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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.
1

Vizualizace rozsáhlých modelů / Visualization of Large Data Sets

Mokroš, Petr January 2009 (has links)
Work is focused on visualization of large data sets, especially on high resolution terrain models. Thus the goal of this work is to design a library which can divide large models to small regular parts for fast render of whole scene using level of detail techniques. Further goal is theoretical analysis how the library for fast and smooth visualization of large scenes in real time can be used.
2

A multiresolutional approach for large data visualization

Wang, Chaoli 30 November 2006 (has links)
No description available.
3

Image Approximation using Triangulation

Trisiripisal, Phichet 11 July 2003 (has links)
An image is a set of quantized intensity values that are sampled at a finite set of sample points on a two-dimensional plane. Images are crucial to many application areas, such as computer graphics and pattern recognition, because they discretely represent the information that the human eyes interpret. This thesis considers the use of triangular meshes for approximating intensity images. With the help of the wavelet-based analysis, triangular meshes can be efficiently constructed to approximate the image data. In this thesis, this study will focus on local image enhancement and mesh simplification operations, which try to minimize the total error of the reconstructed image as well as the number of triangles used to represent the image. The study will also present an optimal procedure for selecting triangle types used to represent the intensity image. Besides its applications to image and video compression, this triangular representation is potentially very useful for data storage and retrieval, and for processing such as image segmentation and object recognition. / Master of Science
4

Automated Octree LOD Based on Human Perception Metrics / Automatisk Octree LOD Baserad på Human Perception Metrics

Holmberg, Marcus January 2024 (has links)
Level of detail (LOD) systems has long been a central concept within the field of computer graphics. By selectively allocating detail only to where it is necessary, the cost of rendering virtual objects can be greatly decreased. The usefulness of an LOD system is closely tied to the metrics used to evaluate how to distribute detail, as getting these wrong can lead to visual artifacts or rendering detail which is not visible to an observer. To offset this, researchers have investigated how we can optimize these systems by leveraging human perception to allocate detail based on if the detail is perceivable. This paper explores the use of LOD systems in the context of virtual terrains, a common use case were LOD systems have seen much prior use, and delves into how such systems can be optimized further by leveraging human perception. The paper presents a method centered around the use of octrees, a data structure used to partition and compress volumetric data, alongside spatial frequency, a concept related to human perception which provides insight into where visual stimulus borders on being percievable, to dynamically generate transition distances for an LOD system. The presented method is evaluated using a terrain generator created in the Unity engine alongside Nvidia ꟻLIP, a tool for evaluating differences in images based on human perception metrics. Results indicate that the presented method did lead to a decrease in resource cost when generating terrain when compared to some other methods while the ability to optimize LOD transition distances based on silhouette-background contrast remains uncertain. / Nivå av detalj (LOD) system har länge varit ett centralt begrepp inom forskningsområdet för dator-grafik. Genom att selektivt allokera detalj så kan kostnaden för att rendera virituella föremål minskas drastiskt. Användbarheten av ett LOD-system är nära kopplat till de specifika värden som används för att utvärdera hur man fördelar detalj efterssom man annars riskerar att få virtuella artefakter eller renderar detaljer som inte är synliga för en observatör. För att motverka detta har forskare undersökt hur vi kan optimisera dessa system genom att utnyttja visuell uppfattning hos människor för att allokera detalj baserat på var den är synlig för användaren. Denna text utforskar användningen av LOD-system i samband med virtuella terränger, ett användningsområde där LOD-system har använts tidigare och går in på hur denna typ av system kan optimiseras bättre genom att utnyttja mänsklig perception. Texten presenterar en metod centrerad runt användandet av octrees, en datastruktur som används för att partitionera och komprimera volumetrisk data, tillsamans med spatiell frekvens, ett koncept relaterat till mänsklig synförmåga som ger inblick i var visuell stimulans gränsar till att vara synlig, för att dynamiskt generera övergångsavstånd för ett LOD-system. Den presenterade metoden utvärderas med en terränggenerator skapad i Unity spel-motorn tilsamans med Nvidia ꟻLIP, ett verktyg för att utvärdera skillnader i bilder baserat på mänskliga perceptionsmått. Resultaten indikerar att den presenterade metoden ledde till en minskning av resurskostnaden vid generation av terräng jämfört med vissa andra metoder medan möjligheten att optimera övergångsavstånd för LOD-systemet baserat på kontrast mellan bakgrunden och silouetten för terrängen kvarstår som osäker.

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