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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.
181

3D visibility emergency stop system for automated industrial environments: An OpenGL based solution

Damasioti, Evangelia January 2022 (has links)
The advent of industry 4.0 has not only brought innovation and automation with it but also new challenges. Automation in industrial settings is advancing at a rapid pace, thus making the modern industrial workplace all the more stimulating. Highly automated robots and machines work alongside humans in settings that seemed fictional some years ago. However, the shift to a smart industry has brought about certain safety concerns regarding whether the current safety systems can keep up with this ever-changing environment. Emergency stop buttons have long been the industry standard when it comes to classic safety precautions. Nevertheless, researchers examine several possibilities on how they can upgrade the already established safety systems. One such practice is to incorporate visibility as part of an emergency safety system. There has already been a proposal to use 2D visibility as an emergency safety protocol which has shown encouraging results. Thus, making a 3D approach as the logical next step. In this thesis work, a 3D visibility emergency stop system is presented, implemented,and tested. To begin with, a small review of how other researchers have tried to solve similar problems is done. Furthermore, several 3D graphics techniques used in the project are introduced and briefly analysed. Then, the implementation of the project is presented, breaking down each component. After the implementation is completed, several tests that aim to profile the program are performed and examined. In addition, the project is compared to the 2D solution that has already been proposed. The findings from the testing show that a 3D visibility approach is a viable and favourable option. The results reveal a promising outcome when it comes to object visibility as well as response swiftness.
182

Interaktivní umísťování virtuální dlahy na 3D modely kostí / Interactive Splint Positioning on 3D Bone Models

Jedlička, Lukáš January 2008 (has links)
This Master's Project deals with creation of virtual Splint (Orthopedic plate) model and with placement of virtual Splint model onto 3D Bone model. It handles with creating of interpolation curves in 3D (especially Subdivision method) and motion along a curve. This work is only in Czech.
183

Demonstrace pokročilých technik využívajících OpenGL / Advanced Techniques Demo Using OpenGL

Buček, Antonín January 2008 (has links)
This thesis demonstrates advanced techniques using OpenGL. The work is conceived as a demo without any size restrictions. It focuses on creating 3D world, which consists of inner rooms complex. Some additional interesting objects, lighting and shadows enrich the rooms. Particle systems, which were used to create explosions, smokes and some other particle effects are described in the thesis, too. 3D machine models fight between themselves using laser beams and form the story of the demo. Important part of the work is a movement model which is applied to both models and avatar. Sound track completes the demo.
184

Zobrazování animovaných oblaků v reálném čase / Real-Time Cloud Rendering

Kučera, Vít Unknown Date (has links)
Clouds are ubiquitous and ever-changing feature of the outdoors. They are an integral factor in Earth's weather systems. Component of water circulation in a nature and a strong indicator of weather patterns and changes. Clouds are important component of the visual simulation of any outdoor scene, but the complexity of cloud formation, dynamics, and light interaction makes cloud simulation and rendering difficult in real time. In an interactive flight simulation, users would like to fly in and around realistic, volumetric clouds. I Present, two main ways of representation cloud in computer graphic, where one way use for modelling Perlin noise and second one use for modelling fluid dynamic system.
185

Ferramenta de visão computacional para processos fotogramétricos / Tool of computer vision for joined fotogrametrics

Sandro Roberto Fernandes 29 April 2008 (has links)
Nesta dissertação é apresentado o desenvolvimento de uma ferramenta computacional para o processamento de pares de imagens estereoscópicas obtidos por câmeras aéreas métricas e não métricas. O programa foi desenvolvido na linguagem C++ e foi utilizado a biblioteca OpenGL. O resultado obtido é uma imagem tridimensional de onde pode ser extraídas cotas de altura e formas de terreno. Estas imagens poderão ser usadas no estudo de áreas de risco em encostas. / In this dissertation is presented the development of a computational tool for the processing of pairs of images estereoscópicas obtained by metric and not metric aerial cameras. The program was developed in the program language C++ and the library was used OpenGL. The result of the program is a three-dimensional image from where it can be extracted height quotas and land forms. These images can be used in the study of risk areas on slopes.
186

Ferramenta de visão computacional para processos fotogramétricos / Tool of computer vision for joined fotogrametrics

Sandro Roberto Fernandes 29 April 2008 (has links)
Nesta dissertação é apresentado o desenvolvimento de uma ferramenta computacional para o processamento de pares de imagens estereoscópicas obtidos por câmeras aéreas métricas e não métricas. O programa foi desenvolvido na linguagem C++ e foi utilizado a biblioteca OpenGL. O resultado obtido é uma imagem tridimensional de onde pode ser extraídas cotas de altura e formas de terreno. Estas imagens poderão ser usadas no estudo de áreas de risco em encostas. / In this dissertation is presented the development of a computational tool for the processing of pairs of images estereoscópicas obtained by metric and not metric aerial cameras. The program was developed in the program language C++ and the library was used OpenGL. The result of the program is a three-dimensional image from where it can be extracted height quotas and land forms. These images can be used in the study of risk areas on slopes.
187

3D Video Playback : A modular cross-platform GPU-based approach for flexible multi-view 3D video rendering

Andersson, Håkan January 2010 (has links)
The evolution of depth‐perception visualization technologies, emerging format standardization work and research within the field of multi‐view 3D video and imagery addresses the need for flexible 3D video visualization. The wide variety of available 3D‐display types and visualization techniques for multi‐view video, as well as the high throughput requirements for high definition video, addresses the need for a real‐time 3D video playback solution that takes advantage of hardware accelerated graphics, while providing a high degree of flexibility through format configuration and cross‐platform interoperability. A modular component based software solution based on FFmpeg for video demultiplexing and video decoding is proposed,using OpenGL and GLUT for hardware accelerated graphics and POSIX threads for increased CPU utilization. The solution has been verified to have sufficient throughput in order to display 1080p video at the native video frame rate on the experimental system, which is considered as a standard high‐end desktop PC only using commercial hardware. In order to evaluate the performance of the proposed solution a number of throughput evaluation metrics have been introduced measuring average frame rate as a function of: video bit rate, video resolution and number of views. The results obtained have indicated that the GPU constitutes the primary bottleneck in a multi‐view lenticular rendering system and that multi‐view rendering performance is degraded as the number of views is increased. This is a result of the current GPU square matrix texture cache architectures, resulting in texture lookup access times according to random memory access patterns when the number of views is high. The proposed solution has been identified in order to provide low CPU efficiency, i.e. low CPU hardware utilization and it is recommended to increase performance by investigating the gains of scalable multithreading techniques. It is also recommended to investigate the gains of introducing video frame buffering in video memory or to move more calculations to the CPU in order to increase GPU performance.
188

Metody pro zobrazení měkkých stínů / Methods for Soft Shadows Rendering

Ondruška, Jiří Unknown Date (has links)
This thesis discusses two different methods for creating soft shadows. Shadow volumes and shadow mapping, more accurately Variance Soft Shadow Mapping. It presents theory for these shadow algorithms as well as theory for few others which are necessary for understanding. Further it describes how to implement these methods and evaluates these implementations. Shadow volumes are based on creating additional geometry to the scene which serves for specifying region of penumbra. VSSM algorithm is a improved version of classic shadow mapping.
189

MPEG Z/Alpha and high-resolution MPEG / MPEG Z/Alpha och högupplösande MPEG-video

Ziegler, Gernot January 2003 (has links)
<p>The progression of technical development has yielded practicable camera systems for the acquisition of so called depth maps, images with depth information. </p><p>Images and movies with depth information open the door for new types of applications in the area of computer graphics and vision. That implies that they will need to be processed in all increasing volumes.</p><p>Increased depth image processing puts forth the demand for a standardized data format for the exchange of image data with depth information, both still and animated. Software to convert acquired depth data to such videoformats is highly necessary. </p><p>This diploma thesis sheds light on many of the issues that come with this new task group. It spans from data acquisition over readily available software for the data encoding to possible future applications. </p><p>Further, a software architecture fulfilling all of the mentioned demands is presented. </p><p>The encoder is comprised of a collection of UNIX programs that generate MPEG Z/Alpha, an MPEG2 based video format. MPEG Z/Alpha contains beside MPEG2's standard data streams one extra data stream to store image depth information (and transparency). </p><p>The decoder suite, called TexMPEG, is a C library for the in-memory decompression of MPEG Z/Alpha. Much effort has been put into video decoder parallelization, and TexMPEG is now capable of decoding multiple video streams, not only in parallel internally, but also with inherent frame synchronization between parallely decoded MPEG videos.</p>
190

A Zoomable 3D User Interface using Uniform Grids and Scene Graphs

Rinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail

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