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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.
151

On reliably inferring differential structure from three-dimensional images

Sander, Peter T. January 1988 (has links)
No description available.
152

High Performance Three-Dimensional Display Based on Polymer-Stabilized Blue Phase Liquid Crystal

Liu, Yifan 01 January 2014 (has links)
Autostereoscopic 2D/3D (two-dimension/three-dimension) switchable display has been attracting great interest in research and practical applications for several years. Among different autostereoscopic solutions, direction-multiplexed 3D displays based on microlens array or parallax barrier are viewed as the most promising candidates, due to their compatibility with conventional 2D display technologies. These 2D/3D switchable display system designs rely on fast switching display panels and photonics devices, including adaptive focus microlens array and switchable slit array. Polymer-stabilized blue phase liquid crystal (PS-BPLC) material provides a possible solution to meet the aforementioned fast response time requirement. However, present display and photonic devices based on blue phase liquid crystals suffer from several drawbacks, such as low contrast ratio, relatively large hysteresis and short lifetime. In this dissertation, we investigate the material properties of PS-BPLC so as to improve the performance of PS-BPLC devices. Then we propose several PS-BPLC devices for the autostereoscopic 2D/3D switchable display system designs. In the first part we evaluate the optical rotatory power (ORP) of blue phase liquid crystal, which is proven to be the primary reason for causing the low contrast ratio of PS-BPLC display systems. Those material parameters affecting the ORP of PS-BPLC are investigated and an empirical equation is proposed to calculate the polarization rotation angle in a PS-BPLC cell. Then several optical compensation methods are proposed to compensate the impact of ORP and to improve the contrast ratio of a display system. The pros and cons of each solution are discussed accordingly. In the second part, we propose two adaptive focus microlens array structures and a high efficiency switchable slit array based on the PS-BPLC materials. By optimizing the design parameters, these devices can be applied to the 2D/3D switchable display systems. In the last section, we focus on another factor that affects the performance and lifetime of PS-BPLC devices and systems: the UV exposure condition. The impact of UV exposure wavelength, dosage, uniformity, and photo-initiator are investigated. We demonstrate that by optimizing the UV exposure condition, we can reduce the hysteresis of PS-BPLC and improve its long term stability.
153

Effects of depth cues on depth judgements using a field-sequential stereoscopic CRT display

Reinhart, William Frank 13 July 2007 (has links)
Current interest in three-dimensional (3-D) information displays has focused on the use of field-sequential CRT techniques to present binocular stereoscopic images. Although it is widely believed that stereopsis provides a potent depth information cue, numerous monocular cues exist which may augment, detract from, or even supplant stereopsis. Unfortunately, few guidelines or well-controlled analyses on the use of depth cues are available to direct engineering implementations of stereoscopic display systems. This dissertation describes three experiments using 3-D images presented on a Tektronix SGS 620 field-sequential stereoscopic CRT (19-inch diagonal, 120-Hz field rate, passive glasses). In the first experiment, 10 participants with normal vision judged the relative apparent depth ordering of three simple geometric figures (planar circle, square, and triangle). Four sources of depth information (cue types) were factorially combined to construct exemplary images of planar figures in apparent depth: Relative Size (angular subtense decreased with increasing apparent depth); Disparity (binocular disparity varied from crossed to uncrossed with increasing apparent depth); Interposition (closer figures partially occluded ones farther away in apparent depth); and Luminance (luminance decreased with increasing apparent depth). The three monocular cues (Interposition, Size, and Luminance) produced significantly faster depth judgments when used alone; however, when used in combination, Interposition dominated the response time data trends. Although the Disparity cue received moderately high "perceived effectiveness" ratings, response time measures indicated that it played a minor role in the relative depth judgment task. The second experiment was conducted to investigate further the subjective value of the various depth cues. Participants rated subjective image quality (quality of depth) rather than making rapid relative depth judgements. As anticipated, the most satisfactory ratings of depth were made for display images which included stereoscopic depth (Disparity), with the very highest ratings given to display images which included all four depth cues. The results of these first two experiments illustrated a task-demand (objective vs. subjective) discrepancy in the utility of stereoscopic depth cues. The third experiment extended the initial work to include more geometrically complex stimuli in visual search and cursor positioning tasks. In these task environments, stereoscopic disparity and monocular depth cues had an interactive effect on improving visual search times and reducing cursor positioning errors on the depth axis, with the best performance associated with the presence of all depth cues. The complementary nature of these effects was attenuated when depth cue salience was elevated to suprathreshold levels. Based on the results of this research, recommendations are presented for the display of depth information with the stereoscopic CRT. The importance of this research is underscored by the fact that while technological advances have been made in the field of stereoscopic display, very few usability data exist either from laboratory testing or from the implementation of such displays in operational systems. This research provides information to complete cost/performance benefit analyses for 3-D display designs which could in turn significantly impact industry acceptance of the field-sequential stereoscopic CRT. / Ph. D.
154

3-D finite element beam/connector model for a glulam dome cap

Tsang, Moses T. 05 September 2009 (has links)
The purpose of this study is to model the beam/decking connectors (nails) of a glulam dome cap by beam/connector elements, and to analyze various dome cap models in order to investigate the potential of the beam/connector model to simulate the decking. Two- and three-dimensional beam/connector elements are formulated, tested, and evaluated. The dome cap is modeled with I-DEAS, and the modeling procedures are briefly discussed. Four series of beam/connector dome cap models are created and analyzed: (1) models with the nailed joints at bracing points (rigid link h=0), (2) models with the nailed joints at bracing points (h>0), (3) models with 16 nailed joints per beam element (h=0), and (4) models with 16 nailed joints per beam element (h>0). Their results are compared with the dome cap models with the truss bracings. Finally, conclusions and recommendations for future research are presented. / Master of Science
155

Device independent perspective volume rendering using octrees

Ryan, Timothy Lee 12 September 2009 (has links)
Volume rendering, the direct display of data from 3D scalar fields, is an area of computer graphics still in its infancy. Only recently has graphics hardware advanced to a state where volume rendering became feasible. Volume rendering requires the analysis of large amounts of data, typically tens of megabytes. As hardware speeds increase, we can only expect the datasets to get larger. This thesis describes a reasonably fast, space efficient algorithm for volume rendering. The algorithm is device independent since it is written as an X Windows client. It makes no graphics calls to dedicated graphics hardware, but allows the X server to take advantage of such hardware when it exists. It can be run on any machine that supports X Windows, from an IBM-PC to a high-end graphics workstation. It produces a perspective projection of the volume, since perspective projections are generally easier to interpret than parallel projections. The algorithm uses progressive refinement to give the user a quick view of the dataset and how it is oriented. If a different orientation or dataset is desired, the user may interrupt the rendering process. Once the desired dataset and position have been determined, the progressive refinement process continues and the image improves in quality until the greatest level of detail is displayed. While this algorithm may not be as fast as algorithms written specifically for dedicated graphics hardware, its overall rendering time is acceptable. Hardware vendors who develop X servers that take advantage of their graphics capabilities will only enhance the performance of our algorithm. The device independence this algorithm provides is a major benefit for people who work in an environment of mixed hardware platforms. / Master of Science
156

Game design and development

Surangi, Vani Indrani 01 January 2006 (has links)
The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
157

Multi-user game development

Hung, Cheng-Yu 01 January 2007 (has links)
This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
158

Facial Feature Reconstruction using Structure from Motion

Rautenbach, Pieter Albertus 03 1900 (has links)
Thesis (MScEng (Electrical and Electronic Engineering))--University of Stellenbosch, 2005. / Structure from Motion suggests that an object or scene’s three-dimensional structure can be determined from its observed two-dimensional motion. Human efforts, manifested in computer algorithms, try to mimic the enormous power of the visual processing capabilities of the human brain. We present an algorithm to estimate structure, using the Unscented Kalman Filter, from the motion of point-wise features, produced by the Kanade-Lucas-Tomasi feature tracker. The algorithm is evaluated critically against an extensive set of motion sequences, with special attention paid to facial feature reconstruction.
159

A Comparison Between Two-Dimensional and Three-DimensionalAnalysis, A Review of Horizontal Wood Diaphragms and a Case Study of the Structure Located at 89 Shrewsbury Street, Worcester, MA

Johnson, Robert A 30 April 2008 (has links)
A two-dimensional structural analysis design approach has been the universally accepted method for a small structural engineering design firm. The tools to perform the analysis have been paper and pencil, calculators and more recently personal computers with two-dimensional software. With the introduction of three-dimensional software, a major shift is occurring on how small structural engineering firms approach analysis and design. This thesis research reviews the analysis of an existing building utilizing the standard two-dimensional approach, including horizontal diaphragm-action within wood floors. This study also reviews the research performed on horizontal diaphragms and investigates the use of three-dimensional, finite element modeling (RISA-3D) for the analysis of horizontal diaphragms. It is shown that the three-dimensional model can provide results similar to the two-dimensional hand calculations. However, the thickness of the diaphragm elements has to be significantly modified for flexible diaphragm action. The experience described herein is useful for structural engineer interfacing within three-dimensional CAD systems. The thesis concludes with a discussion on the challenges facing small structural engineering firms, including computer based technologies, engineering expertise to develop contract documents and review shop drawings, and outsourcing of design services.
160

Reconstructing specular objects with Image Based Rendering using Color Caching

Chhabra, Vikram 27 April 2001 (has links)
Various Image Based Rendering (IBR) techniques have been proposed to reconstruct scenes from its images. Voxel-based IBR algorithms reconstruct Lambertian scenes well, but fail for specular objects due to limitations of their consistency checks. We show that the conventional consistency techniques fail due to the large variation in reflected color of the surface for different viewing positions. We present a new consistency approach that can predict this variation in color and reconstruct specular objects present in the scene. We also present an evaluation of our technique by comparing it with three other consistency methods.

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