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Concealing rendering simplifications using gazecontingent depth of field / Användning av ögonstyrt skärpedjup för att dölja renderingssimplifieringarLindeberg, Tim January 2016 (has links)
One way of increasing 3D rendering performance is the use of foveated rendering. In this thesis a novel foveated rendering technique called gaze contingent depth of field tessellation (GC DOF tessellation) is proposed. Tessellation is the process of subdividing geometry to increase detail. The technique works by applying tessellation to all objects within the focal plane, gradually decreasing tessellation levels as applied blur increases. As the user moves their gaze the focal plane shifts and objects go from blurry to sharp at the same time as the fidelity of the object increases. This can help hide the pops that occur as objects change shape. The technique was evaluated in a user study with 32 participants. For the evaluated scene the technique helped reduce the number of primitives rendered by around 70 % and frame time by around 9 % compared to using full adaptive tessellation. The user study showed that as the level of blur increased the detection rate for pops decreased, suggesting that the technique could be used to hide pops that occur due to tessellation. However, further research is needed to solidify these findings. / Ett sätt att öka renderingsprestanda i 3D applikationer är att använda foveated rendering. I denna uppsats presenteras en ny foveated rendering-teknik som kallas gaze contingent depth of field tessellering (GC DOF tessellering). Tessellering är när geometri delas i mindre delar för att öka detaljrikedom. Tekniken fungerar genom att applicera tessellering på alla objekt i fokalplanet och gradvis minska tesselleringsnivåer när oskärpan ökar. När användaren flyttar sin blick så flyttas fokalplanet och suddiga objekt blir skarpa samtidigt som detaljrikedomen i objektet ökar. Det kan hjälpa till att dölja de ’pops’ som uppstår när objekt ändrar form. Tekniken utvärderades i en användarstudie med 32 del- tagare. I den utvärderade scenen visade sig tekniken minska antalet renderade primitiver med ca 70 % och minska renderingstiden med ca 9 % jämfört med att använda full adaptiv tessellering. Användarstudien visade att när oskärpa ökade så minskade antalet som sa sig se ’pops’, vilket tyder på att tekniken kan användas för att dölja de ’pops’ som uppstår på grund av tessellering. Det behövs dock ytterligare forskning för att säkerställa dessa fynd.
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A multiresolutional approach for large data visualizationWang, Chaoli 30 November 2006 (has links)
No description available.
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Orsak och konsekvenser av hög detaljeringsgrad i detaljplaner / Causes and consequences of a high level of detail in detailed plansWennberg, Kimberly January 2021 (has links)
I arbetet studerades vad som kan orsaka hög detaljeringsgrad i detaljplaner. Samt vilka konsekvenser som hög detaljeringsgrad kan resultera i. Litteraturstudien visade att hög detaljeringsgrad sannolikt inte berodde enbart på lagstiftning, utan även på mänskligt beteende och vanor. Därför nyttjades teorin Institutional theory för att bidra med en ram och skapa förståelse för hur och varför det ser ut som det gör och hur detaljplanerna har blivit som de är idag. Utöver det användes även fjärilseffekten och kaosteorin för att bidra med en förståelse för det alternativa amplifierande av effekter och hur sammanlagda små handlingar och effekter kan resultera i konsekvenser. Studien utfördes genom en djupdykande litteraturstudie och 9 semi-strukturerade intervjuer från ett brett utbud av respondenter från såväl den offentliga som privata sidan. På grund av det kunde en helhetsbild skapas av situationen och inte enbart en synvinkel på marknaden. Eftersom ämnet är något postmodernistiskt fick respondenterna frågor som stimulerade diskussion med dem själva och de kunde därför komma med förklaringar, förslag och insikter. För att kunna tolka materialet från intervjuerna och exkludera partiskhet och irrationella tankar så kategoriserades respondenterna och deras svar analyserades efter vardera gruppering. Initialt identifierades de alternativa orsakerna bakom hög detaljeringsgrad och de utvärderades därefter med hjälp av en modell över hur vi människor fungerar och arbetar enligt Institutional theory. Varav det visade sig att det framstår mycket sannolikt att detaljplanen ser ut som den gör idag på grund av kulturella normer, beteendemönster med mera. Vilket i det här fallet fokuserades mest på hur detaljplanerna generellt påverkas och inte hur lagstiftningen har påverkats. Alternativa konsekvenser och effekter identifierades därefter genom respondenternas alternativa fördelar och nackdelar med situationen. Dessa effekter analyserades efter vilka effekter de kan resultera i vad gäller exempelvis tid, kostnader samt påverkan på sociala och ekologiska faktorer. Därefter kunde dessa fyllas i en modell av fjärilseffekten för att bidra med en visuell översikt över situationen. Baserat på modellen framstår det kunna innebära större konsekvenser om detaljplaner har hög detaljeringsgrad i stor utsträckning. Enligt modellen kan det exempelvis potentiellt ha en påverkan på byggtakten. Varav om så är fallet, så kan det även ha en påverkan på landets ekonomiska tillväxt. / In this work it was studied what can cause a high level of detail in detailed plans. As well as what consequences a high level of detail can result in.The literature study showed that a high level of detail probably was due not only to legislation, but also to human behavior and habits. Therefore, the Institutional theory was used to contribute with a framework and create an understanding of how and why it is the way it is and how the detailed plans have become what they are today.In addition, the butterfly effect and chaos theory were also used to contribute with an understanding of the alternative amplification of effects and how small actions and effects combined can result in consequences.The study was conducted through an in-depth literature study and 9 semi-structured interviews from a wide range of respondents from both the public and private sectors. Due to this, an overall picture could be created of the situation and not just a single point of view from the market. Since the subject is somewhat postmodern, the respondents were asked questions that stimulated discussion with themselves and they could therefore provide explanations, suggestions and insights.In order to be able to interpret the material from the interviews and exclude bias and irrational thoughts, the respondents were categorized and their answers were analyzed according to each grouping. Initially, the alternative causes behind a high level of detail were identified and they were then evaluated using a model of how us humans function and work according to institutional theory. From which it turned out that it seems very likely that the detailed plan is what it is today due to cultural norms, behavioral patterns and more. Which in this case was mostly focused on how the detailed plans are generally affected, and not how the legislation has been affected. Alternative consequences and effects were then identified through the respondents' alternative advantages and disadvantages of the situation. These effects were analyzed according to the effects they can result in in terms of, for example, time, costs and the impact on social and ecological factors. Then these could be inserted into a model of the butterfly effect to contribute with a visual overview of the situation. Based on the model, it appears that this could have major consequences if detailed plans have a high level of detail to a great extent. According to the model for example, it can potentially have an impact on the rate of construction. Of which if this is the case, it can also have an impact on the country's economic growth.
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Conservatory of Music and DanceMurali, Meera 09 December 2015 (has links)
Like Art, Architecture has the potential to impact people. Art is often considered the process of consciously arranging elements in a way that appeals to the senses or emotions. Architecture can also be described similarly. However, the key difference between Art and Architecture is that while Art is pure personal expression, Architecture carries with it a certain accountability towards its immediate context and inhabitants. While a painting begins and ends on a canvas, Architecture cannot stop at a whim; it must transform from imagination to tangible reality.
This process brings with it, a set of constraints imposed by structural, climatic, socio-economic aspects, construction methodologies and material properties, amongst others. These constraints call for fine-tuning of the design. The sophistication and elegance used to handle these constraints differentiate a "building" that poses as a mere visual sculpture in isolation, from "architecture" that evolves as a response to its context and people.
Matthew Frederick (2007) says, "being genuinely creative requires something different from conventional, authoritarian control; a loose velvet tether". The "velvet tether" possibly represents the constraints that need to be navigated through, during the realization of the project. The central focus of this thesis is to explore how to address some of those constraints, through the design of a school campus for students of music and dance. The program includes practice, rehearsal and classroom spaces for music and dance, administrative spaces and a library. Themes explored as part of the design development process include architectural form, materiality and detailing. / Master of Architecture
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BIM I TOTALENTREPRENAD: PROJEKTERINGENS INFORMATIONSLEVERANSER FÖR PRODUKTIONENS GRUNDLÄGGNING / BIM IN A DESIGN-BUILD CONTRACT: THE INFORMATION DELIVERIES OF THE DESIGN PROCESS FOR THE FOUNDATION WORK OF THE PRODUCTIONLindell, Frans January 2017 (has links)
Syfte: Byggsektorn karaktäriseras av att till stor del bestå av temporära projektorganisationer med mycket samarbete mellan discipliner men utan någon vidare processkontinuitet mellan de unika projekten. Det finns ett stort fokus på tid och omedelbar handling som en del av aktörernas referensram och varje aktivitet och nytt arbetssätt bör ge omedelbara fördelar i form av tidsvinster och effektivare utförande för att villigt accepteras. Behoven av standardiserade arbetssätt blir mycket synliga när man börjar införa BIM i projekten. Att aktivt använda BIM-modellen på bygget skapar krav på innehållet och att man följer ett projekteringsschema. BuildingSMART International (2010) skriver: ”Om den nödvändiga informationen är tillgänglig när den behövs och kvalitén på informationen är tillfredställande, så blir själva byggprocessen signifikant förbättrad”. Målet med detta examensarbete är att ta fram ett förslag på hur sekvensen av informationsleveranser bör se ut för den inledande produktionen av bärande system i en totalentreprenad. Metod: För att nå målet har en litteraturstudie genomförts för att skapa arbetets teoretiska ramverk. En fallstudie på en totalentreprenad med djupgrundläggning har genomförts. I fallstudien har empiri insamlats genom intervjuer med några av projektets aktörer samt en dokumentanalys av relevanta ritningar, protokoll och övriga dokument i projektet. Resultat: Rapporten har kartlagt sekvensen av informationsleveranser (inklusive vilket informationsinnehåll och vilken detaljeringsnivå de behöver ha) för den inledande produktionen av bärande system i en totalentreprenad. Detta kunskapsbidrag med processkarta och informationsbehov kan byggas vidare på, för att kunna implementeras i BIM-verktygen och därigenom underlätta arbetet och föra BIM-användningen framåt. Konsekvenser: Rapporten har med ovan resultat bidragit med några påbörjade pusselbitar i ett stort pussel av information och leveranser i rätt sekvens och detaljeringsgrad. För att pusslet ska bli komplett måste även informationsleveranser från förfrågningsunderlaget fungera korrekt. Arbetet har belyst fördelar att arbeta med BIM i denna del av byggprocessen. Rapporten föreslår förtydligande av innebörd genom att ha både detaljeringsnivå och utvecklingsnivå som benämningar i Sverige. Begränsningar: Rapporten begränsas till att beskriva vad byggentreprenören behöver för informationsleveranser från konstruktören som rör pålning, grundsulor och fundament. Rapporten beskriver också de informationsleveranser konstruktören behöver för att uppfylla byggentreprenörens informationsbehov. / Purpose: The building industry is characterised by mainly consisting of temporary project organizations with much interdisciplinary cooperation but with little continuity of process between the unique projects. There is a big focus on time and immediate action as part of the actors’ frame of reference, and every activity and new work method should give immediate advantages in time savings and more efficient work to be readily accepted. The need for standardised work methods is very visible when BIM is introduced in the projects. To actively use the BIM-model on site creates demands on the content and that a design schedule is followed. BuildingSMART International (2010) writes: ”If the information required is available when it is needed and the quality of information is satisfactory, the construction process will itself be significantly improved”. The aim of this work is to produce a suggestion of how the sequence of information deliveries should be in the starting production of the loadbearing system in a design build project. Method: To reach the aim a literature study has been conducted to create the theoretical framework for the study. A case study has been conducted on a design build project with a deep foundation. Empirical data has been collected by means of interviewing some of the project actors and conducting a document analysis of project documents such as drawings and protocols. Findings: The report has mapped the sequence of information deliveries (including what information content and what level of development they need to have) for the initial production of the loadbearing system in a design build project. This contribution of knowledge with the process map and information demands can be built upon, to allow for implementation in the BIM tools and thus make the work easier and push the use of BIM forward. Implications: With the above results the report has contributed with a few started puzzle pieces in a big puzzle of information and deliveries in the correct sequence and level of development. To complete the puzzle the information deliveries from the specifications also needs to work correctly. The report has shown advantages by working with BIM in this part of the building process. The report suggests clarification of meaning by using both names, level of detail and level of development, in Sweden. Limitations: The report is limited to describe what information deliveries the contractor needs from the structural designer when it comes to piling and foundations. It also describes the information deliveries needed by the structural designer to be able to meet the information need of the contractor.
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La notion de détail et ses enjeux (1830-1890)Wicky, Erika 12 1900 (has links)
Pour respecter les droits d'auteur, la version électronique de cette thèse a été dépouillée de ces documents visuels. La version intégrale de la thèse a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal. / Au cours du XIXe siècle, la notion de détail s’est imposée comme un outil théorique majeur pour l’appréhension des représentations visuelles. Menée à travers l’analyse de textes variés rendant compte de la réception des images dans le contexte de cas précis (exposition de peinture, inauguration d’un panorama, publication d’un ouvrage illustré, etc.), l’étude historique de la notion de détail révèle les différents préjugés et réseaux de signification qui lui étaient alors attachés. Le détail étant le produit d’un cadrage opéré par la perception visuelle, l’examen de cette notion nous renseigne non seulement sur le rapport que l’époque entretenait avec le visible, mais aussi sur la nature des liens qu’elle tissait entre la partie et le tout. Ainsi, il apparaît que le détail était propre à satisfaire les besoins d’une période associant voir et savoir et cherchant dans le contrôle du visible les moyens de maîtriser un réel en constante mutation. À ce titre, c’est sur l’argument du détail que reposait l’attribution d’une valeur scientifique, historique ou documentaire aux représentations. Toutefois, le détail devait confirmer le statut de l’ensemble dont il était tiré, car, s’il était discordant, il devenait un indice trahissant un mensonge. Pour cette raison et aussi parce le rendu détaillé dans les représentations témoignait d’une observation rigoureuse du réel et d’un travail patient de restitution, le détail était souvent investi de connotations morales reflétant les valeurs bourgeoises en train de s’imposer. Cependant, alors que le détail était censé servir une meilleure connaissance de l’ensemble, sa prolifération était redoutée, car elle faisait paradoxalement courir à la perception du tout le risque de la dislocation. De plus, dans la mesure où il relève toujours du particulier et d’une observation jugée objective, le détail était souvent perçu comme contrevenant à la valeur artistique des représentations. Ainsi, cette question s’est cristallisée dans les débats portant sur le caractère artistique de l’image photographique qui se distinguait par un rendu inédit et systématique des détails. Enfin, l’analyse de cet argument polymorphe que constitue la notion de détail au XIXe siècle fait apparaître les limites de l’engouement dont elle a fait l’objet. Étant toujours envisagé dans sa dimension figurative, comme instance iconique minimale, le détail tel qu’il était conçu à l’époque ne permettait pas de saisir le substrat matériel qui commençait à émerger dans la peinture moderne. Ainsi, jusque dans ses limites, la notion de détail révèle des enjeux majeurs de la modernité. / Over the course of the nineteenth century, the notion of detail became an established theoretical tool in the understanding of visual representations. Conducted through multiple text analyses taking into account the reception of images in specific contexts (a painting exhibition, the opening of a panorama show, the publication of an illustrated literary work), this historical study reveals the prejudices and networks of meaning attached to the notion of detail. Because detail is the product of visual perception, a study of this notion reveals not only the relationship with the visible that existed at the time, but also the nature of links between parts and the whole. Detail was essential in meeting the needs of a time that associated “seeing” with “knowing” and that attempted to find a means of controlling the ever-changing reality through the visible. As such, the attribution of scientific, historical, or documentary value relied on the argument provided by detail. Nonetheless, detail was supposed to confirm the status of the whole from which it was derived, since when these did not match, the detail became a sign of a lie. For this reason, and also because a detailed depiction signified a rigorous observation of the real conveyed through a careful reproduction, details were often imbued with moral connotations that reflected the bourgeois values of the time. However, while details were meant to help know the whole better, their proliferation was also feared, because it increased the risk of interfering with the perception of the whole. In addition, insofar as it is always derived from the specific and from an observation deemed objective, the detail is often perceived as being in conflict with the artistic value of the representation. This issue became crystallized in the debates on the artistic qualities of photography, an art form characterized by a hitherto unparalleled level of detail. In the end, the analysis of this polymorphic argument encapsulating the notion of detail in the nineteenth century reveals the limits of the infatuation of which it was the object. Previously envisioned in its figurative dimension, the detail as it was perceived at the time did not allow the capture of a material substratum, which started to emerge later with the advent of modern painting. Even in its limitations, the notion of detail reveals the principal issues of modernity.
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Prosodic detail in Neapolitan ItalianCangemi, Francesco 29 October 2012 (has links)
De récentes découvertes sur le rôle du détail phonétique ont inspiré des modèles prosodiques basés sur une approche exemplariste. Au travers de quatre expériences portant sur la production et la perception du détail mélodique et temporel dans la variété napolitaine de l'italien, nous montrons que la notion de détail prosodique n'est pas non plus incompatible avec une approche abstractionniste. Plus particulièrement, nous suggérons que l'exploration du détail prosodique permettrait de mieux encadrer les rapports entre substance phonétique et formes phonologiques, en éclairant ainsi comment les fonctions pragmatiques sont véhiculée par la prosodie. / Recent findings on phonetic detail have been taken as supporting exemplar-based approaches to prosody. Through four experiments on both production and perception of both melodic and temporal detail in Neapolitan Italian, we show that prosodic detail is not incompatible with abstractionist approaches either. Specifically, we suggest that the exploration of prosodic detail leads to a refined understanding of the relationships between the richly specified and continuous varying phonetic information on one side, and coarse phonologically structured contrasts on the other, thus offering in-sights on how pragmatic information is conveyed by prosody.
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Dimensionering av höga balkar enligt fackverksanalogi : -En parametrisk studieBondsman, Benjamin, Al, Barzan, Hedlund, Felix January 2019 (has links)
No description available.
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Triangulações regulares e aplicações / Regular triangulations and applicationsPires, Fernando Bissi 27 June 2008 (has links)
A triangulação de Delaunay de um conjunto de pontos é uma importante entidade geométrica cujas aplicações abrangem diversas áreas da ciência. Triangulações regulares, que podem ser vistas como uma generalização da triangulação de Delaunay, onde pesos são associados aos vértices, também têm sido aplicadas em diversos problemas como reconstrução a partir de nuvens de pontos [5], geração de malha [12], modelagem molecular [7] e muitos outros. Apesar de ser muito utilizada, a fundamentação teórica referente à triangulação regular ainda não está tão desenvolvida quanto para triangulação de Delaunay. Por exemplo, pouco se sabe a respeito da dinâmica de uma triangulação regular [22] quando os pesos associados aos vértices mudam. Este trabalho tem como objetivo principal desenvolver um arcabouço teórico e computacional que permita representar uma triangulação qualquer como uma triangulação regular. Para isso, um estudo da dinâmica das operações de flip frente à variação de pesos nos vértices deve ser realizado. Este estudo tem como base o mapeamento da triangulação em um politopo que define os possíveis pesos para os vértices. Tal politopo pode ser obtido por meio de um sistema de inequações que gera um problema de programação linear cuja solução fornece os pesos adequados. A transformação de uma triangulação qualquer em triangulação regular permite o desenvolvimento de novas técnicas de morphing entre malhas e algoritmos para modelar níveis de detalhe, sendo este mais um objetivo deste trabalho / Delaunay triangulation of a set of points is an important geometrical entity whose applications encompass a range of scientfic fields. Regular triangulations, which can be seen as a generalization of Delaunay triangulation where weights are assigned to vertices, have also been widely employed in several problems, as for example mesh reconstruction from point clouds [5], mesh generation [12] and molecular modelling [7]. In spite of their applicability, the theoretical background of regular triangulations is not so developed as the theory of Delaunay triangulation. For example, the dynamic of regular triangulation is not completely known when the vertices weights change [22]. This work aims at developing a computational and theoretical framework that allow to represent a given triangulation as a regular triangulation. In this context, an investigation into the dynamic of edge ip operations regarding changes in the vertices weight must be accomplished. This investigation is based on mapping the triangulation in a polytope that defines the space of vertices weights. Such polytope can be built from an inequation system that can be associate to a linear program problem whose solution supplies the appropriated weights. By representing a triangulation as a regular triangulation one can conceive a new mesh morphing scheme and level of detail algorithm, being this another goal of this work
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Level of Detail in Agent Societies in Games / Approche par niveau de détail pour l'IA des jeux vidéosMahdi, Ghulam 21 May 2013 (has links)
Aujourd'hui, l'intelligence artificielle (IA) est une composante essentielle d'un jeu vidéo et de plus en plus d'efforts sont portés sur cet aspect afin de rendre les jeux plus ludiques et plus immersifs. Cette amélioration va cependant de pair avec une augmentation sans cesse croissante des ressources informatiques nécessaires au fonctionnement de l'IA. De fait, il arrive que ces besoins soient si importants qu'ils dégradent le taux de rafraîchissement (TR) du jeu et ainsi la qualité d'expérience (QoE) du joueur. Dans ce contexte, notre objectif est de de maintenir le TR au dessus d'un certain seuil en modulant la quantité de ressources requises par l'IA. Pour ce faire, nous proposons de donner la possibilité au programmeur de définir plusieurs niveaux de détails pour l'IA (Level Of Details LOD), à l'instar de ce qui se fait pour afficher une scène graphique.Les travaux utilisant ce type d'approches proposent généralement d'utiliser des critères de distance à la caméra et de visibilité. Cependant, élaborés dans le contexte du rendu graphique, ces critères sont finalement assez peu adaptés au contexte IA car ils ne permettent pas toujours de rendre compte de l'importance réelle d'un personnage pour le joueur. Dans cette thèse, nous proposons d'utiliser des concepts organisationnels tels que le groupe et le rôle pour définir l'importance d'un personnage pour l'IA. De cette façon, un jeu vidéo est considéré comme une société d'agents (les personnages du jeu) dont l'importance individuelle ou collective est déterminée en fonction de leurs positions dans l'organisation, ce qui permet de déterminer une distribution des ressources de calcul disponibles adaptée : les entités les plus importantes dans l'histoire du jeu sont privilégiées.Notre approche a été implémentée et intégrée au moteur de jeu AGDE (Moteur Agent de développement du jeu). L'évaluation expérimentale a été réalisée à l'aide d'un système de mesures répétées pour évaluer la différence entre les QoE d'un jeu avec et sans notre approche. / In recent years there have been many efforts to develop original video games by improving both their aesthetic and mechanics. The more the mechanics is rich and realistic, the more advanced models of programming are required. However, using advanced models of programming such as agent-oriented programming often comes with an overhead in terms of computational resources. Furthermore, this overhead on computational resources may degrade the frame rate and subsequently quality of experience (QoE) for the players.In this context, our aim is to propose the QoE support means for ensuring that, in any case, the frame rate does not fall below a given lower bound. We suggest adapting the amount of time allocated for agents depending upon the importance of their organization roles. In this regard, we use a level of detail (LoD) approach to compute the dynamics of the game.LoD in game AI is based on the idea to use the most of the computational effort on the game characters that are the most important to the player(s). One critical issue in LoD for game AI is to determine the criterion for defining the importance of game characters. Existing work propose to use the criteria of camera distance and visibility. However such criteria have been developed from the perspective of graphics. In this thesis, we have used the roles played by the game characters (in the context of a video game) as the criterion for determining their importance. In this way, a video game has been considered as an agent society, where the game characters get priority and relatively higher share in distribution of the computational resources based on their relative importance in the game story.Our approach has been implemented and integrated to the AGDE (Agent Game Development Engine) game engine. The experimental evaluation has been carried out using a repeated measure scheme to assess the difference in QoE metrics between a game implemented our approach and a control game. The null hypothesizes have been rejected using t-paired test: the players have found significant positive difference in the QoE.
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