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Creating a Portable Wireless DisplayGundala, Srivatsa 19 December 2003 (has links)
Real time computing has become a vital part in military applications. Moreover certain operations require that the soldiers carry computing devices to assist them. These devices, besides providing them with location-based information, should also be transmitting the requested data. In this thesis, we present a portable wireless display prototype, which renders the desktop of a remote computer. The prototype functions under the range of an 802.11b or Bluetooth wireless network. The Software interfacing is done with Virtual Network Computing (VNC). This thesis is a first step towards analyzing and creating head/wrist mounted displays capable of transmitting images from a remote computer. The thesis starts with an overview and proceeds with a discussion on the concepts involved behind the functioning of the prototype. It then provides a detailed description of the how the prototype was built, followed by a performance test and its analysis and concludes by summarizing the results achieved.
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Projector-based interactive visual processing. / CUHK electronic theses & dissertations collection / Digital dissertation consortiumJanuary 2011 (has links)
Motivated by these problems, we explore the potential of projectors in interactive information visualization and processing in this thesis. In particular, we make three contributions. First, we propose a computer vision solution for direct 3D object exhibition and manipulation without the user wearing spectacles. In our approach, a new 3D display interface is designed by projecting images on a hand-held foam sphere which can be moved freely by the user. By tracking the motion of the sphere and projecting motion-dependent images onto the sphere, a virtual 3D perception can be created. Using this interface, the user will experience as if he is holding the real object in hands and be able to control the viewing angle freely. / Second, we extend the projection on traditional rigid screen to projection on flexible surfaces. A new flexible display method is proposed, which can project information on a hand-held flexible surface (e.g. an ordinary white paper with a checker pattern at the back) that can be twisted freely. While the user twists the projection surface, the system recovers the deformation of the surface and projects well-tailored information onto the surface corresponding to the deformation. As a result, the viewer will see the information as if it was printed on the paper. Two applications, the flexible image projection and curvilinear data slicing are created to demonstrate the usefulness of the method. After the studies on fixed-position projection, we conduct an investigation on mobile projectors, which is becoming especially necessary with the rapid popularity of mobile projectors. We propose a hand-held movable projection method that can freely project keystone-free content onto a general flat surface without any markings or boundaries on the displaying screen. Compared with traditional static projection systems that keep the projector and screen in fixed positions, our projection scheme can give the user greater freedom of display control while producing undistorted images at the same time. / The recent trend of human-computer interaction technologies has revealed the potential of the projector as an powerful interaction tool. More than a pure display tool, a projector has great strength that can change largely the way a traditional user interface works. Although some possibilities have been investigated in previous work, certain applications and approaches deserve further studies. For example, 1) Projection showing 3D information: viewing 3D models is usually achieved by projecting polarized light of different phases for left and right eyes, and the user is required to wear specially designed spectacles. The cost of building such a system is high. 2) Projection on flexible surface: most existing systems display information on flat rigid projection screens, extending it to non-planar flexible surfaces is an interesting and useful research direction; 3) Direct user-info interaction: existing systems using mouse and screen have limited freedom of control and low level of user experience. Direct manipulation of the display object by the hands of a user is more natural; 4) Mobile projector display: portable or embedded projectors are becoming more and more popular, but some fundamental problems, e.g. the keystone correction, are not fully studied. / To verify the correctness of our methods, we built prototype systems using off-the-shelf devices and conducted extensive experiments, including both simulation and real experiments. The results show that the proposed methods are effective and good performance has been achieved. In particular, the real-time speed and low-cost requirement make it quite appealing in many application areas, such as education, digital games, medical applications etc. Capitalizing on the shrinking size, increasing portability, and decreasing cost of projectors, it is predictable that projector-based interactive processing will become more and more popular in the near future. We believe the research work in this thesis will provide a good foundation for further research and development on computer vision and projector-based applications. / Li, Zhaorong. / Adviser: Kin-Hong Wong. / Source: Dissertation Abstracts International, Volume: 73-06, Section: B, page: . / Thesis (Ph.D.)--Chinese University of Hong Kong, 2011. / Includes bibliographical references (leaves 133-142). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [201-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. Ann Arbor, MI : ProQuest Information and Learning Company, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese.
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Recognition of irregular-shaped 3D objects.January 1988 (has links)
by Chu Kin-cheong. / Thesis (M.Ph.)--Chinese University of Hong Kong, 1988. / Bibliography: leaves 106-109.
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A Multiprocessor three-dimensional graphics systems.January 1991 (has links)
by Hui Chau Man. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1991. / Includes bibliographical references. / ABSTRACT --- p.i / ACKNOWLEDGEMENTS --- p.ii / TABLE OF CONTENTS --- p.iii / Chapter CHAPTER 1 --- INTRODUCTION / Chapter 1.1 --- Computer Graphics Today --- p.2 / Chapter 1.1.1 --- 3D Graphics Synthesis Techniques --- p.2 / Chapter 1.1.2 --- Hardware-assisted Computer Graphics --- p.4 / Chapter 1.2 --- About The Thesis --- p.5 / Chapter CHAPTER 2 --- GRAPHICS SYSTEM ARCHITECTURES / Chapter 2.1 --- Basic Structure of a Graphics Subsystem --- p.8 / Chapter 2.2 --- VLSI Graphics Chips --- p.9 / Chapter 2.2.1 --- The CRT Controllers --- p.10 / Chapter 2.2.2 --- The VLSI Graphics Processors --- p.11 / Chapter 2.2.3 --- Design Philosophies for VLSI Graphics Processors --- p.12 / Chapter 2.3 --- Graphics Boards --- p.14 / Chapter 2.3.1 --- The ARTIST 10 Graphics Controller --- p.14 / Chapter 2.3.2 --- The MATROX PG-1281 Graphics Controller --- p.16 / Chapter 2.4 --- High-end Graphics System Architectures --- p.17 / Chapter 2.4.1 --- Graphics Accelerator with Multiple Functional Units --- p.18 / Chapter 2.4.2 --- Parallel Processing Graphics Systems --- p.18 / Chapter 2.4.3 --- The Parallel Processor Architecture --- p.19 / Chapter 2.4.4 --- The Pipelined Architecture --- p.21 / Chapter 2.5 --- Comparisons and Discussions --- p.22 / Chapter 2.5.1 --- Parallel Processors versus Pipelined Processing --- p.23 / Chapter 2.5.2 --- Parallel Processors versus Multiple Functional Units --- p.23 / Chapter 2.6 --- Summary of High-end Graphics Systems --- p.24 / Chapter CHAPTER 3 --- AN ISA 3D GRAPHICS DISPLAY SERVER / Chapter 3.1 --- Common ISA Graphics Cards --- p.26 / Chapter 3.1.1 --- Standard Video Display Cards --- p.26 / Chapter 3.1.2 --- Graphics Processing Boards --- p.27 / Chapter 3.2 --- A Depth Processor for the ISA computers --- p.28 / Chapter 3.2.1 --- The Z-buffer Algorithm for HLHSR --- p.28 / Chapter 3.2.2 --- Our Hardware Solution for HLHSR --- p.29 / Chapter 3.2.3 --- Design of the Depth Processor --- p.31 / Chapter 3.2.4 --- Structure of the Depth Processor --- p.34 / Chapter 3.2.5 --- The Depth Processor Operations --- p.35 / Chapter 3.2.6 --- Software Support --- p.40 / Chapter 3.2.7 --- Performance of the Depth Processor --- p.44 / Chapter 3.3 --- A VGA Accelerator for the ISA Computers --- p.45 / Chapter 3.3.1 --- Display Buffer Structure of the SuperVGA --- p.46 / Chapter 3.3.2 --- Design of the VGA Accelerator --- p.47 / Chapter 3.3.3 --- Structure of the VGA Accelerator --- p.49 / Chapter 3.3.4 --- Combining the VGA Accelerator and the Depth Processor --- p.51 / Chapter 3.3.5 --- Actual Performance of the DP-VA Board --- p.54 / Chapter 3.3.6 --- 3D Graphics Applications Using the DP-VA Board --- p.55 / Chapter 3.4 --- A 3D Graphics Display Server --- p.57 / Chapter 3.5 --- Host Connection for the 3D Graphics Display Server --- p.59 / Chapter 3.5.1 --- The Single Board Computers --- p.60 / Chapter 3.5.2 --- The VME-to-ISA bus convenor --- p.61 / Chapter 3.5.3 --- Structure of the VME-to-ISA Bus Convertor --- p.61 / Chapter 3.5.4 --- Communications through the bus convertor --- p.64 / Chapter 3.6 --- Physical Construction of the DP-VA Board and the Bus Convertor --- p.65 / Chapter 3.7 --- Summary --- p.66 / Chapter CHAPTER 4 --- A MULTI-i860 3D GRAPHICS SYSTEM / Chapter 4.1 --- The i860 Processor --- p.69 / Chapter 4.2 --- Design of a Multiprocessor 3D Graphics System --- p.70 / Chapter 4.2.1 --- A Reconfigurable Processor-Pipeline System --- p.72 / Chapter 4.2.2 --- The Depth-Processing Unit --- p.73 / Chapter 4.2.3 --- A Multiprocessor Graphics System --- p.75 / Chapter 4.3 --- Structure of the Multi-i860 3D --- p.77 / Chapter 4.3.1 --- The 64-bit-wide Global Data Buses --- p.77 / Chapter 4.3.2 --- The 1280x1024 True-colour Display Unit --- p.79 / Chapter 4.3.3 --- The Depth Processing Unit --- p.82 / Chapter 4.3.4 --- The i860 Processing Units --- p.84 / Chapter 4.3.5 --- The System Control Unit --- p.87 / Chapter 4.3.6 --- Performance Prediction --- p.89 / Chapter 4.4 --- Summary --- p.90 / Chapter CHAPTER 5 --- CONCLUSIONS / Chapter 5.1 --- The 3D Graphics Synthesis Pipeline ……… --- p.91 / Chapter 5.2 --- 3D Graphics Hardware --- p.91 / Chapter 5.3 --- Design Approach for the ISA 3D Graphics Display Server --- p.92 / Chapter 5.4 --- Flexibility in the Multi-i860 3D Graphics System --- p.93 / Chapter 5.5 --- Future Work --- p.94 / Chapter APPENDIX A --- DISPLAYING REALISTIC 3D SCENES / Chapter A.1 --- Modelling 3D Objects in Boundary Representation --- p.96 / Chapter A.2 --- Transformations of 3D scenes --- p.98 / Chapter A.2.1 --- Composite Modelling Transformation --- p.98 / Chapter A.2.2 --- Viewing Transformations --- p.99 / Chapter A.2.3 --- Projection --- p.102 / Chapter A.2.4 --- Window to Viewport Mapping --- p.104 / Chapter A.3 --- Implementation of the Viewing Pipeline --- p.105 / Chapter A.3.1 --- Defining the View Volume --- p.105 / Chapter A.3.2 --- Normalization of The View Volume --- p.106 / Chapter A.3.3 --- The Overall Transformation Pipeline --- p.108 / Chapter A.4 --- Rendering Realistic 3D Scenes --- p.108 / Chapter A.4.1 --- Scan-conversion of Lines and Polygons --- p.108 / Chapter A.4.2 --- Hidden Surface Removal --- p.109 / Chapter A.4.3 --- Shading --- p.112 / Chapter A.4.4 --- The Complete 3D Graphics Pipeline --- p.114 / Chapter APPENDIX B --- DEPTH PROCESSOR DESIGN DETAILS / Chapter B.l --- PAL Definitions --- p.116 / Chapter B.2 --- Circuit Diagrams --- p.118 / Chapter B.3 --- Depth Processor User's Guide --- p.121 / Chapter APPENDIX C --- VGA ACCELERATOR DESIGN DETAILS / Chapter C.1 --- PAL Definitions --- p.124 / Chapter C.2 --- Circuit Diagram --- p.125 / Chapter C.3 --- The DP-VA User's Guide --- p.127 / Chapter APPENDIX D --- VME-TO-ISA BUS CONVERTOR DESIGN DETAILS / Chapter D.1 --- PAL Definitions --- p.131 / Chapter D.2 --- Circuit Diagrams --- p.133 / Chapter APPENDIX E --- 3D GRAPHICS LIBRARY ROUTINES FOR THE DP-VA BOARD / Chapter E.1 --- 3D Drawing Routines --- p.136 / Chapter E.2 --- 3D Transformation Routines --- p.137 / Chapter E.3 --- Shading Routines --- p.138 / Chapter APPENDIX F --- PIPELINE CONFIGURATIONS FOR N PROCESSORS / REFERENCES
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Three dimensional stereo display systems.January 1992 (has links)
by Li Lung Ming. / Thesis (M.Sc.)--Chinese University of Hong Kong, 1992. / Includes bibliographical references (leaves 33-34). / Chapter 0. --- Abstract --- p.3 / Chapter 1. --- Introduction --- p.4 / Chapter 1.1 --- Stereoscopic Applications --- p.4 / Chapter 1.2 --- How to perceive 3-D image --- p.6 / Chapter 1.2.1 --- Monocular Cues --- p.6 / Chapter 1.2.2 --- Binocular cues --- p.7 / Chapter 2 --- Background --- p.9 / Chapter 2.1 --- True 3 -D Display --- p.9 / Chapter 2.1.1 --- Stereoscopic Systems --- p.9 / Chapter 2.1.2 --- Head-Mounted Display --- p.11 / Chapter 2.1.3 --- Varifocal-mirror Display --- p.12 / Chapter 2.1.4 --- Holographic Systems --- p.13 / Chapter 2.2 --- Generation of real-time Stereoscopic Views --- p.15 / Chapter 3. --- A Stereoscopic System --- p.21 / Chapter 3.1 --- Design Considerations --- p.21 / Chapter 3.2 --- The Set-up --- p.22 / Chapter 4. --- Results --- p.26 / Chapter 5. --- Discussions --- p.27 / Chapter 5.1 --- Advantages of the set-up --- p.29 / Chapter 5.2 --- Disadvantages of the set-up --- p.30 / Chapter 6. --- Conclusion --- p.31 / Chapter 7. --- References --- p.33
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Facilitating Keyboard Use While Wearing a Head-Mounted DisplayGray, Keenan R 26 April 2018 (has links)
Virtual reality (VR) headsets are becoming more common and will require evolving input mechanisms to support a growing range of applications. Because VR devices require users to wear head-mounted displays, there are accomodations that must be made in order to support specific input devices. One such device, a keyboard, serves as a useful tool for text entry. Many users will require assistance towards using a keyboard when wearing a head-mounted display. Developers have explored new mechanisms to overcome the challenges of text-entry for virtual reality. Several games have toyed with the idea of using motion controllers to provide a text entry mechanism, however few investigations have made on how to assist users in using a physical keyboard while wearing a head-mounted display. As an alternative to controller based text input, I propose that a software tool could facilitate the use of a physical keyboard in virtual reality. Using computer vision, a user€™s hands could be projected into the virtual world. With the ability to see the location of their hands relative to the keyboard, users will be able to type despite the obstruction caused by the head-mounted display (HMD). The viability of this approach was tested and the tool released as a plugin for the Unity development platform. The potential uses for the plugin go beyond text entry, and the project can be expanded to include many physical input devices.
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Nanomaterials-based inks for flexible electronics, energy and photocatalytic applicationsTomarchio, Flavia January 2018 (has links)
Due to the combination of their electronic, optical and mechanical properties, graphene and other layered materials (GRMs) have great potential for applications such as flexible optoelectronics and energy storage. Given that GRMs can be dispersed in solvents, solution processing is a particularly interesting approach that allows large volume production with tailored properties according to the targeted applications. \par In this dissertation I investigate liquid phase exfoliation and formulation of GRMs-based inks for flexible (opto) electronics, energy and photocatalysis. First I develop a protocol for the characterization of graphene inks, based on the statistical analysis of their Raman spectra. Such a tool is essential because of the scattering of characteristics in liquid-phase exfoliated material. I then report two novel processing techniques. The first consists on the exfoliation of graphene in organic solvents by the means of $\alpha$-functionalized alkanes as stabilising agents, which allows yield by weight ($Y_W$) of $\sim 100\%$. The second is based on exfoliation of graphite by microfluidization, where the material is stabilised in aqueous solution, with concentrations up to 100g/L. Such inks are successfully deposited by blade coating, leading to films of conductivity $\sim$ 2$\cdot$10$^4$ S/m at 25$\mu$m. I then investigate the use of graphene inks in optoelectronics and energy applications: First, I investigate inkjet printed graphene as hole injection layer (HTL). The cells with graphene HTL show high long-term stability, retaining 85$\%$ of the initial fill factor after 900 hrs in damp heat conditions. I then demonstrate flexible displays with graphene-SWNTs as pixel electrode. A 4x4 inch$^2$ demonstrator is realised integrating the ink into 12,700 pixels. I investigate graphene/MoO$_3$ electrode for supercapacitors with a specific capacitance of 342 F/cm$^3$. The electrode shows high cyclic stability, preserving $\sim$96$\%$ of the initial capacitance after 10,000 cycles. I finally report the production of TiO$_2$/exfoliated graphite as efficient photocatalytic composite able to degrade $\sim$100$\%$ more model pollutant with respect to TiO$_2$.
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Effect of display conditions on color fading of wafer sliced cured and cooked beefPontious Schwab, Mitzi Annette January 2011 (has links)
Typescript (photocopy). / Digitized by Kansas Correctional Industries
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Intuitive freeform modeling using subdivision surfaces.January 2005 (has links)
Lai Yuen-hoo. / Thesis submitted in: November 2004. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2005. / Includes bibliographical references (leaves 100-102). / Abstracts in English and Chinese. / Abstract --- p.i / 摘要 --- p.ii / Acknowledgment --- p.iii / List of Figures --- p.iv / Table of Content --- p.vii / Chapter 1. --- Introduction --- p.1 / Chapter 1.1. --- Problem Definition --- p.1 / Chapter 1.2. --- Proposed Solution --- p.2 / Chapter 1.3. --- Thesis Contributions --- p.2 / Chapter 2. --- Modeling Approaches --- p.4 / Chapter 2.1. --- Polygon Modeling --- p.4 / Chapter 2.2. --- Patch Modeling --- p.6 / Chapter 2.3. --- Freehand Sketch-based Modeling --- p.7 / Chapter 2.4. --- Template Based Modeling --- p.8 / Chapter 2.5. --- Curve Interpolation Method --- p.9 / Chapter 3. --- Surface Operations --- p.11 / Chapter 3.1. --- Surface Blending --- p.11 / Chapter 3.2. --- Surface Trimming --- p.13 / Chapter 3.3. --- Boolean Operations --- p.14 / Chapter 4. --- Subdivision Surface --- p.16 / Chapter 4.1. --- Basic Principle --- p.16 / Chapter 4.2. --- Catmull-Clark Surface --- p.17 / Chapter 5. --- Modeling Algorithm Overview --- p.21 / Chapter 6. --- Subdivision Surface Generation --- p.23 / Chapter 6.1. --- Input Curves --- p.23 / Chapter 6.2. --- Surface Sweeping --- p.24 / Chapter 6.3. --- Subdivision Surface Fitting --- p.29 / Chapter 7. --- Surface Blending --- p.32 / Chapter 7.1. --- Introduction --- p.32 / Chapter 7.2. --- Problem Definition --- p.32 / Chapter 7.3. --- Algorithm Overview --- p.36 / Chapter 7.4. --- Blend Region Detection --- p.39 / Chapter 7.4.1. --- Collision Detection --- p.40 / Chapter 7.4.2. --- Result and Analysis --- p.42 / Chapter 7.5. --- "Mesh Refinement, Surface Fitting and Region Removal" --- p.46 / Chapter 7.5.1. --- Mesh Refinement --- p.46 / Chapter 7.5.1.1. --- Adaptive Subdivision --- p.46 / Chapter 7.5.1.2. --- Additional Subdivision Constraint --- p.47 / Chapter 7.5.2. --- Surface Fitting --- p.49 / Chapter 7.5.2.1. --- General Approach --- p.49 / Chapter 7.5.2.2. --- Surface Point Correspondence --- p.50 / Chapter 7.5.2.3. --- Numerical Fitting Method --- p.51 / Chapter 7.5.3. --- Unwanted Region Removal --- p.55 / Chapter 7.5.4. --- Result and Analysis --- p.56 / Chapter 7.6. --- Boundary Smoothing --- p.58 / Chapter 7.6.1. --- General Approach --- p.59 / Chapter 7.6.2. --- Constraint on Deformation Direction of Vertex --- p.61 / Chapter 7.6.3. --- Result and Analysis --- p.63 / Chapter 7.7. --- Blend Curves --- p.65 / Chapter 7.7.1. --- Problem Definition --- p.65 / Chapter 7.7.2. --- Proposed Solution Overview --- p.66 / Chapter 7.7.3. --- Maintenance of Regular Vertex Valence along Blend Curve --- p.67 / Chapter 7.7.3.1. --- Pairing Up Blend Boundary Vertices --- p.70 / Chapter 7.7.4. --- Minimization of Distortion Caused by Extraordinary Vertices --- p.72 / Chapter 7.7.5. --- Blend Vertex Position Optimization Function --- p.74 / Chapter 7.7.5.1. --- Face Normal Expression --- p.74 / Chapter 7.7.5.2. --- Face Normal Difference Energy Function --- p.77 / Chapter 7.7.5.3. --- Midpoint Distance Energy Function --- p.78 / Chapter 7.7.5.4. --- Weighted Least Square Energy Minimization --- p.78 / Chapter 8. --- Implementation --- p.81 / Chapter 8.1. --- Data Structure --- p.81 / Chapter 8.2. --- User Interface --- p.82 / Chapter 9. --- Results --- p.83 / Chapter 9.1. --- Surface Generation --- p.83 / Chapter 9.2. --- Surface Blending --- p.86 / Chapter 9.2.1. --- Ideal Case --- p.86 / Chapter 9.2.2. --- Angle of Insertion --- p.87 / Chapter 9.2.3. --- Surface Feature Near Intersection --- p.88 / Chapter 9.2.4. --- Comparison --- p.89 / Chapter 9.2.5. --- Other Examples --- p.92 / Chapter 9.3. --- Overall Performance --- p.94 / Chapter 9.4. --- Limitations --- p.97 / Chapter 9.4.1. --- Limitation on Generated Shape --- p.97 / Chapter 9.4.2. --- Limitation on Input Surfaces --- p.98 / Chapter 10. --- Conclusion and Future Work --- p.99 / References --- p.100
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Confronting the challenges of participatory culture with lobby display designPage-White, Jennifer Ann 01 May 2013 (has links)
An exploration of the challenges that participatory culture presents to traditional theatre experiences and practical ideas for creating participatory lobby displays, including case studies.
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