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Multipatch: um m?todo para tessela??o da superf?cie excludente do solventeSILVA, Felipe Augusto da 29 September 2016 (has links)
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Previous issue date: 2016-09-29 / To understand the behavior of molecules in liquid fase is fundamental for comprihend many chemical and physical process, became reference to severa! areas of scientific and tecnologic knowledge. Methods using polarizable continuum model (PCM) have been proposed and revised to achieve more acurated results and the aplicability of the method. MultiPatch is a analitic and eficient molecular smface tesselation method. This smface is necessary to calcule the eletrostatic component of the interaction energy between solute and solvent Delta G s. The method was tested by comparing the results for the smface area and the energy Delta G s obtained using internai methods of the software GAMESS. / Entender o comportamento de mol?culas em fase l?quida ? fundamental para o compreender diversos processos qu?micos e f?sicos, sendo assim refer?ncia para diversas ?reas do conhecimento cient?fico e tecnol?gico. M?todos usando o modelo de cont?nuo polariz?vel (PCM) tem sido propostos e revisados com o objetivo de melhorar a acur?cia dos resultados e a aplicabilidade desse modelo. MultiPatch ? um m?todo anal?tico e eficiente para se obter uma tessela??o da superf?cie molecular necess?ria para o computo de uma das componentes, de origem eletrost?tica, da energia de intera??o entre soluto e solvente Delta G s:. O m?todo foi testado comparando seus resultados para ?rea da superf?cie e a energia Delta G s com o m?todos internos do software GAMESS.
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Zobrazování rozsáhlých scén / Large Scene RenderingLanger, Lukáš January 2016 (has links)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
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[pt] REMALHAMENTO DE SUPERFÍCIES COM BORDAS BASEADO NO DIAGRAMA DE VORONOI CENTROIDAL / [en] REMESHING OF SURFACES WITH BORDERS BASED ON CENTROIDAL VORONOI DIAGRAM11 March 2021 (has links)
[pt] Uma boa representação de malhas tridimensionais é fundamental para a renderização
de objetos e para simulações numéricas. Ocorre, entretanto, que, quando
objetos são capturados através de sensores, é comum existir super amostragem em
algumas regiões e/ou sub amostragem em outras. Para resolver esse problema existem
diversas técnicas na literatura de reamostragem da malha. Recentemente uma
abordagem mais generalizada para uma representação utilizando malhas de triângulos
e com boas garantias matemáticas gerando malhas com triângulos muito próximos
aos triângulos de Delaunay vem ganhando destaque. O grande problema desta
técnica para a aplicação de objetos com bordas (buracos ou malha aberta) é que ela
faz um efeito de erosão nas bordas. Para uma aplicação em que as bordas e buracos
devem representar aproximadamente a mesma região isso é um grande problema.
Neste trabalho apresentamos uma abordagem geométrica para a reamostragem da
representação do objeto que resolve este problema aplicado em dados de horizonte
sísmico. / [en] A good mesh representation of tridimensional objects is necessary not only
to render algorithms but also to support numerical simulations. Objects captured
via sensors, e.g., seismic acquisition and laser scanning, have an intrinsic error in
its representation of objects. Furthermore, this unprocessed data does not generate
a good description of the objects, portraying it inadequately or incorrectly. The
existing literature on resampling representations contains various techniques to resolve
this problem. In particular, a general approach using triangle mesh has recently
gained attention. One benefit of this technique is its mathematical guarantees
generating triangles meshes that closely approximate Delaunay triangles. The main
drawback to this technique occurs in its application to objects with borders, such
as holes or mesh intersections. In this work, we present a new method to re-mesh
the object representation taking into account the simplification of the curves that
represent the holes. We apply this technique to seismic horizon data.
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3D herní svět v OpenGL / 3D Game World in OpenGLBuchta, David January 2017 (has links)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
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