport undersöker effekten av Samples per Pixel (SPP) på renderade bilder genom implementerandet av en forward path tracer i C++. Bilderna består av olika scener med olika ljustyrkor i olika bildstorlekar. Dessa resultat visar att ändring av SPP-värden leder till drastiska förändringar i bildkvalitet och renderingstid. Dessa faktorer påverkar i slutändan möjligheterna till vidare appliceringar av path tracer implementationen.
579

A comparative study between server and client rendering of real-time data visualizations using D3 / En jämförande studie mellan server- och klientrendering av real-time data visualiseringar med D3

Andersson, Petter, Wörlund, Robert January 2017 (has links)
Applying visualization techniques to larger data sets is important to make them easier to explore and analyze. It is also desirable for the visualizations to be done efficiently where there is a continuous flow of data that needs to be visualized. This thesis will explore the performance difference of client and server rendering respectively with the implemented JavaScript visualization framework D3. To perform the comparative study, two prototypes were created, one using server-side rendering and one using client-side rendering. The time was measured and compared between the two versions to see the impact on render and total time for different data sizes and different amount of concurrently connected clients. Rendering times on the client version showed to be faster than on the server, however the data as JSON objects transferred in the client version was significantly larger than the SVG elements in the server version, which leads to a trade off between transferring times and rendering times between the two versions. Increasing the amount of concurrent clients showed to have a significant impact on the server version for larger data sets which was to be expected. / Appliceringen av visualiseringstekniker för större mängder av data är viktigt för att göra dem lättare att utforska och analysera. Det är också önskvärt för visualiseringarna att göras effektivt där det finns ett kontinuerligt flöde av data som behöver visualiseras. Denna rapport utforskar prestanda skillnaderna mellan klient och server rendering med det implementerade JavaScript visualiseringsramverket D3. Den jämförande studien gjordes genom att göra två stycken prototyper, den ena renderade på server-sidan medan den andra renderade på klient-sidan. Olika data mängder och olika antal klienter testades för att se deras påverkan på renderings- och totaltiden för de två versionerna. Renderingstiderna på klient-versionen var snabbare än på servern, dock var datan som skickades på klient-versionen större än de SVG element som skickades på server-versionen vilket leder till att det blir en avvägning mellan överföringstider och renderingstider för de två versionerna. En ökning av antalet parallella klienter hade en stor inverkan på tiden för server-versionen för större datamängder vilket var förväntat.
580

Lösningsförslag till upphängningsanordning förrespiratorslang / Solution to suspension device for ventilatorcircuit

Jing Jin, Jenny J January 2018 (has links)
För patienter med stora andningsbesvär tillämpas det respiratorbehandling, andningstub är en av metoden. Slangen till respiratorn belastar patientens mungipa, för att undvika det används det en upphängningsanordning. Problemet är att de nuvarande upphängningsanordningarna som används inte är tillförlitliga, de är stel, orörlig och det finns risk för ofrivilligt avlägsnande av tub som säkrar luftvägarna. På uppdrag av SLL innovation på Södersjukhuset ska ett nytt lösningsförslag på upphängningsanordning tas fram för respiratorslang. Med den budget som fanns togs det endast fram en virtuell modell på lösningsförslaget. För att samla in information utfördes det sökning på internet, observationer och intervjuer på sjukhuset. Med de data som samlades in utfördes det en konceptgenerering för att ta fram koncepter, det togs fram totalt tre konceptförslag som sedan poängsattes mot varandra och resulterad i ett vinnande koncept. Den vinnande koncept modellerads i CAD och prototyper på de olika delarna togs fram med 3D-skrivare för att testa passning mellan delarna. För att få en mer realistisk framställning av modellen utfördes det renderingar. / Patient with serious respiratory distress is in need of ventilator treatments, breathing tube is one of the methods. The circuit for the ventilator is encumbering the mouth of the patient, through using a suspension device it can be avoided. The problem is that the current suspensions the hospital is using are not reliable, they are stiff, firm and there is a risk of involuntary removal of the tube that secures the airways. On behalf of SLL innovation at Södersjukhuset, a new solution for suspension device will be developed for ventilator circuit. With the available budget, only a virtual model was generated. Web searching, observations and interviews at the hospital were made to collect information. With the collected data a morphological matrix were made to generate concepts, a total of three concept ideas were offered, which then were scored against each other and resulted in a winning concept. The winning concept was modeled in CAD and prototypes on the several parts were printed with 3D printers to test the fitting between the several parts. In order to get a more realistic illustration of the model, renderings were made

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