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Detection and quantification of Cryptosporidium oocysts in environmental samplesDuggal, Megha 30 August 2013 (has links)
A PCR Differentiation Method, a hybrid of the US EPA and MOE methods, for quantifying human infectious C. parvum/C. hominis as a group and non-human infectious C. andersoni/C. muris was developed. Primers and probe sets targeting the hsp70 gene were designed for C. andersoni/C. muris; those for C. parvum/C. hominis were obtained from the MOE method. Results showed that C, andersoni/C. muris primers were specific for C. andersoni/C. muris oocysts, while those for C. parvum/hominis primers detected C. parvum/hominis and C. meleagridis. All primers were then used to quantify oocysts from urban and agricultural environmental water samples in Kitchener/Waterloo. Human infectious Giardia lamblia was also incorporated into this study. C. parvum/C. hominis and Giardia lamblia were detected at urban and agricultural areas, whereas C. andersoni/C. muris was only detected at agricultural sites. The PCR Differentiation Method is a reliable method for quantifying Cryptosporidium and Giardia lamblia in environmental water samples. / Best in Science Program of the Ontario Ministry of the Environment, Natural Sciences and Engineering Council (NSERC) of Canada Discovery Grants
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Generating Procedural Environments using Masks : Layered Image Document to Real-time environmentEldstål, Emil January 2019 (has links)
This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.
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