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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

Detalių pozicionavimo paieškos metodu tyrimas / The investigation of parts orientation efficiency resing search technique

Juknevičius, Remigijus 11 June 2005 (has links)
The name of this subject is ‘The investigation of parts orientation efficiency resing search technique’. Problems in parts interdependent orientation when using different movement trajectories in perpendicular to assembly plane are investigated. An influence of search trajectories on joining accuracy is analyzed.
22

Mobility analysis with mobile phone data / Mobilitetanalys baserad på mobildata

Rajna, Botond January 2014 (has links)
The thesis evaluates mobility based on mobile phone positions. The aim is to develop and assess different methods for travel demand estimation based on CDR data. Besides this estimation location data in cellular data is explained in more detail and a previous work based on mobile phone data and travel demand estimation is reviewed. The different methods of travel time estimation include both static and dynamic estimation. The static travel demand estimation evaluates movements in the city based on predefined time periods, whereas the dynamic estimations are based on different definitions of a trip. A trip can be defined as movements between important places, or just simply count a trip between each position, or a filtering of active states to create more accurate origin-destination matrices. The second part of the thesis includes evaluation of travel time based on CDR data before the final conclusions are drawn. The main finding of the thesis is that it is possible to assess mobility in a city based on CDR data, even if there are no validation data available.
23

Image Quality-Driven Level of Detail Selection on a Triangle Budget

Arlebrink, Ludvig, Linde, Fredrik January 2018 (has links)
Background. Level of detail is an optimization technique used by several modern games. The level of detail systems uses simplified triangular meshes to determine the optimal combinations of 3D-models to use in order to meet a user-defined criterion for achieving fast performance. Prior work has also pre-computed level of detail settings to only apply the most optimal settings for any given view in a 3D scene. Objectives. The aim of this thesis is to determine the difference in image quality between a custom level of detail pre-preprocessing approach proposed in this paper, and the level of detail system built in the game engine Unity. This is investigated by implementing a framework in Unity for the proposed level of detail pre-preprocessing approach in this paper and designing representative test scenes to collect all data samples. Once the data is collected, the image quality produced by the proposed level of detail pre-preprocessing approach is compared to Unity's existing level of detail approach using perceptual-based metrics. Methods. The method used is an experiment. Unity's method was chosen because of the popularity of the engine, and it was decided to implement the proposed level of detail pre-preprocessing approach also in Unity to have the most fair comparison with Unity's implementation. The two approaches will only differ in how the level of detail is selected, the rest of the rendering pipeline will be exactly the same. Results. The pre-preprocessing time ranged between 13 to 30 hours. The results showed only a small difference in image quality between the two approaches, Unity's built-in system provides a better overall image quality in two out of three test scenes. Conclusions. Due to the pre-processing time and no overall improvement, it was concluded that the proposed level of detail pre-preprocessing approach is not feasible.
24

O detalhe como arquitetura. Uma pesquisa sobre um trabalho prático / Detail how the architecture - research of work practice

Gilberto Silva Domingues de Oliveira Belleza 15 March 2004 (has links)
Este trabalho aborda o detalhe como configurador da qualidade e do caráter da arquitetura. Para a construção desta proposta, elaboram-se questões que conceituam o detalhe como elemento arquitetônico, enfatizando sua relação com a obra construída e sua existência dentro do contexto histórico da arquitetura. Aborda-se, também, a relação entre a representação gráfica e sua execução, mostrando a materialização das idéias do autor do projeto. Com o aprofundamento destes conceitos, desenvolveu-se uma análise de como o detalhe pode conferir caráter e qualidade à arquitetura, abordando a obra de cinco arquitetos, representantes de diferentes linhas projetuais: Mies Van Der Rohe, Alvar Aalto, Frank Lloyd Wright, Alvaro Siza e Norman Foster. Com isso, alcançamos a apresentação de nossa pesquisa sobre um trabalho pratico, que explicita a criação e a representação do detalhe dentro do processo projetual, até alcançar a obra executada. / This work deals with detail shaping quality and character in architecture. To construction this proposal, work with questions which helps to conceptualise the detail as an architectural element, to define its connection to the construction and its existing context both historical and architectural. It us presented as well the relationship between detail\'s representation and its building as to show the author\'s idea and its materialisation. With these concepts worked out, it is analysed how detail grants quality and character to architecture. In this sense, it is approached the work of five outstanding architects, representing different projection tendencies: Mies Van Der Rohe, Alvar Aalto, Frank Lloyd Wright, Álvaro Siza e Norman Foster. Before this framework, it is afforded to demonstrate the links between practical work and its creation process where detail inside the project action reaches the work done.
25

Silhouette-based Level of Detail : A comparison of real-time performance and image space metrics

Andersson, Jonas January 2016 (has links)
Context. The geometric complexity of objects in games and other real-time applications is a crucial aspect concerning the performance of the application. Such applications usually redraw the screen between 30-60 times per second, sometimes even more often, which can be a hard task in an environment with a high number of geometrically complex objects. The concept called Level of Detail, often abbreviated LoD, aims to alleviate the load on the hardware by introducing methods and techniques to minimize the amount of geometry while still maintaining the same, or very similar result. Objectives. This study will compare four of the often used techniques, namely Static LoD, Unpopping LoD, Curved PN Triangles, and Phong Tessellation. Phong Tessellation is silhouette-based, and since the silhouette is considered one of the most important properties, the main aim is to determine how it performs compared to the other three techniques. Methods. The four techniques are implemented in a real-time application using the modern rendering API Direct3D 11. Data will be gathered from this application to use in several experiments in the context of both performance and image space metrics. Conclusions. This study has shown that all of the techniques used works in real-time, but with varying results. From the experiments it can be concluded that the best technique to use is Unpopping LoD. It has good performance and provides a good visual result with the least average amount of popping of the compared techniques. The dynamic techniques are not suitable as a substitute to Unpopping LoD, but further research could be conducted to examine how they can be used together, and how the objects themselves can be designed with the dynamic techniques in mind.
26

Automatic LOD selection

Forsman, Isabelle January 2017 (has links)
In this paper a method to automatically generate transition distances for LOD, improving image stability and performance is presented. Three different methods were tested all measuring the change between two level of details using the spatial frequency. The methods were implemented as an optional pre-processing step in order to determine the transition distances from multiple view directions. During run-time both view direction based selection and the furthest distance for each direction was tested in order to measure the performance and image stability. The work was implemented in the Frostbite game engine and tested using data from DICE. The result is a method that generates transition distances by calculating the spatial frequency of the exclusive or comparison between the silhouette of a ground truth mesh and each level of detail. The transition distances generated using the automatic LOD selection tool was evaluated using visual empirical tests and performance measurements comparing the performance of a scene using automatic generated distances and manually selected distances. The tests shows that the resulting method produces good transition distances for meshes where the reduction is visible in the mesh silhouette. The values might need a bit of tweaking in order to account for other image artifacts than silhouette changes but provide a good guidance to the artists.
27

Adaptiv vektorgrafik och framerate i mobila enheter

Gustafsson, David January 2015 (has links)
Genom nya utvecklade standarder så spås webben i framtiden alltmer utgöra en fullgod applikationsplattform. HTML5 skapar bland annat möjligheten att använda sig av vektorgrafik genom Canvas-API. Användningen av vektorgrafik kräver dock lokal rendering och på en resurssvag enhet kan detta innebära att displayens framerate sjunker. Användaren upplever "lagg" och för många applikationer är detta negativt för användbarheten. För att webbapplikationer ska kunna fungera tillfredställande för en stor bredd av enheter med varierande kapacitet är det fördelaktigt att användningen av grafik sker adaptivt. Detta arbete undersöker om användningen av progressiv detaljrikedom i Canvas-grafik kan bidra till att hålla framerate uppe vid tillämpning på mobila enheter. Resultaten pekar som väntat på att reducerade detaljnivåer samt att byta ut bezierkruvor mot linjer ger förbättrad fps, men att utfallen varierar mellan olika webbläsare och telefonmodeller.
28

Implementace algoritmu pro zobrazování terénu s pomocí WebGL / Implementation of WebGL Terrain Visualization Algorithm

Kaláb, Jan January 2012 (has links)
This master thesis deals with the large terrain rendering in real time using WebGL. The thesis also deals with ways of measuring and representation of terrain height data. The paper also compares several frameworks for WebGL and also describes the practical use of HTML5 technologies such as WebWorkers. Furthermore, it also compares the performance and compatibility of current web browsers with HTML5 technologies.
29

Evaluating the Realism of Aspen Trees Generated by an Interactive Script-based Tool

Berglund, Philip January 2022 (has links)
Background. The most common method of generating realistic trees is by using a non-interactive and fully automatic algorithm, however, an interactive method can create realistic results as well. In an effort to show the potential of an interactive method, this thesis proposes a method of generating realistic-looking trees interactively and evaluating their level of perceived realism. Objectives. To evaluate the realism, trees generated by an interactive script, rendered in equal conditions in a game engine, need to be evaluated through a user study. Methods. A tool was implemented in Maya 2022 using PyMel, that can generate trees interactively, in different levels of geometric resolution. Through a user study with a single stimulus setup, the trees were evaluated by students at Blekinge Institute of Technology. Results. The data extracted from the stimulus testing show that all categories of trees created for this study receive a passing grade of realism for video games. What is shown is also that trees categorized as Large have a higher level of perceived realism. A higher level of detail adds to the realism factor. Conclusion. It has been demonstrated that an interactive method can create sufficiently realistic looking trees for a static video game setting. A higher level of detail is shown to increase the level of perceived realism. This thesis concludes by identifying future research and improvements to the methods used for this study.
30

Small Observations Around The Storage Site

Gulde, Stellan January 2022 (has links)
The state of the unfinished is something I am fascinated by, and in the course of this engagement my ambition has been to examine how an understanding of the unfinished can contribute to a re-evaluation in both planning habits and in our interaction with existing buildings. For example, can it help challenge our conception of aesthetics and completeness? At the storage site, I also became curious to investigate how we as a community store, what we store and how we can build connections around storage facilities. To study and also emphasize the historic layering of a site, I implemented the yellow/red method of drawing. Yellow represents the past, black the present and red is the future. Lastly, I have in debt studied the spaces through occasions. The occasions (a definition originally coined by Jan De Vylder) are born out of small observations that can give a decisive turn to the design. It’s a moment in which the thresholds between the existing and the new blurs. In that moment when a confrontation between the new and the old occurs, I believe permanence can emerge. The occasions I have depicted are often small acts of greater significance, perhaps neither more nor less than the mere rearrangement of what already existed. Can amplifying those small observations from a storage site generate a collective interest, consideration and appreciation for our built environment and its maintenance?

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