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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.
21

Resolution Independent Path Rendering of Dynamic Geometry

Persson, Niklas January 2021 (has links)
Vector graphics rendering is the subject of a large number of research papers. However, many of them lack results regarding animated vector graphics despite its importance in many fields. In this thesis the resolution independent rendering of animated graphics is studied. A testing platform is implemented to evaluate selected rendering backends based on state-of-the-art rendering algorithms and widely used vector graphics libraries. The selected rendering algorithms were selected because they were lacking results for animated graphics. The objectives of the work are achieved through the analysis of the results produced by the animation platform on specifically designed scenarios. The performance of the renderers is evaluated in terms of frame time and sensitivity to various parameters defining the animation. The results showed that the algorithms not originally designed for rendering animated graphics are applicable for this task but tradeoffs have to be made to choose a suitable rendering backend.
22

Vektorový grafický výstup z HTML renderovacího stroje / Vector Graphics Output from an HTML Rendering Engine

Chocholatý, Tomáš January 2021 (has links)
This thesis focuses on the issue of rendering web pages using vector graphics. The experimental CSSBox display engine and existing libraries for rendering vector graphics in PDF and SVG will be described here. The goal of the thesis is design a common structure for these two libraries and unify the process of rendering web pages in vector graphics as much as possible. Analysis of incorrectly implemented parts of existing solutions will be performed here and shortcomings, which will be necessary to implement to the resulting vector graphic meet the standard CSS3, will be describe. Furthermore, the implementation process, including the repair of all non-functioning original solutions, and the principle of unification of individual parts for the generation of both vector formats will be described. The conclusion is dedicated the results of self testing and outputs from generating real websites.
23

Editor objektově orientovaných Petriho sítí / Editor of Object Oriented Petri Nets

Kovács, Zoltán January 2010 (has links)
The thesis deals with design and implementation of the editor object-oriented Petri nets described by language PNTalk. A PNTalk compatible representation and storage format based on XML technologies will be created. The design of the individual parts of the editor focuses on the internal storage facilities, on the graphical user interface and its functionality. In the final part there are practical demonstrations of the application.
24

Transformace dokumentů HTML na vektorovou grafiku SVG / HTML Document Transformation to Scalable Vector Graphics

Šafář, Martin January 2016 (has links)
This diploma thesis deals with the topic of rendering HTML/CSS documents using the Scalable Vector Graphics (SVG) language. The goal of this thesis is to design and implement an extension for the CSSBox library, which will be able to generate a vector output. First, we provide a description of the SVG language and some Java libraries that can be used for creating SVG documents. After that, there is description of the CSSBox library. Then, we perform an analysys of selected CSS3 features. The main part of this thesis is the design of a solution for rendering various CSS3 attributes such as rounded corners, gradients or transformations using SVG. After the design, there is a description of the implementation and evaluation of the achieved results using various tests. The conclusion offers some possibilities of extending this thesis.
25

A context-aware application offering map orientation

Arcos, Alejandro January 2010 (has links)
In this thesis context refers to information about the environment (the user or entity's surroundings) that can influence and determine the behavior of a computing system. Context-awareness means that the computer can adapt to the situation in which it is working. Context is a key issue in mobile computing, especially with handheld devices (such as PDAs and mobile phones), due to the fact that they can be used while on the move; hence the environment around them can change. The environment of a static device may also change and require the device to adapt. Applications and systems that exploit context by both sensing and reacting to their environment are called context-aware applications. Devices that are context-aware are able to perceive stimuli and react accordingly, with minimal interaction with the user. Providing context-aware services to users of mobile devices via context-aware applications is becoming an important and significant factor in the market and is a developing industry. In this thesis we analyze and develop an application that exploits context to provide a service that improves the interaction between humans and a computer. The thesis begins with a study of what types of sensors are available to provide information about the device's context. This is followed by the design of an appropriate way of using the selected sensor (ecompass) to provide a means of adapting a service to the user's and device's context. The focus is every day activities of a student at a university - specifically finding the location of a meeting room for a seminar; however, similar scenarios exist for other types of users. After determining that it was feasible to add a e-compass as a sensor to an existing personal digital assistant and to provide a map to the mobile user, the focus of the thesis shifted to an examination of the performance of the adaptation of the map as the user moved the device. Initially it required excessive time to render the map on the device, thus as the user moved the device the map was not updated quickly enough for the user to know their correct orientation with respect to the map. Therefore the thesis project examined how this performance could be improved sufficiently that the rendering would keep up with the change in orientation of the device. This investigation lead to a shift from server based rendering of the map as an image, followed by the transfer of the image to the device for display; to a sending a scalable vector graphics version of the map to the device for local rendering. While initially this was expected to be much faster than transferring an image for an actual map of the building where this work was taking place the local rendering was actually slower. This subsequently lead to server based pruning of the irrelevant details from the map, then a transfer of the relevant portion of the map to the device, followed by local rendering. / I den här avhandlingen hänvisar 'context' till information om miljön (i användarens eller enhetens omgivning) som kan bestämma och påverka beteendet hos ett datorsystem. Contex-awareness innebär att datorn kan anpassa sig till den situation där den arbetar. Context är en central fråga för mobila enheter, speciellt för handhållna enheter (t.ex. handdatorer och mobiltelefoner), på grund av att de kan användas på resande fot där omgivningen hela tiden förändras. Omgivningen för en statisk enhet kan också förändras och kräver att enheten kan anpassa sig. Applikationer och system som utnyttjar context genom att både känna av och reagera på sin omgivning kallas context-aware applications. Enheter som är kontextmedvetna kan uppfatta stimuli och reagera på den med minimal användarinteraktion. Att tillhandahålla kontextmedvetna tjänster till användare av mobila enheter via kontextmedvetna applikationer blir en allt viktigare och betydelsefullare faktor på marknaden och är en växande industri. I den här avhandlingen analyserar och utvecklar vi ett program som utnyttjar kontext för att tillhandahålla en tjänst som förbättrar samspelet mellan människa och dator. Avhandlingen inleds med en undersökning av vilka typer av sensorer som finns tillgängliga för att tillhandahålla information om enhetens kontext. Detta följs av en design för att på lämpligaste sätt använda den valda sensorn (e-kompass) för att tillhandahålla ett sätt att anpassa en tjänst till användaren och enhetens kontext. Fokus är vardagsaktivitieter för en student vid ett universitet - särskilt att hitta till ett konferensrum för ett seminarium, liknande scenarier finns även för andra typer av användare. Efter att ha fastställt att det var möjligt att koppla en sensor, i form av en e-kompass, till en befintlig personal digital assistant samt att visa en karta för användaren, flyttades fokus för avhandlingen till en undersökning om tjänstens prestanda när användaren flyttade enheten. Initialt krävde enheten väldigt lång tid att rendera kartan och när enheten flyttades uppdaterades kartan inte tillräckligt snabbt för att användaren skulle veta sin riktning i relation till kartan. Därför undersöktes hur prestandan kunde förbättras så att enheten skulle kunna hänga med bättre när enhetens riktning förändrades. Undersökningen ledde till att istället för att rendera en bild på servern och sedan skicka till enheten, skapa en vektorbaserad bild på servern, skicka till enheten och rendera lokalt. Även om detta initialt förväntades vara mycket snabbare än att överföra en bild av en verklig karta var den lokala renderingen faktiskt ännu långsammare. Detta ledde till en serverbaserad gallring av ovidkommande kartdetaljer samt beskärning innan kartan fördes över till enheten och renderades lokalt.
26

Atlas multimídia sobre movimentos de massa na sera do Mar paulista: município de Cubatão/SP

Moreira, Mirley Ribeiro [UNESP] 17 October 2008 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:32:18Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-10-17Bitstream added on 2014-06-13T20:43:12Z : No. of bitstreams: 1 moreira_mr_dr_rcla.pdf: 2967010 bytes, checksum: a3a8fd8d971c6b62113182b986e3ed84 (MD5) / Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Os movimentos de massa na Serra do Mar são alvos de muito interesse e estudo devido à alta incidência e aos conseqüentes impactos ambientais e econômicos. Portanto, reunir várias informações sobre movimentos de massa, e disponibilizá-los como um produto de fácil aquisição e de navegabilidade para o conhecimento de alunos de graduação, é o desafio desse trabalho. Como área de aplicação, escolheu-se o município de Cubatão, pela significativa incidência de escorregamentos e pela importância da região no contexto nacional, frente a aspectos econômicos e ambientais. Desta forma, o objetivo principal é produzir um Atlas Multimídia sobre os processos de movimentos de massa, como contribuição ao ensino de graduação, nas áreas de Ciências da Terra e Engenharia e avaliar a aplicabilidade da linguagem SVG (Scalable Vectorial Graphics) na produção de mapas interativos. Foi efetuada uma consulta a docentes e alunos da área de Ciências da Terra, sobre o interesse na utilização de material didático multimídia como apoio ao ensino e aprendizado e os resultados obtidos mostraram o claro interesse deste público no desenvolvimento do material .O Atlas interativo elaborado, voltado especificamente a escorregamentos, usando interfaces gráficas na linguagem SVG,mostrou que é possível a publicação de aplicações cartográficas interativas utilizando o SVG. Acredita-se que a utilização deste tipo de material como apoio ao ensino e aprendizado seja uma tendência crescente, impulsionada pelos avanços tecnológicos e pela forte inserção da informática em todos os setores de atividade. Inseridos neste contexto, os atuais alunos, desde muito cedo, vivem a informática nos seus cotidianos e a inserção destes recursos em sala de aula torna os cursos mais atrativos para este público. / Mass movements of Serra do Mar are the subject of much interest and study due to high incidence, the consequent environmental and economic impacts. For these reasons, to get some information about mass movements and make them available as a product of easy acquisition and navigability for the knowledge of undergraduate students, it is the challenge of this work. The study area was the Cubatão city by the significant incidence of slip and the importance of the region in the national context, in face of economic and environmental aspects. Thus, the main goal is to produce an Atlas Multimedia about processes of mass movements, to contribute to the education of undergraduate students in Earth Sciences and Engineering areas and evaluate the applicability of the SVG (Scalable Vectorial Graphics) language in the production of interactive maps. It was done a questionnaire for the purpose of gathering information from teachers and students in Earth Sciences area, about the interest in the use of multimedia educational materials to support teaching and learning. The results showed clear interest of the public in developing the material. The Interactive Atlas prepared, specifically to landslide, using graphical interfaces in the SVG language, showed that it is possible to publish interactive mapping applications using SVG. It was believed that the use of such material to support teaching and learning is a growing trend, driven by technological advances and the strong integration of computer science technology in all sectors of this activity. In this context, the current students, from an early age, living in their everyday computing and the integration of these resources in the classroom make the courses more appealing to the public.
27

Výuka základů vektorové grafiky na základní škole, práce s grafickými objekty / Vector graphics education for primary school, working with graphic objects

PEMLOVÁ, Veronika January 2009 (has links)
The aim of this graduation theses is a creation of comprehensive set with exemplars for vector graphics using by pupils of second-degree primary school, primarily working with graphics objects and exemplars verification in practise. Particular exemplars are worked up in training papers designed for pupils and methodical paper for trainers. The CD source files with particular exemplars and other helpful handout are part of this graduation theses.
28

Realizace gravírovacího přístroje pro vykreslování grafiky / Project of Engraving device for graphics creation

Hložek, Vojtěch January 2011 (has links)
The objective of this master's thesis is to design and implement a system which would be able to transfer a picture (either a bitmap or a vector image) on a foundational material. The main part of the apparatus consists of a plotter controlled by two stepping motors. The engraving itself is provided by a marker mounted to a movable part of engraving head. There was a PCB created for controlling the entire system. It contains power supplies, a microcontroller and motor and engraving head controlling circuits. The second part of the thesis shows a microcontroller program and a user interface in a PC. The image is trasfered from the PC into the microcontroller where it is processed and, based on the controlling program, engraved to the material.
29

HTML5-based Travel HabitApplication: Investigation of VectorWeb Mapping Possibilities / HTML5-baserad res-logg applikation:Undersökning av möjligheterna med vektor kartläggning

Isaksson, Camilla January 2013 (has links)
The subject of the report is to review and evaluate the potential for vector graphics in web maps. It ishoped that a web mapping only should display vector graphics. Compared to the traditional webmapping approach, that has raster tiles pre-rendered on the server side for each zoom level. Thedrawback with raster data is that it lacks in information content compared to vector data, which interms can contribute to a richer user interface. However, vector graphics, in comparison to raster datahave a complex data structure and are inefficient to handle such as raster data traditionally is managed.Thanks to new rendering techniques for vector graphics, such as by VML, SVG, but mainly throughthe canvas element, web maps can be improved since vector graphics can be drawn directly in theclient through the browser without the need to generate data on the server side and sent it to the client.By selecting three vector-based mobile mapping libraries that use HTML5, in particular the canvaselement, each library is examined and evaluated based on their ability to use vector graphics, bothperformance-wise, by randomly generating vector data on a map comprising of the world, but alsoaccording to a number of usability criteria. Thereafter, a mobile travel habit implementation isdeveloped based on one of the libraries that meets the criteria the best. The travel habit application isdesigned to register the user’s geographical movements and subsequently display the user’s completedtrip in terms of vector data on a map. The application is developed with the ASP.NET technique thatconsists of HTML, JavaScript and C# languages. Results show that each library is superior / comparesfavourably to the others for at least one of the assessment criteria. Based on the performance test forthe rendering of vector data, the Tile5 library performed best with a rendering time corresponding toapproximately half the time it took for the second best library Leaflet. However, since Tile5 indicatesdeficiencies in the documentation, Leaflet fits the overall established assessment criteria best and isselected for the implemented of the mobile application for travel habits. For future development, Tile5has the potential to become a useful and effective tool for vector web mapping and to compete withthe traditional mapping platforms that renders raster data. / Motivet till rapporten är att granska och utvärdera möjligheterna för vektorgrafik i webbkartor,förhoppningen är att i en webbkarta endast visa vektorgrafik. Istället för på det traditionella sättet medraster data som genererats färdigt på server-sidan för varje zoom-nivå av kartan. Nackdelen medrasterdata är att den är fattig på information jämfört med vektordata, som i sin tur kan bidra till ettrikare användargränssnitt. Dock har vektorgrafik jämfört med rasterdata en komplex datastruktur ochär ineffektivt att hantera så som rasterdata traditionellt görs.Tack vare nya rittekniker för vektorgrafik, så som genom VML, SVG men främst via canvaselementet, kan webbkartor förbättras i och med att vektorgrafik kan ritas upp direkt genom browserutan att behöva generera data på server-sidan. Genom att välja ut tre vektor-baserade utvecklingsbibliotek som använder sig utav HTML5 och speciellt canvas elementet, så undersöks och utvärderasrespektive bibliotek utifrån deras möjlighet att använda vektorgrafik, både prestandamässigt, genomatt slumpmässigt generera vektor data på en karta omfattande av hela världen, men också utifrån ettantal användbarhetskriterier. Därefter utvecklas en test implementation, d.v.s. en applikation för resvanor,baserat på den utav biblioteken som uppfyller kriterierna bäst. Res-vane applikationen ärinriktad på att registrera användarens geografiska rörelser och kan sedan visa användarens genomfördaresa i form av vektordata på en karta. Applikationen är utvecklad med ASP.NET tekniken som bestårutav HTML, JavaScript och C# språken. Resultatet från den empiriska undersökningen visar attkartbiblioteken utmärker sig på förmånligt men på olika områden. Utifrån prestandatestet förrendering av vektordata, presterade Tile5 bibliotek bäst med en renderingstid motsvarande ungefärhäften av tiden det tog för det näst bästa biblioteket, Leaflet. Dock ledde bristande dokumentation förTile5 till att Leaflet, till det stora hela sett, passade bedömningskriterierna bäst och kom attimplementeras i den mobila test applikationen för resvanor. För framtida utvecklings, har Tile5potential att utvecklas till ett användbart och effektivt verktyg för vektorkartläggning och för attkonkurrera med traditionella webbkartor som renderar rasterdata.
30

Image Vectorization

Price, Brian L. 31 May 2006 (has links) (PDF)
We present a new technique for creating an editable vector graphic from an object in a raster image. Object selection is performed interactively in subsecond time by calling graph cut with each mouse movement. A renderable mesh is then computed automatically for the selected object and each of its (sub)objects by (1) generating a coarse object mesh; (2) performing recursive graph cut segmentation and hierarchical ordering of subobjects; (3) applying error-driven mesh refinement to each (sub)object. The result is a fully layered object hierarchy that facilitates object-level editing without leaving holes. Object-based vectorization compares favorably with current approaches in the representation and rendering quality. Object-based vectorization and complex editing tasks are performed in a few 10s of seconds.

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