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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.
81

Text A: Teasing Out the Influences on Early Gardnerian Witchcraft as Evidenced in the Personal Writings of Gerald Brosseau Gardner

Crandall, Lisa January 2013 (has links)
This thesis is an intensive, multi-layered analysis of an unpublished, English language, handwritten, mid-20th century manuscript. Originally undated, untitled and unsigned, it has now been positively identified as “Text A”, a Wiccan proto-Book of Shadows compiled by Gerald Brosseau Gardner (1884-1964) in the last half of the 1940’s. Different methodologies were applied to the document: transcription using Leiden conventions, handwriting analysis to identify the author, archival research to uncover photographs of the manuscript in use, historical and bibliographical research to situate the manuscript and its author, and finally, an in-depth and exhaustive source analysis to uncover literary and documentary influences on the text. Subsequently, the manuscript was identified as handwritten by Gerald Gardner, from 1940 to 1949, and contains almost no original material other than a handful of pages for a speech or oral presentation. The rest of the document is comprised of extracts from published sources available to Gardner. These include books on Free Masonry, Templars, British Folklore, Kabbalah, Magic – ancient and ceremonial, and books by Aleister Crowley. The document also includes ritual passages and ceremonies, most of which also appear in Gardner’s published novel, High Magic’s Aid. Two theme-lines, “Magic – ancient and ceremonial” and “the writings of Aleiser Crowley”, comprising almost 40% of the total page count, were chosen for thorough analysis. Based on the information revealed by the various methodologies applied to this document, one can assert that Gardner’s claims to have been initiated into an ancient indigenous tradition, Wicca, and to be making available its long secret rituals are not supported by this document.
82

Shadows in 3D platformer games : A comparative analysis of shadowmaps and blob shadows

Zhang, Hangning, Pirelli, Clement January 2020 (has links)
The challenges found in three-dimensional platformer games heavily rely on the player’s ability to perceive depth and it is therefore crucial for them to feature shadows as they are an important depth cue for the human visual system. In this paper, we compare two different kinds of shadowing solutions, blob shadows and shadow-maps. Subjects split into two groups each played a differently shadowed version of a 3D platformer game prototype as well as a common, unshadowed version. The first group’s prototype featured blob shadows while the second group’s used shadowmaps. The players were asked to input their own proficiency level from one to five into the program. The data collected through in-prototype logging to a file hinted at shadowmaps being more desirable as the shadowmap group’s delta from shadowed to unshadowed playthrough was lower than the blob shadow group’s. However, this data featured a number of problems, such as low sample size, subjective evaluation of player proficiency in 3D platformer games and different distribution of proficiency in and across groups. / Utmaningarna funna i tredimensionella platformsspel beror starkt på spelarens förmåga att uppfatta djup och det är därför avgörande för spelaren att ha skuggor eftersom de är en viktig antydan till djup för det mänskliga visuella systemet. I detta examensarbete jämför vi två olika typer av skuggningslösningar, “blob shadows” och “shadowmaps”. Försökspersonerna delades upp i två grupper, var och en spelade en annorlunda skuggad version av en prototyp för ett 3D-plattformsspel samt en ordinär, version utan skugga. Den första gruppens skuggor gjordes med “blob shadows” medan för den andra gruppen användes “shadowmaps”. Spelarna ombads att mata in sin egen kompetensnivå från ett till fem i programmet. Uppgifterna som samlats in via loggning i prototypen skrevs till en fil som antydde att “shadowmaps” var mer önskvärda eftersom “shadowmap”-gruppens delta från skuggad till icke-skuggad igenomspelning var lägre än skugga-gruppens. Dessa data innehöll emellertid ett antal problem, såsom låg provstorlek, subjektiv utvärdering av spelarens kunskaper i 3D-plattformsspel och olika spridning av kunskaper i och över grupper. Insikter för framtida forskning inkluderar skapandet av en objektiv ram för utvärdering för kunskaperna för spelarna såväl som förminskningen av prototypens omfattning.
83

Hwang Jungeun's One Hundred Shadows; A Study of Korean Onomatopoeia and How They Are Affected by Translation : Korean to English and Korean to Swedish

Hedström, Michelle January 2021 (has links)
The book Paegŭi Kŭrimja (One Hundred Shadows) written by Hwang Jungeun (Hwang Jŏngŭn) was published in 2010 and translated by Jung Yewon (Chŏng Yewŏn) in 2016 after its success throughout South Korea.  It does not yet exist an official translation in Swedish and therefore, in order to make a comparative analysis about the differences in translation between Korean, English and Swedish, which is the author of the present thesis’ native language, the author have translated a part of the book (pages 1-40) during a course in Korean literature translation into Swedish. This thesis will be specifically focused on how the Korean onomatopoeias in the book have been changed through translation and what difference that creates for the meaning and nuance of the source text. This thesis uses a comparative qualitative method to examine how the onomatopoeias in the book have been affected by the English and the Swedish translations where the author found that there were some onomatopoeias that were more affected by translation than others, whereas omission was found to be the most used translation strategy, which resulted in some loss of nuance, but that no meaning was lost when omitting or changing the onomatopoeias. This thesis also compares the differences of the English and Swedish translations which were also considered to be minimal and disregarding one’s personal stylistic choice, the author found both translations to be appropriate and was therefore also not considered to affect the text in a significant way. The author hopes that further research about onomatopoeias and their place in translation will be studied in the future, as well as translation between Korean-English and Korean-Swedish to further expand and discover the Korean-English and Korean-Swedish literature area.
84

Akcelerace výpočtu stínů a osvětlení / Shadowing and Lighting Acceleration

Milet, Tomáš January 2021 (has links)
Cílem této práce je prezentovat metody pro akceleraci výpočtů stínů a osvětlení.  Práce se zabývá akcelerací na vzorek přesných stínů pomocí stínových těles na různých platformách. Obsahem práce je také zvýšení přesnosti stínových map a zvýšení přesnosti osvětlování scény s mnoha světly.
85

Metody pro odstranění aliasu při zobrazení stínů / Methods for Alias-Free Shadows Rendering

Posolda, Jan January 2012 (has links)
This paper concerns aliasing removal methods during the shadow displaying. Method of shadow mapping, its principles, procedure and mainly its drawbacks in the form of aliasing development are described. For the removal of this undesirable phenomenon, several aliasing suppressing methods are described - Percentage Closer Filter, Variance Shadow Map, Convulotion Shadow Map, Exponential Shadow Map a Bilateral Filter. I conclude my work with a proposal and implementation of a demonstrative application, which demonstrates the implemented results adequately. Also, the comparison of individual methods on the basis of their quality and computational demands is included.
86

Photometric registration of indoor real scenes using an RGB-D camera with application to mixed reality / Recalage photométrique de scènes réelles d’intérieurs à l’aide d’une caméra RGB-D avec application à la réalité mixte

Jiddi, Salma 11 January 2019 (has links)
L'objectif principale de la Réalité Mixte (RM) est de donner aux utilisateurs l'illusion que les objets virtuels et réels coexistent indistinctement dans le même espace. Une illusion efficace nécessite un recalage précis entre les deux mondes. Ce recalage doit être cohérent du point de vue géométrique et photométrique. Dans cette thèse, nous proposons de nouvelles méthodes de recalage photométrique pour estimer l'illumination et la réflectance de scènes réelles. Plus précisément, nous proposons des approches en nous attaquant à trois grands défis : (1) utilisation d'une seule caméra RGB-D. (2) estimation des propriétés de réflectance diffuse et spéculaire. (3) estimation de la position 3D et de la couleur de sources lumineuses dynamiques multiples. Dans notre première contribution, nous considérons des scènes réelles d’intérieurs où la géométrie et l'éclairage sont statiques. En observant la scène à partir d’une caméra mobile, des réflexions spéculaires peuvent être détectées tout au long de la séquence d'images RGB-D. Ces indices visuels sont très instructifs sur l'éclairage et la réflectance des surfaces des scènes. Par conséquent, nous les modélisons pour estimer à la fois les propriétés de réflectance diffuse et spéculaire ainsi que la position 3D de sources lumineuses multiples. Notre algorithme permet d'obtenir des résultats de RM convaincants tels que des ombres virtuelles réalistes ainsi qu'une suppression correcte de la spécularité réelle. Les ombres sont omniprésentes et représentent l’occultation de la lumière par la géométrie existante. Elles représentent donc des indices intéressants pour reconstituer les propriétés photométriques de la scène. La présence de texture dans ce contexte est un scénario critique. En effet, la séparation de la texture et des effets d'éclairage est souvent gérée par des approches qui nécessitent l’intervention de l'utilisateur ou qui ne répondent pas aux exigences du temps de traitement de la réalité mixte. Nous abordons ces limitations et proposons une méthode d'estimation de la position et de l'intensité des sources lumineuses. L'approche proposée gère les lumières dynamiques et fonctionne en temps quasi-réel. L'existence d'une source lumineuse est plus probable si elle est soutenue par plus d'un indice visuel. Nous abordons donc le problème de l'estimation des propriétés d’éclairage et de réflectance en analysant conjointement les réflexions spéculaires et les ombres projetées. L'approche proposée tire parti de l'information apportée par les deux indices pour traiter une grande variété de scènes. Notre approche est capable de traiter n'importe quelle surface texturée et tient compte à la fois des sources lumineuses statiques et dynamiques. Son efficacité est démontrée par une gamme d'applications, incluant la réalité mixte et la re-texturation. La détection des ombres projetées et des réflexions spéculaires étant au cœur de cette thèse, nous proposons finalement une méthode d'apprentissage approfondi pour détecter conjointement les deux indices visuels dans des scènes réelles d’intérieurs. / The overarching goal of Mixed Reality (MR) is to provide the users with the illusion that virtual and real objects coexist indistinguishably in the same space. An effective illusion requires an accurate registration between both worlds. This registration must be geometrically and photometrically coherent. In this thesis, we propose novel photometric registration methods to estimate the illumination and reflectance of real scenes. Specifically, we propose new approaches which address three main challenges: (1) use of a single RGB-D camera. (2) estimation of both diffuse and specular reflectance properties. (3) estimation of the 3D position and color of multiple dynamic light sources. Within our first contribution, we consider indoor real scenes where both geometry and illumination are static. As the sensor browses the scene, specular reflections can be observed throughout a sequence of RGB-D images. These visual cues are very informative about the illumination and reflectance of scene surfaces. Hence, we model these cues to recover both diffuse and specular reflectance properties as well as the 3D position of multiple light sources. Our algorithm allows convincing MR results such as realistic virtual shadows and correct real specularity removal. Shadows are omnipresent and result from the occlusion of light by existing geometry. They therefore represent interesting cues to reconstruct the photometric properties of the scene. Presence of texture in this context is a critical scenario. In fact, separating texture from illumination effects is often handled via approaches which require user interaction or do not satisfy mixed reality processing time requirements. We address these limitations and propose a method which estimates the 3D position and intensity of light sources. The proposed approach handles dynamic light sources and runs at an interactive frame rate. The existence of a light source is more likely if it is supported by more than one cue. We therefore address the problem of estimating illumination and reflectance properties by jointly analysing specular reflections and cast shadows. The proposed approach takes advantage of information brought by both cues to handle a large variety of scenes. Our approach is capable of handling any textured surface and considers both static and dynamic light sources. Its effectiveness is demonstrated through a range of applications including real-time mixed reality and retexturing. Since the detection of cast shadows and specular reflections are at the heart of this thesis, we further propose a deep-learning framework to jointly detect both cues in indoor real scenes.
87

Interactive Image-space Point Cloud Rendering with Transparency and Shadows

Dobrev, Petar, Rosenthal, Paul, Linsen, Lars 24 June 2011 (has links)
Point-based rendering methods have proven to be effective for the display of large point cloud surface models. For a realistic visualization of the models, transparency and shadows are essential features. We propose a method for point cloud rendering with transparency and shadows at interactive rates. Our approach does not require any global or local surface reconstruction method, but operates directly on the point cloud. All passes are executed in image space and no pre-computation steps are required. The underlying technique for our approach is a depth peeling method for point cloud surface representations. Having detected a sorted sequence of surface layers, they can be blended front to back with given opacity values to obtain renderings with transparency. These computation steps achieve interactive frame rates. For renderings with shadows, we determine a point cloud shadow texture that stores for each point of a point cloud whether it is lit by a given light source. The extraction of the layer of lit points is obtained using the depth peeling technique, again. For the shadow texture computation, we also apply a Monte-Carlo integration method to approximate light from an area light source, leading to soft shadows. Shadow computations for point light sources are executed at interactive frame rates. Shadow computations for area light sources are performed at interactive or near-interactive frame rates depending on the approximation quality.
88

Demonstrace pokročilých technik využívajících OpenGL / Advanced Techniques Demo Using OpenGL

Buček, Antonín January 2008 (has links)
This thesis demonstrates advanced techniques using OpenGL. The work is conceived as a demo without any size restrictions. It focuses on creating 3D world, which consists of inner rooms complex. Some additional interesting objects, lighting and shadows enrich the rooms. Particle systems, which were used to create explosions, smokes and some other particle effects are described in the thesis, too. 3D machine models fight between themselves using laser beams and form the story of the demo. Important part of the work is a movement model which is applied to both models and avatar. Sound track completes the demo.
89

Kvalitní zobrazení stínů pro složité světelné zdroje / High-Quality Shadow Rendering from Complex Light Sources

Navrátil, Jan January 2016 (has links)
V interaktivních aplikacích jsou stíny tradičně zobrazovány s pomocí algoritmu založeným na stínových mapách. Nevýhodou toho algoritmu je, že stínová mapa, reprezentovaná texturou, má pouze omezené rozlišení. To může vést k nepěkným vizuálním artefaktům objevujících se na hranách stínů. Tato práce představuje postup, který je založen na vylepšené deformaci textury. To umožní zobrazit scénu obsahující složité světelné zdroje, zredukovat artefakty na hranicích stínů a také vylepšit kvalitu stínů bez ohledu na typu scény a její konfiguraci.
90

Akcelerace výpočtu stínů a osvětlení / Shadowing and Lighting Acceleration

Milet, Tomáš January 2021 (has links)
Cílem této práce je prezentovat metody pro akceleraci výpočtů stínů a osvětlení.  Práce se zabývá akcelerací na vzorek přesných stínů pomocí stínových těles na různých platformách. Obsahem práce je také zvýšení přesnosti stínových map a zvýšení přesnosti osvětlování scény s mnoha světly.

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