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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.
601

Enhancements in Volumetric Surgical Simulation

Kerwin, Thomas 22 July 2011 (has links)
No description available.
602

High-Concurrency Visualization on Supercomputers

Nouanesengsy, Boonthanome 30 August 2012 (has links)
No description available.
603

Rendering av visualiserad finansiell data på klienten och servern : Visualisering av finansiell data som renderas på klienten och servern med React och Python / Rendering of visualized financial data on client and server : Visualization of financial data that rendersvon client and server with React and Python

Salmi, Viktor January 2021 (has links)
I takt med den ökande digitaliseringen i samhället genererar företag stora mängder data varje dag. För att skapa förståelse kring datan är det viktigt att den blir visualiserad. Aktier och tillhörande finansiell information är en komplex typ av data och med hjälp av linjediagram blir det möjligt att visualisera denna data. I detta arbete utförs en jämförelse mellan klient- och serverbaserad programmering där det skapas en applikation i React och eni Python. Jämförelsen utförs för att ta reda på vilken form av programmering det är som renderar linjediagram med kortast svarstid. För att ta reda på detta utförs ett tekniskt experiment där renderingstider mäts i de applikationer som skapats i React och Python. Mätningarna i React resulterar i kortare renderingstider än Python framförallt när det kommer till större datamängder där flera aktiekurser visualiseras samtidigt. I ett framtida arbete kan en liknande undersökning utföras med skillnaden att mätningar utförs på interaktivitet med datan. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
604

Linjeteckningar genom 3D-rendering : Hur tuschade linjeteckningar kan efterliknas i en interaktiv, tredimensionell scen / Line art by 3D rendering : How inked line art may be emulated in an interactive, three-dimensional scene

Larsson, Benjamin January 2022 (has links)
En undersökning utfördes av hur väl en interaktiv, 3D-renderad scen kan efterlikna stilen av handtuschade linjeteckningar. Genom att bygga på underlaget av tekniker för linjerendering skapades en artefakt där användaren kan röra sig fritt i en tre-dimensionell miljö. Artefakten utnyttjade linjeupptäckt i skärmrymd, baserad på djup och normaler, tillsammans med tonal art maps för skuggning. Resultatet utvärderades genom en kvalitativ enkätstudie med nio deltagare. Respondenterna fick bedöma hur väl artefakten förmedlade stilen, hur oskiljbar den var från en äkta teckning och hur väl stilen upprätthölls under varierande betraktningsvinklar och -avstånd. I allmänhet upplevdes den förmedla stilen väl, men inte så pass väl att den kunde misstas för handtecknad, i synnerhet inte när den betraktades från vissa specifika vinklar och avstånd. Vissa av problemen kan förklaras med brister i implementationen som redan lösts i tidigare forskning. Framtida arbete bör implementera dessa lösningar samt med fördel jämföra olika möjliga tekniker med varandra. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
605

Novel Image Interpolation Schemes with Applications to Frame Rate Conversion and View Synthesis

Rezaee Kaviani, Hoda January 2018 (has links)
Image interpolation is the process of generating a new image utilizing a set of available images. The available images may be taken with a camera at different times, or with multiple cameras and from different viewpoints. Usually, the interpolation problem in the first scenario is called Frame Rate-Up Conversion (FRUC), and the second one view synthesis. This thesis focuses on image interpolation and addresses both FRUC and view synthesis problems. We propose a novel FRUC method using optical flow motion estimation and a patch-based reconstruction scheme. FRUC interpolates new frames between original frames of a video to increase the number of frames, and increases motion continuity. In our approach first, forward and backward motion vectors are obtained using an optical flow algorithm, and reconstructed versions of the current and previous frames are generated by our patch-based reconstruction scheme. Using the original and reconstructed versions of the current and previous frames, two mismatch masks are obtained. Then two versions of the middle frame are generated using a patch-based scheme, with estimated motion vectors and the current and previous frames. Finally, a middle mask, which identifies the mismatch areas of the two middle frames is reconstructed. Using these three masks, the best candidates for interpolation are selected and fused to obtain the final middle frame. Due to the patch-based nature of our interpolation scheme most of the holes and cracks will be filled. Although there is always a probability of having holes, the size and number of such holes are much smaller than those that would be generated using pixel-based mapping. The rare holes are filled using existing hole-filling algorithms. With fewer and smaller holes, simpler hole-filling algorithms can be applied to the image and the overall complexity of the required post processing decreases. View synthesis is the process of generating a new (virtual) view using available ones. Depending on the amount of available geometric information, view synthesis techniques can be divided into three categories: Image Based Rendering (IBR), Depth Image Based Rendering (DIBR), and Model Based Rendering (MBR). We introduce an adaptive version, patch-based scheme for IBR. This patch-based scheme reduces the size and number of holes during reconstruction. The size of patch is determined in response to edge information for better reconstruction, especially near the boundaries. In the first stage of the algorithm, disparity is obtained using optical flow estimation. Then, a reconstructed version of the left and right views are generated using our adaptive patch-based algorithm. The mismatches between each view and its reconstructed version are obtained in the mismatch detection steps. This stage results in two masks as outputs, which help with the refinement of disparities and the selection of the best patches for final synthesis. Finally, the remaining holes are filled using our simple hole filling scheme and the refined disparities. The adaptive version still benefits from the overlapping effect of the patches for hole reduction. However, compared with our fixed-size version, it results in better reconstruction near the edges, object boundaries, and inside the highly textured areas. We also propose an adaptive patch-based scheme for DIBR. The proposed method avoids unnecessary warping which is a computationally expensive step in DIBR. We divide nearby views into blocks, and only warp the center of each block. To have a better reconstruction near the edges and depth discontinuities, the block size is selected adaptively. In the blending step, an approach is introduced to calculate and refine the blending weights. Many of the existing DIBR schemes warp all pixels of nearby views during interpolation which is unnecessary. We show that using our adaptive patch-based scheme, it is possible to reduce the number of required warping without degrading the overall quality compared with existing schemes. / Thesis / Doctor of Philosophy (PhD)
606

Betydelsen av skuggning vid volymrenderad visualisering i en multimodal simulator för operativ extraktion av visdomständer / The importance of shading in volume rendered visualization in a multimodal simulator for operative extraction of wisdom teeth

Flodin, Martin January 2009 (has links)
Detta examensarbete utfördes för att ta reda på hur viktig skuggning är som djupinformationsbärare i en multimodal simulator för operativ extraktion av visdomständer. Simulatorn har både haptik och stereografik som kan förmedla djupinformation. Frågeställningen för examensarbetet var därför att undersöka om det fanns något behov av att använda sig av en relativt beräkningstung rendering med skuggning, eller om det skulle duga med en enklare typ av rendering. Användartester har utförts med erfarna tandläkare som har fått prova på simulatorn med olika typer av renderingar av ett och samma patientfall. Metoden som användes kallas kooperativ utvärdering vilken tillåter diskussion mellan användaren och utvärderaren. Det visar sig att skuggningen spelar en mycket stor roll för användarens djupuppfattning. Skuggningen visar sig faktiskt vara betydligt viktigare än stereoinformationen, särskilt som tandläkarna fokuserar på ett mycket litet område där stereoeffekten verkar försumbar. Det är även viktigt att väga in det faktum att inte alla kan se djup i stereobilder. Då de tänkta användarna är relativt unga tandläkarstudenter är de vana vid nästan verklighetstrogen grafik från dataspel och datoranimerad film. Därför bör grafiken i simulatorn ligga så nära den standarden som möjligt. Användandet av haptik gör visserligen att användaren kan känna var denna befinner sig i djupled, men vid konflikt med synintrycken så verkar synen ta överhanden. Slutsatsen blir därmed att skuggning definitivt är värd att implementeras, trots de extra resurser som krävs. / The aim of this thesis was to investigate the importance shading has on the perception of depth in a multimodal simulator for operative extraction of wisdom teeth. The simulator uses both haptics and stereo graphics to convey information about depth. The problem formulated in the thesis was to investigate the necessity of using shading, which is quite demanding computationally, or if a simpler type of rendering would suffice. User tests have been performed with experienced dentists who have tried different graphical renderings of the same patient case in the simulator. The method used for the tests is called cooperative evaluation and allows for discussions between the user and the evaluator. Shading turns out to play an important role in the users’ perception of depth. It even seems to be more important than the stereo information since the area the dentists focus on is so small the stereo effect seems negligible. The fact that not all people can see depth in stereo images is also important to consider. As the intended users are relatively young dental students, they are accustomed to almost photorealistic graphics in computer games and computer animation. Therefore the graphics in the simulator needs to be as close to that standard as possible. The use of haptics does make it possible for the user to feel where s/he is located depthwise, but when a conflict with the visual feedback occurs, the visual information tends to dominate. The conclusion therefore is to recommend that shading definitely is worth implementing, even though it requires additional resources.
607

Real-time Visualization of Massive 3D Models on GPU Parallel Architectures

Peng, Chao 24 April 2013 (has links)
Real-time rendering of massive 3D models has been recognized as a challenging task due to the limited computational power and memory available in a workstation. Most existing acceleration techniques, such as mesh simplification algorithms with hierarchical data structures, suffer from the nature of sequential executions. As data complexity increases due to the fundamental advances in modeling and simulation technologies, 3D models become complex and require gigabytes in storage. Consequently, visualizing such large datasets becomes a computationally intensive process where sequential solutions are unable to satisfy the demands of real-time rendering. Recently, the Graphics Processing Unit (GPU) has been praised as a massively parallel architecture not only for its significant improvements in performance but also because of its programmability for general-purpose computation. Today's GPUs allow researchers to solve problems by delivering fine-grained parallel implementations. In this dissertation, I concentrate on the design of parallel algorithms for real-time rendering of massive 3D polygonal models towards modern GPU architectures. As a result, the delivered rendering system supports high-performance visualization of 3D models composed of hundreds of millions of polygons on a single commodity workstation. / Ph. D.
608

VAD HÄNDER NÄR VP TAR STEGET IN? : Möjligheter och utmaningar med introduktionen av Virtual Production i filmproduktion. / WHAT HAPPENS WHEN VP STEPS UP? : Opportunities and challenges with the introduction of Virtual Production in film production.

Alarm, Jenny, Andersson, Linnea, Runhall, Algot January 2024 (has links)
Virtual production technology has recently emerged as a transformative tool in the film industry. The technology offers filmmakers new ways to work characterized by collaborative creativity across the boundaries of their roles. This bachelor thesis examines the possibilities and challenges for media producers with the implementation of Virtual Production. It primarily focuses on the producers closest to the technology and their view on the subject.  This group is particularly relevant as they work directly with the technology. As a result, both their workflow and position relative to other roles may shift. The study maps out the opportunities and challenges associated with the technology, as well as qualitatively analyzes the potential consequences.    Data is collected through qualitative interviews with relevant stakeholders in the field. They are allowed to speak relatively freely about their thoughts on the subject and draw conclusions based on their expertise. Topics such as technical challenges, group dynamics, and future perspectives are highlighted in the interviews. The results of the interviews show enthusiasm towards further implementation of the technology, although some challenges undoubtedly arise. However, most argue that the flexibility of the new technology outweighs its shortcomings. Many point out that the future of the technology is uncertain due to the possibility of new software emerging to replace the old and potentially changing the workflow once again. Regarding workflows, there is unanimous agreement that some of the post-production work is shifted to an earlier stage of pre-production. This enables a shift of responsibilities for the Virtual Production-department and the VFX-department to a position where they plan the project at an increasingly early stage than before. New roles are created within the film team, thus creating new communication chains between roles that did not exist before. These new communication chains also come with their own set of advantages and challenges. However, the results indicate that the technology is viewed as an asset. It demonstrates that the industry is ready to embrace the technology despite the challenges it brings.
609

Ramverk i en MPA miljö : Jämförelse mellan React och Angular / Frameworks in a MPA environment : Comparison between React and Angular

Boström Nilsson, Richard January 2024 (has links)
The usage of e-commerce web applications is an ever-growing business model that has taken over some companies' main revenue source. When building these applications, the decision on which architectural option to choose for the application is made, such as multi-page or single-page, but there is also the option on what tools the developer will utilize. Some of these tools are React and Angular frameworks, which provide a unique experience when developing applications. React provides a structure that uses the FLUX pattern, and Angular provides an MVC pattern. Two artifacts have been created to compare these frameworks, run with the program XAMPP to have a database connection. By running a script that navigates the applications, an analysis of which frameworks are more fitting for a multi-paging and e-commerce environment could be decided, followed by an ethical discussion and potential future work.
610

A Comparative Analysis of Next.js, SvelteKit, and Astro for E-commerce Web Development

Kroon Celander, Erik, Möllestål, Amanda January 2024 (has links)
This thesis compares three modern JavaScript frameworks—Next.js, SvelteKit, and Astro—for e-commerce web development, focusing on how different rendering strategies (Static Site Generation, Server-Side Rendering, and Client-Side Rendering) affect performance metrics like load times, interactivity, and resource efficiency. Prototype e-commerce applications were developed using each framework, and performance testing was conducted to measure First Contentful Paint (FCP), Largest Contentful Paint (LCP), Interaction to Next Paint (INP), page size, and SEO-friendliness. Results show that Astro and SvelteKit consistently outperforms Next.js in load times and resource efficiency. However, the differences in performance metrics are not drastically large. All three frameworks are capable of delivering high-quality e-commerce applications. Therefore, decision-makers should also consider factors such as developer experience, community support, and specific project requirements when selecting a framework.

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