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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.
41

Considerations on Technical Sketch Generation from 3D Scanned Cultural Heritage

Hörr, Christian, Lindinger, Elisabeth, Brunnett, Guido 14 September 2009 (has links) (PDF)
Drawing sketches is certainly one of the most important but at the same time elaborate parts of archaeological work. Currently, 3D scanning technology is affording a number of new applications, and only one of them is using virtual copies instead of the originals as the basis for documentation. Our major contribution are methods for automatically generating stylized images from 3D models. These are not only intuitive and easy to read but also more objective and accurate than traditional drawings. Besides some other useful tools we show several examples from our daily work proving that the system accelerates the whole documentation process considerably.
42

Výuková hra na platformě XNA / Educational Game on XNA Platform

Vlková, Lenka January 2010 (has links)
This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.
43

Vad som påverkar animatörers val i skapandet av fotorealistisk 3D-animation / What affects animators’ choices in the making of photorealistic 3D-animation

Eneroth Johansson, Martin, Ryås, Cornelia January 2012 (has links)
The purpose of the paper is to show some possible factors that affect the animators’ choices when working on photorealistic animation based on references. Research in computer graphics has since 1970 had as a main goal to achieve photorealism. When working on 3D-production for film, animation is a part of the process. This part aims to give life to digital characters, among other things. References are used as a tool to achieve photorealism. This could for example be a video of animals or people moving in the same way as the characters in the animation is supposed to do. But many experiences show that the animation could be uninteresting and lack credibility if the animator sticks to close to the reference. This forces the animator to deviate from the reference material in order to achieve a photorealistic animation. We want to find out which choices the animators are making in that situation and what they are based upon. The paper highlights six animators’ views on what affects their choices when working with photorealistic animation. From the interviews a number of factors that the animators themselves found to affect them, was distinguished. The factors that the paper highlights with the support of theories and the answers from the interviews are clarity, interest, characters, influence of others, time, intuition, judgment, experience, subconscious factors and personal background. / Uppsatsens syfte är att synliggöra möjliga faktorer som påverkar animatörers val när de arbetar med fotorealistisk animation och med referenser som bas. 3D-grafisk forskning har sedan 70-talet haft som mål att uppnå fotorealism. När man arbetar med 3D-produktioner för film kan animation ingå som en del i processen. Denna del syftar till att ge liv till åt bl.a. digitala karaktärer. För att också i animationen uppnå fotorealism används ofta referenser som ett hjälpmedel. Dessa referenser kan t.ex. bestå av filmat material på djur eller människor som gör liknande rörelser som animationen försöker uppnå. Men många erfarenheter visar på att animationen kan bli stel, lätt, ointressant eller sakna trovärdighet om man förhåller sig för tätt till referensmaterialet. Detta medför att animatören ibland måste avvika från referensmaterialet för att lyckas göra en fotorealistisk animation. Vi ville ta reda på vilka val man gör i den situationen och vad dessa grundas på. Uppsatsen lyfter fram sex stycken animatörers syn på vad som påverkar deras val när de arbetar med fotorealistisk animation. Ur intervjuerna urskildes ett antal genomgående faktorer som animatörerna själva ansåg påverkade dem. De faktorer som uppsatsen lyfter fram med stöd från både teorier och intervjusvaren är tydlighet, intresse, karaktärer, andras inflytande, tidsangivelser, intuition, bedömningsförmåga, erfarenhet, omedvetna faktorer och personlig bakgrund.
44

Realistické zobrazení mraků a kouře / Realistic Rendering of Smoke and Clouds

Kopidol, Jan January 2008 (has links)
This work discourses about methods of rendering volumetric data such as clouds or smoke in computer graphics and implementation of this feature to existing application. The first part is summary of techniques and tricks used in computer graphics to display such objects in scene, their pros and cons and the most used techniques of displaying volumetric data. Next part is more closely focused to choosed technique of rendering volumetric data with consideration of light behavior inside the volume (also called participating media) and basic relationships used used in computation. In following part of work there is short list of applications - renderers used to realistic rendering of scene, which are suitable for implementation of selected volumetric data rendering algorithm. Selected application - Blender is describled more deeply including its inner structure, especially rendering engine. Last part of work is dedicated to design, implementation and integration of rendering algorithm itself.
45

Image Vectorization

Price, Brian L. 31 May 2006 (has links) (PDF)
We present a new technique for creating an editable vector graphic from an object in a raster image. Object selection is performed interactively in subsecond time by calling graph cut with each mouse movement. A renderable mesh is then computed automatically for the selected object and each of its (sub)objects by (1) generating a coarse object mesh; (2) performing recursive graph cut segmentation and hierarchical ordering of subobjects; (3) applying error-driven mesh refinement to each (sub)object. The result is a fully layered object hierarchy that facilitates object-level editing without leaving holes. Object-based vectorization compares favorably with current approaches in the representation and rendering quality. Object-based vectorization and complex editing tasks are performed in a few 10s of seconds.
46

Photorealistic Rendering with V-ray

Rackwitz, Anja, Sterner, Markus January 2007 (has links)
<p>What makes an image photorealistic and how to pinpoint and understand how our mind interprets different elements in an image conditions? It is proposed that the phrase "imperfect makes perfect" is the key for the photorealistic goal in today’s 3D. There is a review of all the elements for the creation of one perfect image, such as Global Illumination, Anti-Aliasing and also a basic review of photography, how a scene is set up, color temperature and the nature of the real light. To put different theories to a test, the common three dimensional software 3D Studio Max was used with the V-Ray renderer. On a field trip to IKEA communications, we were assigned a project of a room scene containing a kitchen, with a finished scene model. A kitchen was created and experimented to reach a result where there is no visible difference between a computer generated image and the photography. Our result was not what we had hoped for due to many problems with our scene. We ourselves see this as a first step toward a scientific explanation to photorealism and what makes something photorealistic.</p>
47

Machine Learning Algorithms for Geometry Processing by Example

Kalogerakis, Evangelos 18 January 2012 (has links)
This thesis proposes machine learning algorithms for processing geometry by example. Each algorithm takes as input a collection of shapes along with exemplar values of target properties related to shape processing tasks. The goal of the algorithms is to output a function that maps from the shape data to the target properties. The learned functions can be applied to novel input shape data in order to synthesize the target properties with style similar to the training examples. Learning such functions is particularly useful for two different types of geometry processing problems. The first type of problems involves learning functions that map to target properties required for shape interpretation and understanding. The second type of problems involves learning functions that map to geometric attributes of animated shapes required for real-time rendering of dynamic scenes. With respect to the first type of problems involving shape interpretation and understanding, I demonstrate learning for shape segmentation and line illustration. For shape segmentation, the algorithms learn functions of shape data in order to perform segmentation and recognition of parts in 3D meshes simultaneously. This is in contrast to existing mesh segmentation methods that attempt segmentation without recognition based only on low-level geometric cues. The proposed method does not require any manual parameter tuning and achieves significant improvements in results over the state-of-the-art. For line illustration, the algorithms learn functions from shape and shading data to hatching properties, given a single exemplar line illustration of a shape. Learning models of such artistic-based properties is extremely challenging, since hatching exhibits significant complexity as a network of overlapping curves of varying orientation, thickness, density, as well as considerable stylistic variation. In contrast to existing algorithms that are hand-tuned or hand-designed from insight and intuition, the proposed technique offers a largely automated and potentially natural workflow for artists. With respect to the second type of problems involving fast computations of geometric attributes in dynamic scenes, I demonstrate algorithms for learning functions of shape animation parameters that specifically aim at taking advantage of the spatial and temporal coherence in the attribute data. As a result, the learned mappings can be evaluated very efficiently during runtime. This is especially useful when traditional geometric computations are too expensive to re-estimate the shape attributes at each frame. I apply such algorithms to efficiently compute curvature and high-order derivatives of animated surfaces. As a result, curvature-dependent tasks, such as line drawing, which could be previously performed only offline for animated scenes, can now be executed in real-time on modern CPU hardware.
48

Machine Learning Algorithms for Geometry Processing by Example

Kalogerakis, Evangelos 18 January 2012 (has links)
This thesis proposes machine learning algorithms for processing geometry by example. Each algorithm takes as input a collection of shapes along with exemplar values of target properties related to shape processing tasks. The goal of the algorithms is to output a function that maps from the shape data to the target properties. The learned functions can be applied to novel input shape data in order to synthesize the target properties with style similar to the training examples. Learning such functions is particularly useful for two different types of geometry processing problems. The first type of problems involves learning functions that map to target properties required for shape interpretation and understanding. The second type of problems involves learning functions that map to geometric attributes of animated shapes required for real-time rendering of dynamic scenes. With respect to the first type of problems involving shape interpretation and understanding, I demonstrate learning for shape segmentation and line illustration. For shape segmentation, the algorithms learn functions of shape data in order to perform segmentation and recognition of parts in 3D meshes simultaneously. This is in contrast to existing mesh segmentation methods that attempt segmentation without recognition based only on low-level geometric cues. The proposed method does not require any manual parameter tuning and achieves significant improvements in results over the state-of-the-art. For line illustration, the algorithms learn functions from shape and shading data to hatching properties, given a single exemplar line illustration of a shape. Learning models of such artistic-based properties is extremely challenging, since hatching exhibits significant complexity as a network of overlapping curves of varying orientation, thickness, density, as well as considerable stylistic variation. In contrast to existing algorithms that are hand-tuned or hand-designed from insight and intuition, the proposed technique offers a largely automated and potentially natural workflow for artists. With respect to the second type of problems involving fast computations of geometric attributes in dynamic scenes, I demonstrate algorithms for learning functions of shape animation parameters that specifically aim at taking advantage of the spatial and temporal coherence in the attribute data. As a result, the learned mappings can be evaluated very efficiently during runtime. This is especially useful when traditional geometric computations are too expensive to re-estimate the shape attributes at each frame. I apply such algorithms to efficiently compute curvature and high-order derivatives of animated surfaces. As a result, curvature-dependent tasks, such as line drawing, which could be previously performed only offline for animated scenes, can now be executed in real-time on modern CPU hardware.
49

Construção de ambientes virtuais interativos baseados em imagens para estudos arquitetônicos e urbanísticos

Méndez, Ricardo Brod January 2002 (has links)
Este trabalho aborda a utilização de tecnologias para a criação de ambientes virtuais baseados em imagens, com uma aplicação na praça central da cidade de Pelotas/RS. Possibilita que o usuário realize interativamente um passeio no entorno da praça com recursos que permitem avaliações arquitetônicas e urbanísticas por meio de simulações de troca de cor nos prédios, inserção de novas construções e análise do estado de conservação de imóveis, com vantagens sobre métodos tradicionais de análises em montagens fotográficas estáticas. Enfatiza a pesquisa de soluções para visualização interativa de ambientes, focado na identificação de fontes de informação e não na sua modelagem matemática. Para a apresentação do trabalho, além da seleção das cenas urbanas que seriam estudadas, foram consideradas técnicas para a modelagem dos elementos arquitetônicos de forma que se obtivesse a máxima preservação das características naturais (estado de conservação, cores e riqueza de detalhes), formas para a visualização destes dados de maneira integrada com dados bibliográficos (histórico, técnicas construtivas e localização) e também a utilização de objetos multimídia para o enriquecimento na apresentação de conteúdos. Na busca de soluções, foram investigadas as técnicas de modelagem fotogramétrica como forma de obtenção de objetos realísticos com a manutenção das características do objeto original em modelos geométricos simplificados. Foram feitos estudos sobre as formas de apresentação de ambientes virtuais navegáveis através de panoramas interativos e também foi estudada uma forma de aproximar a visualização dos conteúdos com a visão natural humana, através da estereoscopia. O trabalho culmina com a fusão de todas as tecnologias estudadas em uma aplicação denominada “Praça República Virtual – PRV” (para resgatar o antigo nome da atual Praça Coronel Pedro Osório), que funciona como um canteiro de provas na medida que abre um leque de opções para utilização em estudos na área de Arquitetura e Urbanismo. / This work approaches the uses of technologies for creation of virtual environments based on images, with an application to the central square of the city of Pelotas/RS. It makes possible to the user to accomplish an interactive walkthrough with resources that allows architectural and urban planning evaluations through simulations of color changes in the buildings, insertion of new constructions and analysis of the conservation condition of the buildings, with advantages if compared to traditional methods of analysis with static photographic assemblies. It emphasizes the research of solutions for interactive visualization of environments, focused in the identification of sources of information and not in mathematical modeling. Besides the selection of the urban scenes to be studied, it was considered techniques for modeling the architectural elements to obtain the maximal preservation of their natural characteristics (conservation state, colors and wealth of details), ways of visualization of nowadays conservation, but integrated with bibliographical dates (historical, constructive techniques and location). It also includes the uses of multimedia objects to the presentation of contents. In the search of solutions, techniques of photogrammetric modeling were investigated, looking for the construction of realistic objects and maintenance of the characteristics of the original object but using simplified geometric models. It was done a search about forms of presentation of navigable virtual environments through interactive panoramas and also using a prototype of stereoscopy. The work culminates with the coalition of all studied technologies in a prototype of the central square of Pelotas called “Praça República Virtual–PRV” (to rescue the old name of the current Square Cel. Pedro Osório). It works like a stonemason of proofs in the measure that opens various options of use in studies in the area of Architecture and Urban Planning.
50

Construção de ambientes virtuais interativos baseados em imagens para estudos arquitetônicos e urbanísticos

Méndez, Ricardo Brod January 2002 (has links)
Este trabalho aborda a utilização de tecnologias para a criação de ambientes virtuais baseados em imagens, com uma aplicação na praça central da cidade de Pelotas/RS. Possibilita que o usuário realize interativamente um passeio no entorno da praça com recursos que permitem avaliações arquitetônicas e urbanísticas por meio de simulações de troca de cor nos prédios, inserção de novas construções e análise do estado de conservação de imóveis, com vantagens sobre métodos tradicionais de análises em montagens fotográficas estáticas. Enfatiza a pesquisa de soluções para visualização interativa de ambientes, focado na identificação de fontes de informação e não na sua modelagem matemática. Para a apresentação do trabalho, além da seleção das cenas urbanas que seriam estudadas, foram consideradas técnicas para a modelagem dos elementos arquitetônicos de forma que se obtivesse a máxima preservação das características naturais (estado de conservação, cores e riqueza de detalhes), formas para a visualização destes dados de maneira integrada com dados bibliográficos (histórico, técnicas construtivas e localização) e também a utilização de objetos multimídia para o enriquecimento na apresentação de conteúdos. Na busca de soluções, foram investigadas as técnicas de modelagem fotogramétrica como forma de obtenção de objetos realísticos com a manutenção das características do objeto original em modelos geométricos simplificados. Foram feitos estudos sobre as formas de apresentação de ambientes virtuais navegáveis através de panoramas interativos e também foi estudada uma forma de aproximar a visualização dos conteúdos com a visão natural humana, através da estereoscopia. O trabalho culmina com a fusão de todas as tecnologias estudadas em uma aplicação denominada “Praça República Virtual – PRV” (para resgatar o antigo nome da atual Praça Coronel Pedro Osório), que funciona como um canteiro de provas na medida que abre um leque de opções para utilização em estudos na área de Arquitetura e Urbanismo. / This work approaches the uses of technologies for creation of virtual environments based on images, with an application to the central square of the city of Pelotas/RS. It makes possible to the user to accomplish an interactive walkthrough with resources that allows architectural and urban planning evaluations through simulations of color changes in the buildings, insertion of new constructions and analysis of the conservation condition of the buildings, with advantages if compared to traditional methods of analysis with static photographic assemblies. It emphasizes the research of solutions for interactive visualization of environments, focused in the identification of sources of information and not in mathematical modeling. Besides the selection of the urban scenes to be studied, it was considered techniques for modeling the architectural elements to obtain the maximal preservation of their natural characteristics (conservation state, colors and wealth of details), ways of visualization of nowadays conservation, but integrated with bibliographical dates (historical, constructive techniques and location). It also includes the uses of multimedia objects to the presentation of contents. In the search of solutions, techniques of photogrammetric modeling were investigated, looking for the construction of realistic objects and maintenance of the characteristics of the original object but using simplified geometric models. It was done a search about forms of presentation of navigable virtual environments through interactive panoramas and also using a prototype of stereoscopy. The work culminates with the coalition of all studied technologies in a prototype of the central square of Pelotas called “Praça República Virtual–PRV” (to rescue the old name of the current Square Cel. Pedro Osório). It works like a stonemason of proofs in the measure that opens various options of use in studies in the area of Architecture and Urban Planning.

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