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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

TESSELLATIONS: LESSONS FOR EVERY AGE

Cerrone, Kathryn L. 05 October 2006 (has links)
No description available.
2

Modelling Mineral Liberation of Ore Breakage to Improve the Overall Efficiency of Mining Operations

Gottheil, Jeremy 18 August 2021 (has links)
As the demand for a low-carbon and environmentally friendly future increases, so does the importance of mineral and metal commodities. The production of solar panels, wind turbines, energy storage systems and other green technologies require large quantities of minerals and rare earth metals. Natural Resources Canada noted that in 2019, Canada was a global leading producer in minerals required for green technology including graphite, nickel, cobalt, and others [1]. While mineral production continues to rise year over year, the ore grade, i.e., the concentration of a desired material, of multiple common minerals continues to decline. To liberate valuable minerals from low ore grade deposits size reduction processes such as crushing and grinding are required; however, these processes account for over half of all energy consumption on the average mine. As mines are typically remote, fossil fuels are normally used as the main energy source, producing large amounts greenhouse gases, necessitating the need for more efficient size reduction processes. This could be accomplished by predicting how a particular orebody would break. With the surge in image sensing and computing technologies at mining sites many researchers are exploring ore texture and processability characteristics of the ore body. If distinct processability characteristics change based on ore textural feature from a 2D image, then general trends for optimal size reduction of orebodies of similar texture can developed. This work builds on previous work by simulating ore breakage through the superimposition of a predetermined fragmentation pattern, called a mask, onto multiple ore textures. Synthetic, periodic black and white 2D ore textures were created to find a link between simple textural features such as different mineral grain shape, size, and orientation and processability characteristics. A Monte Carlo simulation was performed to generate a large quantity of realistic product particles using the Voronoi tessellations masking technique. To assess the processability of different textures, the percentage area distribution of valuable minerals of each ore texture was compared across the complete range of particle sizes. The valuable mineral percentage area distributions were analyzed for rate and shape of the distribution as particle size decreases, with noticeable differences between textures. The distributions were also parameterized using a two-beta mixture distribution model, expanding on the traditional one beta model developed by King [2,3,4]. These distributions can eventually help the mining industry make informed decisions on how much grinding and crushing will be required to liberate desired minerals from waste rock.
3

Load Response of Topologically Interlocked Material Systems - Archimedean and Laves Tilings

Andrew Williams (6922298) 16 August 2019 (has links)
<div>Segmented material systems have been shown to provide advantages over monolithic materials including the potential for combinations of properties such as strength, toughness, and ductility that are not otherwise attainable. One such class of segmented system is that of topologically interlocked material (TIM) systems. These are material systems consisting of one or more repeating unit blocks assembled in a planar configuration. When coupled with a bounding frame, this plate-like structure can withstand transverse loads without the use of adhesive or fasteners between blocks.</div><div><br></div><div>One method of generating TIM systems is to start with a 2D tiling and project each edge of the tiles at alternating angles from the tile normal. This work examines 18 unique configurations of TIM systems generated from the Archimedean and the Laves tilings. These systems are constructed as segmented plates having approximately the same number of building blocks and with equivalent overall dimensions so that the effect of the segmentation patterns on the load response of the TIM system can be investigated. Finite element models were utilized to simulate both displacement controlled loading and body force loading of each configuration with various coefficients of friction. The load responses were recorded and the characteristics of chirality and reciprocity of the load response were observed.</div><div><br></div><div>The TIM system configurations in this study resulted in a wide variety of performance. Their range of properties is presented, and a mechanism for strength in a TIM system is postulated. The findings of this work enable the material design space to be expanded by facilitating the creation of material systems with a greater range of properties than is possible with monolithic materials.</div>
4

An Alternative to Using the 3D Delaunay Tessellation for Representing Freespace

Braunegg, David J. 01 September 1989 (has links)
Representing the world in terms of visible surfaces and the freespacesexisting between these surfaces and the viewer is an important problemsin robotics. Recently, researchers have proposed using the 3DsDelaunay Tessellation for representing 3D stereo vision data and thesfreespace determined therefrom. We discuss problems with using thes3D Delaunay Tessellation as the basis of the representation andspropose an alternative representation that we are currentlysinvestigating. This new representation is appropriate for planningsmobile robot navigation and promises to be robust when using stereosdata that has errors and uncertainty.
5

Magic carpet : digital interpretation of traditional tessellation patterns

Jamali Firouzabadi, Farshad 11 1900 (has links)
Contemporary architecture has failed to engage the rich culture of planar and spatial transformations of historical Muslim architecture, often relegating it to a form of naive pastiche or, at best, to the realm of historical reconstruction. In this project we make use of current digital technologies in an attempt to revisit and reinterpret, in modern terms, the geometric structure of patterns embedded in the historic Islamic architecture of Iran. The original contribution of this project lies in extending traditional two dimensional tiling patterns into a dynamic three dimensional state with the help of computational tools. The analogy to the classical Persian carpet as well as mobile character of design can also be seen as original. The notion of ‘transparency’ and ‘dynamism’ are interpreted using Autodesk’s Maya and Bentley’s Generative Components software. This report illustrates initial explorations and outlines future possibilities. In the past architects of the country were responsible for making the enclosure heaven-like while it was carpet weavers’ job to make the floor heaven-like. In this project as a symbolic approach, carpet and weaving becomes both the enclosure and the floor to define both floor and roof and symbolize the new approach through which we as architects use other disciplines and new tools such as new software to learn and shape the space and discover new vocabulary for a contemporary and local architecture for Iran.
6

Magic carpet : digital interpretation of traditional tessellation patterns

Jamali Firouzabadi, Farshad 11 1900 (has links)
Contemporary architecture has failed to engage the rich culture of planar and spatial transformations of historical Muslim architecture, often relegating it to a form of naive pastiche or, at best, to the realm of historical reconstruction. In this project we make use of current digital technologies in an attempt to revisit and reinterpret, in modern terms, the geometric structure of patterns embedded in the historic Islamic architecture of Iran. The original contribution of this project lies in extending traditional two dimensional tiling patterns into a dynamic three dimensional state with the help of computational tools. The analogy to the classical Persian carpet as well as mobile character of design can also be seen as original. The notion of ‘transparency’ and ‘dynamism’ are interpreted using Autodesk’s Maya and Bentley’s Generative Components software. This report illustrates initial explorations and outlines future possibilities. In the past architects of the country were responsible for making the enclosure heaven-like while it was carpet weavers’ job to make the floor heaven-like. In this project as a symbolic approach, carpet and weaving becomes both the enclosure and the floor to define both floor and roof and symbolize the new approach through which we as architects use other disciplines and new tools such as new software to learn and shape the space and discover new vocabulary for a contemporary and local architecture for Iran.
7

Evaluating Tessellation and Screen-Space Ambient Occlusion in WebGL-Based Real-Time Application

January 2017 (has links)
abstract: Tessellation and Screen-Space Ambient Occlusion are algorithms which have been widely-used in real-time rendering in the past decade. They aim to enhance the details of the mesh, cast better shadow effects and improve the quality of the rendered images in real time. WebGL is a web-based graphics library derived from OpenGL ES used for rendering in web applications. It is relatively new and has been rapidly evolving, this has resulted in it supporting a subset of rendering features normally supported by desktop applications. In this thesis, the research is focusing on evaluating Curved PN-Triangles tessellation with Screen Space Ambient Occlusion (SSAO), Horizon-Based Ambient Occlusion (HBAO) and Horizon-Based Ambient Occlusion Plus (HBAO+) in WebGL-based real-time application and comparing its performance to desktop based application and to discuss the capabilities, limitations and bottlenecks of WebGL 1.0. / Dissertation/Thesis / WebGL Program / OpenGL Program / Masters Thesis Computer Science 2017
8

Magic carpet : digital interpretation of traditional tessellation patterns

Jamali Firouzabadi, Farshad 11 1900 (has links)
Contemporary architecture has failed to engage the rich culture of planar and spatial transformations of historical Muslim architecture, often relegating it to a form of naive pastiche or, at best, to the realm of historical reconstruction. In this project we make use of current digital technologies in an attempt to revisit and reinterpret, in modern terms, the geometric structure of patterns embedded in the historic Islamic architecture of Iran. The original contribution of this project lies in extending traditional two dimensional tiling patterns into a dynamic three dimensional state with the help of computational tools. The analogy to the classical Persian carpet as well as mobile character of design can also be seen as original. The notion of ‘transparency’ and ‘dynamism’ are interpreted using Autodesk’s Maya and Bentley’s Generative Components software. This report illustrates initial explorations and outlines future possibilities. In the past architects of the country were responsible for making the enclosure heaven-like while it was carpet weavers’ job to make the floor heaven-like. In this project as a symbolic approach, carpet and weaving becomes both the enclosure and the floor to define both floor and roof and symbolize the new approach through which we as architects use other disciplines and new tools such as new software to learn and shape the space and discover new vocabulary for a contemporary and local architecture for Iran. / Applied Science, Faculty of / Architecture and Landscape Architecture (SALA), School of / Graduate
9

Analyzing performance for lighting of tessellated grass using LOD

Johansson, Emil January 2021 (has links)
BackgroundThere are different methods for rendering grass in real-time, for video games. This thesis looks at an algorithm that uses hardware tessellation to generate geometry during run time. These concepts are explained in more detail in the introduction chapter as well as the method chapter. The objectives problem that this thesis revolves around is this; When rendering grass using tessellation a lot of geometry is created. This means that the grass might be a bottleneck, meaning it eats too much performance. This applies especially when adding lighting to a scene dense with grass. Lighting requires a lot more computations, so adding this can create a difference, a "dip" in performance. To try and aid this dip, LOD in different forms will be added. Then tests will be carried out to see if the divide is lessened. This would allow for a lot of lighting to be used together with this expensive technique. LOD means a way to lessen the geometry being rendered through different algorithms so that the performance cost will not be as high. methods answer the relevant research questions, a literature review was carried out. This is to understand the relevant 3D techniques better. And also to learn more about rendering grass through tessellation. Then an implementation was conducted, with this experiment to test different LOD techniques with and without lighting. Each scenario was tested ten times and the average framerate was measured and put into charts.ResultsThe average framerate dropped when light sources were added in all of the tests. The binary tree consumed more RAM usage but aided the framerate more than the quadtree. The VRAM usage for the grass tessellation was around 100 MB.ConclusionsFor future work, it would be interesting to compare different ways of rendering grass for the sake of user value. Do people prefer tessellated grass when minimal lighting is applied? Or do people prefer quads to represent grass? The results did not showthat the LOD implemented solved the issue presented in this thesis.
10

Ultra-High Performance Concrete and Lattice Models

Kumaresan, Karthik 03 October 2011 (has links)
Ultra-High Performance Concrete (UHPC) is an evolving structural material that has attracted interest in the civil engineering industry recently. Currently, it is being used mainly for highway infrastructure in the US and also being explored for various other applications. The existing design guides on UHPC in countries like Japan, Australia and France are not as detailed as the concrete or steel guides. Most of the sections made of UHPC are slender due to its superior mechanical properties which are expected to simplify construction. Being an expensive material to use, making slender sections also helps to minimize the overall cost of the structure and makes it competitive with that of high strength steel and prestressed concrete. It has also been demonstrated to have very high compressive strength and considerable tensile strength. To begin with, an introduction on UHPC and its current applications around the world is presented, followed by a review of the existing design guides on UHPC. The importance as well as the methodology to measure fracture energy of concrete with factors to be considered for fiber reinforced concrete is discussed in detail. The main motive of this research is to introduce a creative modeling concept which served as the theoretical basis for the development of a computer program called Lattice 3D. The program is a modeling tool for engineers studying the behavior of UHPC, and in the future will be developed into a finite element protocol for analyzing complex structures made of UHPC. Parametric studies on lattice models of thin simply supported plates in compression and three-point bending of beams have been demonstrated in this research. Experimental tests conducted on briquette specimens under uniaxial tension are also discussed. / Master of Science

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