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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

Make it Simpler : Structure-aware mesh decimation of large scale models / Gör det enklare : Strukturmedveten meshdecimering av storskaliga modeller

Böök, Daniel January 2019 (has links)
A 3D-model consists out of triangles, and in many cases, the amount of triangles are unnecessarily large for the application of the model. If the camera is far away from a model, why should all triangles be there when in reality it would make sense to only show the contour of the model? Mesh decimation is often used to solve this problem, and its goal is to minimize the amount of triangles while still keep the visual representation intact. Having the decimation algorithm being structure aware, i.e. having the algorithm aware of where the important parts of the model are, such as corners, is of great benefit when doing extreme simplification. The algorithm can then decimate large, almost planar parts, to only a few triangles while keeping the important features detailed. This thesis aims to describe the development of a structure aware decimation algorithm for the company Spotscale, a company specialized in creating 3D-models of drone footage.
2

Real-time rendering of very large 3D scenes using hierarchical mesh simplification

Jönsson, Daniel January 2009 (has links)
<p>Captured and generated 3D data can be so large that it creates a problem for today's computers since they do not fit into the main or graphics card memory. Therefore methods for handling and rendering the data must be developed. This thesis presents a way to pre-process and render out-of-core height map data for real time use. The pre-processing uses a mesh decimation API called Simplygon developed by Donya Labs to optimize the geometry. From the height map a normal map can also be created and used at render time to increase the visual quality. In addition to the 3D data textures are also supported. To decrease the time to load an object the normal and texture maps can be compressed on the graphics card prior to rendering. Three different methods for covering gaps are explored of which one turns out to be insufficient for rendering cylindrical equidistant projected data.At render time two threads work in parallel. One thread is used to page the data from the hard drive to the main and graphics card memory. The other thread is responsible for rendering all data. To handle precision errors caused by spatial difference in the data each object receives a local origin and is then rendered relative to the camera. An atmosphere which handles views from both space and ground is computed on the graphics card.The result is an application adapted to current graphics card technology which can page out-of-core data and render a dataset covering the entire earth at 500 meters spatial resolution with a realistic atmosphere.</p>
3

Real-time rendering of very large 3D scenes using hierarchical mesh simplification

Jönsson, Daniel January 2009 (has links)
Captured and generated 3D data can be so large that it creates a problem for today's computers since they do not fit into the main or graphics card memory. Therefore methods for handling and rendering the data must be developed. This thesis presents a way to pre-process and render out-of-core height map data for real time use. The pre-processing uses a mesh decimation API called Simplygon developed by Donya Labs to optimize the geometry. From the height map a normal map can also be created and used at render time to increase the visual quality. In addition to the 3D data textures are also supported. To decrease the time to load an object the normal and texture maps can be compressed on the graphics card prior to rendering. Three different methods for covering gaps are explored of which one turns out to be insufficient for rendering cylindrical equidistant projected data.At render time two threads work in parallel. One thread is used to page the data from the hard drive to the main and graphics card memory. The other thread is responsible for rendering all data. To handle precision errors caused by spatial difference in the data each object receives a local origin and is then rendered relative to the camera. An atmosphere which handles views from both space and ground is computed on the graphics card.The result is an application adapted to current graphics card technology which can page out-of-core data and render a dataset covering the entire earth at 500 meters spatial resolution with a realistic atmosphere.

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