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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

Morphological and Physiological Characterization of Sweetpotato Roots after Skinning

Bonilla Bird, Nestor 11 December 2015 (has links)
Sweetpotato is an important staple crop, and a supplementary source of nutrients; minerals, carbohydrates, and vitamins, for the food industry. Quality of sweetpotatoes depends on cultivar, preharvest management practices, and harvest equipment causing skinning. Information on morph-physiological characteristics of storage roots is needed for preharvest management decisions, cultivar selection, and application of harvest aids and harvesting procedures for postharvest storage durability of sweetpotatoes. Also, devices to measure skinning properties of storage roots are needed. This research was conducted to measure skin toughness of various sweetpotato cultivars. The number of skin layers was determined using fluorescent microscopy, and lignin content was determined with the Near Infrared System. Preharvest cultural practices, such as devining to enhance skin set and lignin content, were applied 1, 3, 7 days preharvest, and Ethephon at the rate of 1.68 ha-and 0.84 kg ha-1 applied at 1, 3, and 7 days preharvest. In addition, curing to enhance skin healing and lignin content was evaluated. This research was conducted in the field and in the greenhouse environments. The force gauge and the torquometer were the most accurate and precise devices to measure the force needed to break the skin of the various sweetpotato cultivars. The cultivars, “L07-6R”, “L07-146”, and “Beauregard-14” had the toughest skin compared to the other cultivars. However, “Covington” and “Hatteras” had the highest lignin content. Fluorescent microscopy showed that the cultivars “L07-6R” and “L07-146” had 12 and 10 cell layers, respectively, and the treatment of Ethephon at 1.68 Kg∙ha-1 3 days and 7 days before harvest resulted in the highest lignin content in the skin. Divining 3 days preharvest, and applying Ethephon at 0.84 kg∙ha-1 at 1day and 3days preharvest resulted in the highest lignin content. In addition, the treatments with Ethephon at 1.68 Kg∙ha-1 applied at 3 days and 7 days preharvest resulted in the hardest skin as indicated by torquometer and the force gauge. Curing for 7 days resulted in higher lignin content compared to the others pretreatments. When wounded and cured for 7 days, the healing process was enhanced greatly, resulting in rapid skin set of sweetpotato storage roots.
2

Skeletal Animation Optimization Using Mesh Shaders

Torabi, Peyman January 2019 (has links)
Background. In this thesis a novel method of skinning a mesh utilizing Nvidia’sTuring Mesh Shader pipeline is presented. Skinning a mesh is often performed with a Vertex Shader or a Compute Shader. By leveraging the strengths of the new pipeline it may be possible to further optimize the skinning process and increase performance, especially for more complex meshes. Objectives. The aim is to determine if the novel method is a suitable replacement for existing skinning implementations. The key metrics being studied is the total GPU frame time of the novel implementation in relation to the rest, and its total memory usage. Methods. Beyond the pre-existing implementations such as Vertex Shader skinning and Compute Shader skinning, two new methods using Mesh Shaders are implemented. The first implementation being a naive method that simply divides the mesh into meshlets and skins each meshlet in isolation. The proposed novel common influences method instead takes the skinning data, such as the joint influences of each vertex, into account when generating meshlets. The intention is to produce meshlets where all vertices are influenced by the same joints, allowing for information to be moved from a per vertex basis to a per meshlet basis. Allowing for fewer fetches to occur in the shader at run-time and potentially better performance. Results. The results indicate that utilizing Mesh Shaders results in approximately identical performance compared to Vertex Shader skinning, (which was observed to be the fastest of the previous implementations) with the novel implementation being marginally slower due to the increased number of meshlets generated. Mesh Shading has the potential to be faster if optimizations unique to the new shaders are employed. Despite producing more meshlets, the novel implementation is not significantly slower and is faster at processing individual meshlets compared to the naive approach. The novel Common Influences implementation spends between 15-22% less time processing each meshlet at run-time compared to the naive solution. Conclusions. Ultimately the unique capabilities of Mesh Shaders allow for potential performance increases to be had. The proposed novel Common Influences method shows promise due to it being faster on a per meshlet basis, but more work must be done in order to reduce the number of meshlets generated. The Mesh Shading pipeline is as of writing very new and there is a lot of potential for future work to further enhance and optimize the work presented in this thesis. More work must be done in order to make the meshlet generation more efficient so that the run-time workload is reduced as much as possible. / Bakgrund. I denna avhandling presenteras en ny metod för att deformera en modell med hjälp av den nya Mesh Shader funktionaliteten som är tillgänglig i Nvidias nya Turing arkitektur. Deformering av modeller utförs just nu oftast med så kallade Vertex eller Compute Shaders. Genom att nyttja styrkan hos den nya arkitekturen så kan det vara möjligt att ytterligare optimera deformeringsprocessen och på så sätt öka prestandan. Speciellt i samband där mer komplexa modeller används. Syfte. Syftet är att avgöra om den nya metoden är en lämplig ersättning av de nuvarande implementationerna. De viktigaste aspekterna som studeras är den totala GPU-exekveringstiden per bild som renderas av den nya metoden i förhållande till resterande, samt dess totala minnesanvändning. Metod. Utöver de befintliga implementeringarna, såsom Vertex Shader deformering och Compute Shader deformering, implementeras två nya metoder som använder Mesh Shaders. Den första implementeringen är en naiv metod som helt enkelt delar modellen i mindre delar, så kallade meshlets och deformerar varje meshlet i isolering. Den föreslagna nya common influences metoden tar i stället hänsyn till deformeringsdatan som tillhör modellen, såsom de gemensamma inverkningarna av varje vertex, vid generering av meshlets.  Avsikten är att producera meshlets där alla vertriser påverkas av samma leder i modellens skelett, vilket gör det möjligt att flytta informationen från en per vertris basis till en per meshlet basis. Detta tillåter att färre hämtningar sker på grafikkortet vid körning och vilket kan potentiellt ge bättre prestanda. Resultat. Resultaten indikerar att utnyttjandet av Mesh Shaders resulterar i ungefär samma prestanda jämfört med Vertex Shader deformering, (som observerades vara den snabbaste av de existerande implementationerna) samt att den orginella implementationen är marginellt långsammare på grund av ett högre antal meshlets genereras. Mesh Shading har potential till att bli snabbare om optimeringar somär unika till den nya arkitekturen används. Trots att man producerar fler meshlets,är den nya metoden inte markant långsammare och är snabbare med att bearbeta meshlets individuellt jämfört med den naiva implementationen. Den orginella implementationen spenderar mellan 15-22% mindre tid per meshlet vid körtid jämfört med den naiva lösningen. Slutsatser. I slutändan så erbjuder Mesh Shaders unika nya möjligheter till optimeringar som kan leda till potentiellt bättre prestanda. Den föreslagna nya Common Influences-metoden är lovande på grund av att den är snabbare per meshlet, men mer arbete måste utföras för att minska antalet genererade meshlets. Mash Shaders och Turing arkitekturen är vid skrivande stund fortfarande väldigt nya och det finns mycket potential för framtida arbeten att yterrligare förbättra och optimera det arbete som presenteras i denna avhandling. Mer arbete måste utföras för att göra meshletgenereringen effektivare så att arbetet som måste utföras under körtid minskas så mycket som möjligt.
3

Implicit skinning: character skin deformation guided by 3D scalar fields

Vaillant, Rodolphe 02 June 2016 (has links)
In character animation achieving realistic deformations of the skin is a challenging task. Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular for their high performance but fail to produce convincing deformations. They look too soft compared to human skin deformation at a rigid bone joint. In addition advanced effects such as skin contacts or bulges are not taken into account. Other methods make use of physical simulation or volume control to better capture the skin behavior, yet they cannot deliver real-time feedback. We developed a novel skinning framework called implicit skinning. Our method produces visually plausible deformations in real-time by handling realistic skin contacts and bulges between limbs. Implicit skinning exploits the ability of implicit surfaces to be robustly combined as well as their efficient collision detection. By approximating the mesh by a set of implicit surfaces, we are able to guide the deformation of a mesh character. we can combine the implicit surfaces in real-time, and use the final implicit surface to adjust the position of mesh vertices at each animation step. Since collision detection is very efficient using implicit surfaces we achieve skin contacts between limbs at interactive to real-time frame rates. In this thesis we present the complete implicit skinning framework, that is, the conversion of a mesh character to implicit surfaces, the composition operators and the mesh deformation algorithm on top of the implicit surface. Two deformation algorithms are studied: a fast history dependent algorithm which acts as a post process on top of dual-quaternions skinning and a slower yet more robust history dependent algorithm. / Graduate
4

A Muscular Rig for Smooth Skinning in Autodesk Maya

Björkman, Pontus January 2007 (has links)
<p>The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish.</p>
5

A Muscular Rig for Smooth Skinning in Autodesk Maya

Björkman, Pontus January 2007 (has links)
The limitations of the default skinning methods in Autodesk Maya can be compensated for when seeking realistic skin deformations of a human being. The main focus is put on the construction of an example muscular rig in Autodesk Maya, and an explanation of what criteria the rig is supposed to fulfill. From a merged three dimensional and artistic view, the components of the rig is discussed and evaluated to establish an understanding of how the system needs to work in order to produce realistic skin deformations. The research is performed via design and creation experiments on the various parts of the system, and even though the initial theory has met its demands, some of the practical performance yet abandons a lot to wish.
6

Week 13, Video 03: Skinning

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1083/thumbnail.jpg
7

Skinning på GPUn : Med dubbel kvaternioner

Björn, Overå January 2012 (has links)
Målet med projektet var att undersöka hur skeletal animationer utförs. Ett mål till var att det skulle vara förbestämda animationer. För att kunna ha förberäknade animationer användes autodesk fbx-filer. Skinningen har använt dubbel kvaternioner istället för matriser.Rapporten visar att skeletal animation med dubbel kvaternion skinning teknik kan utföras genom att använda fbx-filer med data som först exporterats till json-format.
8

Kosterní animace pro GPUengine / Skeletal Animation for GPUengine

Minařík, Antonín January 2019 (has links)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
9

Déformation et découpe interactive de solides à géométrie complexe / Interactive deformation and cutting of complex geometry solids

Bousquet, Guillaume 25 October 2012 (has links)
Cette thèse consiste à explorer une nouvelle approche pour la simulation d'objets flexibles par la mécanique des milieux continus, dans le cadre d'applications graphiques interactives telles que le jeu vidéo ou l'entraînement aux gestes chirurgicaux. Elle s'inscrit en continuité d'un stage de M2-R sur ce même sujet. Il est important de pouvoir régler simplement un compromis entre précision et temps de calcul suivant la nature de l'application. Les approches actuelles de simulation utilisent principalement la méthode des éléments finis. Celle-ci repose sur un maillage volumique des objets qu'il est souvent difficile d'adapter dynamiquement aux besoins de l'application. La nouveauté introduite par cette thèse est d'utiliser des repères déformables comme primitives cinématiques, avec des champs de déplacements inspirés des méthodes de 'skinning' utilisées en informatique graphique. Le but est d'éviter ainsi les difficultés liées au maillage volumique, ainsi que de faciliter le raffinement et la simplification adaptatives par simple ajout ou suppression de repère déformable là où c'est souhaitable. Ce travail est financé par le projet européen 'Passport for Virtual Surgery', dont le but est de créer automatiquement des modèles physiques pour l'entraînement aux gestes de chirurgie hépatique, à partir de données médicales et anatomiques personnalisées. Dans ce contexte, Guillaume, en collaboration avec d'autres membres du projet, mettra en place les outils nécessaires pour construire la scène physique à partir d'images médicales segmentées et de connaissances anatomiques génériques. Le foie sera dans un premier temps représenté par des modèles physiques précédemment développés à EVASION et étendus aux opérations de découpe. Par la suite, il y appliquera son nouveau modèle mécanique basé sur des repères déformables. The aim of this thesis is to develop a new approach for the simulation of flexible objects based on the continous middle method, related with interactive graphics applications such as video games or training in surgery. It is a continuity of the M2 research internship on the same topic. It is important to simply settle a compromise between accuracy and time computing according to the application. Current simulation approaches mainly use the finite element method, which is based on a volumetric mesh of the simulated objects. It is often difficult to dynamically adapt the needs to the application. The novelty of this thesis is to use deformable reference frames as kinematic primitives, with displacement fields based on 'skinning' methods used in computer graphics. The aim is to avoid the difficulties associated with volumetric mesh, and make the refinement and the adaptive simplification easier by adding or deleting deformable reference frames if necessary. This work is funded by the European project 'Passport for Virtual Surgery', which aims to automatically create models for physical training in gestures of liver surgery, from medical and anatomical custom data. In this context, Guillaume, in collaboration with other members of the project, will develop the tools necessary to build the physical scene from segmented medical images and generic anatomical knowledge. The liver will initially be represented by physical models previously developed in the EVASION team and then extended to cutting operations. Thereafter, Guillaume will apply his new mechanical model based on deformable reference frames. / Physically based deformable models have become ubiquitous in computer graphics. It allow to synthetize real behaviors, based on the physical laws from continuum mechanics. In this thesis, we focus on interactive simulations such as to video games or surgical simulators. The majority of the existing works focused up to here on the animation of objects made of homogeneous materials. Nevertheless, plenty of real objects, for instance like the biological structures, consist of multiple imbricated materials. Their decomposition in homogeneous zones requires a high-resolution spatial discretization to solve the variations of the material properties, which requires prohibitive computation time. In this context, we present new real time simulation techniques for deformable objects which can be cut. First of all, we present a real time method for cutting deformable objects in which, contrary to the previous methods, the object deforms on the cutting tool contact and cuts occur only when the pressure reaches a certain level. The independence of the physical, collision and visual models makes the topological changes easier. The GPU computing and local modifications enable fast execution. Then, a dynamic meshless method is described, which uses reference frames as control nodes instead of using points, with a displacement field formulation similar to skinning. It allows to easily tune the weights and benefits from the rigor of physical methods as the finite elements. The introduction of integration points, reducing the samples number by a least squares approximation, speeds up the spatial integrations. Other pre-computations are proposed in order to speed up the simulation time. Finally, new anisotropic shape functions are defined to encode the variations of material properties thanks to the introduction of the compliance distance. These complex shape functions uncouple the material resolution of the displacement functions ones. It allow an extremely sparse nodes sampling. The use of the compliance distance allows an automatic nodes distribution with regard to the material properties.
10

Multi-View Motion Capture based on Model Adaptation

Fechteler, Philipp 28 November 2019 (has links)
Fotorealistische Modellierung von Menschen ist in der Computer Grafik von besonderer Bedeutung, da diese allgegenwärtig in Film- und Computerspiel-Produktionen benötigt wird. Heutige Modellierungs-Software vereinfacht das Generieren realistischer Modelle. Hingegen ist das Erstellen realitätsgetreuer Abbilder real existierender Personen nach wie vor eine anspruchsvolle Aufgabe. Die vorliegende Arbeit adressiert die automatische Modellierung von realen Menschen und die Verfolgung ihrer Bewegung. Ein Skinning-basierter Ansatz wurde gewählt, um effizientes Generieren von Animationen zu ermöglichen. Für gesteigerte Realitätstreue wurde eine artefaktfreie Skinning-Funktion um den Einfluss mehrerer kinematischer Gelenke erweitert. Dies ermöglicht eine große Vielfalt an real wirkenden komplexen Bewegungen. Zum Erstellen eines Personen-spezifischen Modells wird hier ein automatischer, datenbasierter Ansatz vorgeschlagen. Als Eingabedaten werden registrierte, geschlossene Beispiel-Meshes verschiedener Posen genutzt. Um bestmöglich die Trainingsdaten zu approximieren, werden in einer Schleife alle Komponenten des Modells optimiert: Vertices, Gelenke und Skinning-Gewichte. Zwecks Tracking von Sequenzen verrauschter und nur teilweise erfasster 3D Rekonstruktionen wird ein markerfreier modelladaptiver Ansatz vorgestellt. Durch die nicht-parametrische Formulierung werden die Gelenke des generischen initialien Tracking-Modells uneingeschränkt optimiert, als auch die Oberfläche frei deformiert und somit individuelle Eigenheiten des Subjekts extrahiert. Integriertes a priori Wissen über die menschliche Gestalt, extrahiert aus Trainingsdaten, gewährleistet realistische Modellanpassungen. Das resultierende Modell mit Animationsparametern ist darauf optimiert, bestmöglich die Eingabe-Sequenz wiederzugeben. Zusammengefasst ermöglichen die vorgestellten Ansätze realitätsgetreues und automatisches Modellieren von Menschen und damit akkurates Tracking aus 3D Daten. / Photorealistic modeling of humans in computer graphics is of special interest because it is required for modern movie- and computer game productions. Modeling realistic human models is relatively simple with current modeling software, but modeling an existing real person in detail is still a very cumbersome task. This dissertation focuses on realistic and automatic modeling as well as tracking human body motion. A skinning based approach is chosen to support efficient realistic animation. For increased realism, an artifact-free skinning function is enhanced to support blending the influence of multiple kinematic joints. As a result, natural appearance is supported for a wide range of complex motions. To setup a subject-specific model, an automatic and data-driven optimization framework is introduced. Registered, watertight example meshes of different poses are used as input. Using an efficient loop, all components of the animatable model are optimized to closely resemble the training data: vertices, kinematic joints and skinning weights. For the purpose of tracking sequences of noisy, partial 3D observations, a markerless motion capture method with simultaneous detailed model adaptation is proposed. The non-parametric formulation supports free-form deformation of the model’s shape as well as unconstrained adaptation of the kinematic joints, thereby allowing to extract individual peculiarities of the captured subject. Integrated a-prior knowledge on human shape and pose, extracted from training data, ensures that the adapted models maintain a natural and realistic appearance. The result is an animatable model adapted to the captured subject as well as a sequence of animation parameters, faithfully resembling the input data. Altogether, the presented approaches provide realistic and automatic modeling of human characters accurately resembling sequences of 3D input data.

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