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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.
1

Digital texturering för augmented reality : En studie i möjligheten att återskapa effekten av subsurface scattering i albedo texturer / Digital texturing for augmented reality : A study in the ability to recreate the effect of subsurface scattering in albedo textures

Koitzsch, Robin January 2016 (has links)
No description available.
2

An Artistic Approach for Intuitive Control of Light Transfer in Participating Media

Guinea Montalvo, Jose 1980- 14 March 2013 (has links)
The sole purpose of every form of visual representation is to make something look believable. Even among abstract or conceptual representation, the purpose is to create something that within the defined visual language the audience will consider believable and accepted. In the field of computer generated representation there are numerous visual languages that have been developed throughout the years, attempting to solve different visualization or artistic problems. This thesis presents an alternative light transfer model for participating media focused on the intuitive control of the illumination data and the artistic value of the resulting image. The purpose is not focused on accurately modeling lights physical behavior and its interaction with the surfaces and elements. My thesis describes an artistic approach which aims to offer an organic and intuitive control of the glow and temperature of the effects of participating media and direct the value and hues through the surfaces. The system described in the thesis approximates light transfer through a given volume by calculating light contribution in the volume with discreet sampling and subsequently gathering these values to determine the diffuse scattering contribution for the volume. I will also discuss the assumptions made to allow such approximations, as well as how the intuitive control offered by the approach and these approximations allow new forms or representation and artistic direction.
3

Real-time rendering of subsurface scattering and skin / Realtidsrendering av hud

Holst, Daniel January 2017 (has links)
Rendering of skin and translucent materials as a real-time solution for a game engine.
4

Screen-Space Subsurface Scattering, A Real-time Implementation Using Direct3D 11.1 Rendering API

Andersen, Dennis January 2015 (has links)
Context Subsurface scattering - the effect of light scattering within a material. Lots of materials on earth possess translucent properties. It is therefore an important factor to consider when trying to render realistic images. Historically the effect has been used for offline rendering with ray tracers, but is now considered a real-time rendering technique and is done based on approximations off previous models. Early real-time methods approximates the effect in object texture space which does not scale well with real-time applications such as games. A relatively new approach makes it possible to apply the effect as a post processing effect using GPGPU capabilities, making this approach compatible with most modern rendering pipelines. Objectives The aim of this thesis is to explore the possibilities of a dynamic real-time solution to subsurface scattering with a modern rendering API to utilize GPGPU programming and modern data management, combined with previous techniques Methods The proposed subsurface scattering technique is implemented in a delimited real-time graphics engine using a modern rendering API to evaluate the impact on performance by conducting several experiments with specific properties. Results The result obtained hints that by using a flexible solution to represent materials, execution time lands at an acceptable rate and could be used in real-time. These results shows that the execution time grows nearly linearly with consideration to the number of layers and the strength of the effect. Because the technique is performed in screen space, the performance scales with subsurface scattering screen coverage and screen resolution. Conclusions The technique could be used in real-time and could trivially be integrated to most existing rendering pipelines. Further research and testing should be done in order to determine how the effect scales in a complex 3D-game environment.
5

Výzkumný 3D skener pro účely skenování problematických povrchů / Research 3D scanner for scanning of problematic surfaces

Bátrla, Martin January 2019 (has links)
This diploma thesis deals with design of 3D scanner for scanning problematic surfaces. The research part introduces the problem of 3D scanning and describes causes of random errors. Further, it contains a description and division of methods that leads to their elimination. The practical part of the thesis deals with design and description of hardware and software parts of the 3D scanner. The output of this work is device that is able to implement and compare quality of codification methods mainly for scanning of problematic surfaces. The functionality of equipment was verified by experimental measurement.
6

Computational approaches for diffusive light transport: finite-elements, grid adaption, and error estimation

Sharp, Richard Paul, Jr. 20 September 2006 (has links)
No description available.
7

SAR for superficial soil moisture retrieval at the field scale over an agricultural area

Graldi, Giulia 17 July 2024 (has links)
Not many studies are currently devoted to the estimation of soil moisture from space-borne SAR data at the field scale. Superficial soil moisture is indeed generally estimated from SAR images at lower resolutions, rarely reaching the sub-kilometric scale. This is mainly due to the lack of in situ data, such as measured soil moisture and parameters indicative of the soil roughness and vegetation conditions. Moreover, when working at the kilometric scale, some hypothesis assumed while modelling the backscattered SAR signal over a vegetated area are more likely satisfied, whereas when working at higher resolutions such as the field scale, other interactions should be taken into account. Indeed, over a vegetated area the total backscattered SAR signal is usually modelled as the incoherent sum of the vegetation and the soil components, and only in the last years has been added a further contribution provoked from the presence of subsurface scatterers. In the present thesis, the just mentioned contributions are considered and modelled at the field scale for soil moisture estimation purposes. A long term Change Detection method is applied to copolarized Sentinel-1 data, with a focus on taking into account the component of the total backscattering coefficient due to the presence of subsurface scatterers, recently proposed in literature. By exploiting the strong relationships detected over the study area between the copolarized signal and the observed soil moisture, the inversion algorithm for soil moisture retrieval is adapted for considering the cases of dominant subsurface scattering mechanism. Moreover, the proper time scale of detection of subsurface scattering is identified at the field scale, providing helpful information for correcting retrieval algorithms based on SAR data also at lower spatial scales.
8

Efficient Simulation and Rendering of Sub-surface Scattering

Tsirikoglou, Apostolia January 2013 (has links)
In this thesis, a new improved V-Ray subsurface scattering shader based on the improved diffusion theory is proposed. The new shader supports the better dipole and the quantized diffusion reflectance model for layered translucent materials. These new implemented models build on previous diffusion BSSRDFs and in the case of quantized diffusion uses an extended source function for the material layer. One of the main contributions and significant improvement over V-Ray’s existing subsurface scattering shader is the front and back subsurface scattering separation. This was achieved by dividing the illumination map that is used to calculate each shading’s point color, in two parts: the front part that comes of front lighting and the back one that comes of back lighting. Thus, the subsurface scattering layer can be divided in its consisting parts and each of them can be controlled, weighted and used independently. Finally, the project’s outcome is a new V-Ray material that provides all the above improvements in an intuitive, practical and efficient shader with several intuitive algorithm and light map controls, where artists can create subsurface scattering effects through three subsurface scattering layers.
9

Simulated Laser Triangulation with Focus on Subsurface Scattering

Kihl, Hilma, Källberg, Simon January 2021 (has links)
Practical laser triangulation sessions were performed for each measurement object to obtain ground truth data. Three methods for laser line simulations were implemented: reshaping the built-in light sources of Blender, creating a texture projector and approximating a Gaussian beam as a light emitting volume. The camera simulation was based on the default camera of Blender together with settings from the physical camera. Three approaches for creating wood material were tested: procedural texturing, using microscopic image textures to create 3D-material and UV-mapping high resolution photograph onto the geometry. The blister package was simulated with one material for the pills and another for the semi-transparent plastic packaging. A stand-alone Python script was implemented to simulate anisotropic/directed subsurface scattering of a point laser in wood. This algorithm included an approach for creating vector fields that represented subsurface scattering directions. Three post-processing scripts were produced to simulate sensor noise, blurring/blooming of the laser line and lastly to apply simulated speckle patterns to the laser lines. Sensor images were simulated by rendering a laser line projected onto a measurement object. The sensor images were post-processed with the three mentioned scripts. Thousands of sensor images were simulated, with a small displacement of the measurement object between each image. After post-processing, these images were combined to a single scattering image. SICK IVP AB provided the algorithms needed for laser centre extraction as well as for scattering image creation. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
10

Implicit representation of inscribed volumes

Sahbaei, Parto 01 May 2017 (has links)
We present an implicit approach for constructing smooth isolated or interconnected 3-D inscribed volumes which can be employed for volumetric modeling of various kinds of spongy or porous structures, such as volcanic rocks, pumice stones, Cancellus bones *, liquid or dry foam, radiolarians, cheese, and other similar materials. The inscribed volumes can be represented in their normal or positive forms to model natural pebbles or pearls, or in their inverted or negative forms to be used in porous structures, but regardless of their types, their smoothness and sizes are controlled by the user without losing the consistency of the shapes. We introduce two techniques for blending and creating interconnections between these inscribed volumes to achieve a great flexibility to adapt our approach to different types of porous structures, whether they are regular or irregular. We begin with a set of convex polytopes such as 3-D Voronoi diagram cells and compute inscribed volumes bounded by the cells. The cells can be irregular in shape, scale, and topology, and this irregularity transfers to the inscribed volumes, producing natural-looking spongy structures. Describing the inscribed volumes with implicit functions gives us a freedom to exploit volumetric surface combinations and deformations operations effortlessly / Graduate

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