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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.
21

Virtual Cadaver Navigation System: Using Virtual Reality For Learning Human Anatomy

Lothe, Abhijit V 09 June 2005 (has links)
The use of virtual reality (VR) for visualization can revolutionize medical training by simulating real world medical training procedures through intuitive and engaging user interface. Existing virtual reality based visualization systems for human anatomy are based on 3D surface and volumetric models and simulative systems based on model libraries. The visual impact as well as facilitation for learning are inadequate in such systems. This thesis research is aimed at eliminating such inadequacies by developing a non-immersive virtual reality system framework for storage, access and navigation of real human cadaveric data. Based on this framework, a real time software system called virtual cadaver navigation system (VCNS) is developed, that can be used as an aid for teaching human anatomy. The hardware components of the system include, a mannequin, an examination probe similar to a medical ultrasound probe, and a personal computer. The examination probe is moved over the mannequin to obtain the virtual tomographic slice from the real cadaveric3-D volume data. A 3-D binary space partitioning tree structure is defined to organize the entire volumetric data, by subdividing it into small blocks of predefined size, called as bricks that are assigned a unique address for identification. As the examination probe is moved over the mannequin, the set of bricks intersecting the corresponding tomographic slice are determined by traversing the tree structure, and only, the selected bricks are accessed from the main memory and brought into the texture memory on the graphics accelerator card for visualization. The texture memory in the graphics card and the main memory are divided into slots of size, that is a multiple of the brick size, and a tagging scheme that relates the brick addresses, texture memory slots, and the main memory blocks is developed. Based on spatial, temporal and sequential locality of reference, only the currently required bricks as well as some of the neighboring bricks are loaded from the main memory into the texture memory, in order to maintain the highest frame rates required forreal time visualization. The above framework consisting of the data organization and the access mechanism are critical in terms of achieving the interactive frame rates required for real-time visualization. The input data to the system consists of non-segmented voxel data, and the data segmented and labelled based on tissue classification. The software system includes a labeling tool, in order to display the specific tissue information at the the location of the mouse cursor. This facility is useful in both teaching anatomy and self learning. Thus, the proposed VCNS system supports efficient navigation through the human body for learning anatomy and provides the knowledge of spatial locations and the interrelationship among the various organs of the body. A prototype software system has been developed, which is capable of achieving a throughput of 30 frames per second and has been tested with a 18-Gigabyte human cadaveric data obtained from the National Library of Medicine, on a personal computer with 64 Megabytes of texture memory and 512 Megabytes of main memory.
22

Procedural Reduction Maps

Van Horn, R. Brooks, III 16 January 2007 (has links)
Procedural textures and image textures are commonplace in graphics today, finding uses in such places as animated movies and video games. Unlike image texture maps, procedural textures typically suffer from minification aliasing. I present a method that, given a procedural texture on a surface, automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original textures details, but reduces minification aliasing artifacts. This new algorithm creates an image pyramid similar to MIP-Maps to represent the texture. Whereas a MIP-Map stores per-texel color, however, my texture hierarchy stores weighted sums of reflectance functions, allowing a wider-range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different functions found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the textures result with an anti-aliased one. This results in faster development time for writing procedural textures as well as higher visual fidelity and faster rendering. With the optional addition of authoring guidelines, the analysis phase can be sped up by as much as two orders of magnitude. Furthermore, I developed a method for handling pre-filtered integration of reflectance functions to anti-alias specular highlights. The normal-centric BRDF (NBRDF) allows for fast evaluation over a range of normals appearing on the surface of an object. The NBRDF is easy to implement on the GPU for real-time results and can be combined with procedural reduction maps for real-time procedural texture minification anti-aliasing.
23

Morphing in two dimensions : image morphing

Delport, Magdil 12 1900 (has links)
Thesis (MSc (Mathematical Sciences. Applied Mathematics))--University of Stellenbosch, 2007. / Image morphing is a popular technique used to create spectacular visual effects, by gradually transforming one image into another. This thesis explains what exactly is meant by the terms “image morphing” / “warping”, where it is used and how it is done. A few existing morphing techniques are described and finally an implementation using Delaunay triangulation and texture mapping is presented.
24

A obtenção de texturas na síntese de imagens realísticas num ambiente limitado

Walter, Marcelo January 1991 (has links)
As técnicas para síntese de textura em Computação Gráfica constituem um grupo bem específico cujo objetivo principal é a inclusão, na imagem, de alguma informação visual que aumente a percepção de realismo. São identificadas técnicas para síntese de textura com características favoráveis a implementação num ambiente limitado cujo aspecto central é a placa de vídeo VGA, a saber: mapeamento de textura, "bump mapping" e textura sólida. Um sistema para visualização de objetos simples com aplicação das técnicas selecionadas é descrito e implementado. Várias imagens são sintetizadas e os resultados analisados considerando-se o nível de realismo atingido. É explorado o uso de padrões para incremento da resolução visual das imagens em conjunto com a técnica de mapeamento de textura. Apresenta-se uma série de definições para textura das áreas de Computação Gráfica, Psicologia e Processamento de Imagens. Estas definições se integram e possibilitam a formação de um conceito genérico sobre o assunto. Os modelos e técnicas para descrição e síntese de texturas são apresentados, identificando-se as tendências nesta área. / The Computer Graphics texture synthesis techniques are a well defined group which main goal is to add visual information to the image. This visual information will increase the realism. Texture synthesis techniques for implementation in a limited environment are identified, namely texture mapping, bump mapping and solid texture. The main aspect of the environment is the VGA video card. A system is described and implemented to visualize simple objects where the selected texture synthesis techniques were applied . Some images are synthesized and the results are analysed. It is explored the use of patterns to increase images visual resolution in conection with texture mapping technique. It is presented a set of texture definitions from Computer Graphics, Psychology and Image Processing studies. These definitions are integrated and make possible to form a generic concept about the subject. Models and techniques for texture description and synthesis are presented. This survey identified trends in this area.
25

Procedural textures mapping using geodesic distances / Mapeamento de texturas procedurais usando distâncias geodésicas

Oliveira, Guilherme do Nascimento January 2011 (has links)
O mapeamento de texturas é uma técnica bastante importante para adicionar detalhamento a modelos geométricos. O mapeamento de texturas baseadas em imagens costuma ser a abordagem preferida, mas faz uso de imagens pré-computadas que são mais adequadas à representação de padrões estáticos. Por outro lado, texturas procedurais oferecem uma alternativa que depende de funções para descrever os padrões das texturas. Elas garantem mais flexibilidade na definição dos padrões em cenas dinâmicas, tendo ainda uma representação mais compacta e dando um maior controle da aparência da textura através do ajuste de parâmetros. Quando mapeadas por coordenadas 3D, as texturas procedurais não consideram a forma da superfície domodelo, e com coordenadas 2D torna-se necessária a definição dessas coordenadas de forma coerente, que, em modelos complexos ,não é uma tarefa simples. Neste trabalho nós introduzimos o leitor às texturas procedurais e ao mapeamento de texturas, então apresentamos GeoTextures, uma nova abordagem que faz uso de distâncias geodésicas definidas com base em múltiplos pontos de origem sobre a superfície do modelo. As distâncias geodésicas são passadas como parâmetros que permitem que a textura procedural se adeqüe ao relevo do modelo texturizado. Nós validamos a proposta ao usar alguns exemplos de texturas procedurais aplicadas em tempo real na texturização de superfícies complexas, mudando tanto a textura do modelo como a forma, através do uso de tesselagem em hardware. / Texture mapping is an important technique to add detail to geometric models. Imagebased texture mapping is the preferred approach but employs pre-computed images, which are better suited for static patterns. On the other hand, procedural-based texture mapping offers an alternative that rely on functions to describe texturing patterns. This allows more flexibility to define patterns in dynamic scenes, while also having a more compact representation and more control for parametric adjustments on the texture visual appearance. When mapped with 3D coordinates, the procedural textures do not consider the model surface, and with 2D mapping the coordinates must be defined in a coherent way, which for complex models is not an easy task. In this work we give a introduction to procedural texturing and texture mapping, and introduce GeoTextures, an original approach that uses geodesic distance defined from multiple sources at different locations over the surface of the model. The geodesic distance is passed as a parameter that allows the shape of the model to be considered in the definition of the procedural texture. We validate the proposal using procedural textures that are applied in real-time to complex surfaces, and show examples that change both the shading of the models, as well as their shape using hardware-based tessellation.
26

A obtenção de texturas na síntese de imagens realísticas num ambiente limitado

Walter, Marcelo January 1991 (has links)
As técnicas para síntese de textura em Computação Gráfica constituem um grupo bem específico cujo objetivo principal é a inclusão, na imagem, de alguma informação visual que aumente a percepção de realismo. São identificadas técnicas para síntese de textura com características favoráveis a implementação num ambiente limitado cujo aspecto central é a placa de vídeo VGA, a saber: mapeamento de textura, "bump mapping" e textura sólida. Um sistema para visualização de objetos simples com aplicação das técnicas selecionadas é descrito e implementado. Várias imagens são sintetizadas e os resultados analisados considerando-se o nível de realismo atingido. É explorado o uso de padrões para incremento da resolução visual das imagens em conjunto com a técnica de mapeamento de textura. Apresenta-se uma série de definições para textura das áreas de Computação Gráfica, Psicologia e Processamento de Imagens. Estas definições se integram e possibilitam a formação de um conceito genérico sobre o assunto. Os modelos e técnicas para descrição e síntese de texturas são apresentados, identificando-se as tendências nesta área. / The Computer Graphics texture synthesis techniques are a well defined group which main goal is to add visual information to the image. This visual information will increase the realism. Texture synthesis techniques for implementation in a limited environment are identified, namely texture mapping, bump mapping and solid texture. The main aspect of the environment is the VGA video card. A system is described and implemented to visualize simple objects where the selected texture synthesis techniques were applied . Some images are synthesized and the results are analysed. It is explored the use of patterns to increase images visual resolution in conection with texture mapping technique. It is presented a set of texture definitions from Computer Graphics, Psychology and Image Processing studies. These definitions are integrated and make possible to form a generic concept about the subject. Models and techniques for texture description and synthesis are presented. This survey identified trends in this area.
27

Procedural textures mapping using geodesic distances / Mapeamento de texturas procedurais usando distâncias geodésicas

Oliveira, Guilherme do Nascimento January 2011 (has links)
O mapeamento de texturas é uma técnica bastante importante para adicionar detalhamento a modelos geométricos. O mapeamento de texturas baseadas em imagens costuma ser a abordagem preferida, mas faz uso de imagens pré-computadas que são mais adequadas à representação de padrões estáticos. Por outro lado, texturas procedurais oferecem uma alternativa que depende de funções para descrever os padrões das texturas. Elas garantem mais flexibilidade na definição dos padrões em cenas dinâmicas, tendo ainda uma representação mais compacta e dando um maior controle da aparência da textura através do ajuste de parâmetros. Quando mapeadas por coordenadas 3D, as texturas procedurais não consideram a forma da superfície domodelo, e com coordenadas 2D torna-se necessária a definição dessas coordenadas de forma coerente, que, em modelos complexos ,não é uma tarefa simples. Neste trabalho nós introduzimos o leitor às texturas procedurais e ao mapeamento de texturas, então apresentamos GeoTextures, uma nova abordagem que faz uso de distâncias geodésicas definidas com base em múltiplos pontos de origem sobre a superfície do modelo. As distâncias geodésicas são passadas como parâmetros que permitem que a textura procedural se adeqüe ao relevo do modelo texturizado. Nós validamos a proposta ao usar alguns exemplos de texturas procedurais aplicadas em tempo real na texturização de superfícies complexas, mudando tanto a textura do modelo como a forma, através do uso de tesselagem em hardware. / Texture mapping is an important technique to add detail to geometric models. Imagebased texture mapping is the preferred approach but employs pre-computed images, which are better suited for static patterns. On the other hand, procedural-based texture mapping offers an alternative that rely on functions to describe texturing patterns. This allows more flexibility to define patterns in dynamic scenes, while also having a more compact representation and more control for parametric adjustments on the texture visual appearance. When mapped with 3D coordinates, the procedural textures do not consider the model surface, and with 2D mapping the coordinates must be defined in a coherent way, which for complex models is not an easy task. In this work we give a introduction to procedural texturing and texture mapping, and introduce GeoTextures, an original approach that uses geodesic distance defined from multiple sources at different locations over the surface of the model. The geodesic distance is passed as a parameter that allows the shape of the model to be considered in the definition of the procedural texture. We validate the proposal using procedural textures that are applied in real-time to complex surfaces, and show examples that change both the shading of the models, as well as their shape using hardware-based tessellation.
28

Procedural textures mapping using geodesic distances / Mapeamento de texturas procedurais usando distâncias geodésicas

Oliveira, Guilherme do Nascimento January 2011 (has links)
O mapeamento de texturas é uma técnica bastante importante para adicionar detalhamento a modelos geométricos. O mapeamento de texturas baseadas em imagens costuma ser a abordagem preferida, mas faz uso de imagens pré-computadas que são mais adequadas à representação de padrões estáticos. Por outro lado, texturas procedurais oferecem uma alternativa que depende de funções para descrever os padrões das texturas. Elas garantem mais flexibilidade na definição dos padrões em cenas dinâmicas, tendo ainda uma representação mais compacta e dando um maior controle da aparência da textura através do ajuste de parâmetros. Quando mapeadas por coordenadas 3D, as texturas procedurais não consideram a forma da superfície domodelo, e com coordenadas 2D torna-se necessária a definição dessas coordenadas de forma coerente, que, em modelos complexos ,não é uma tarefa simples. Neste trabalho nós introduzimos o leitor às texturas procedurais e ao mapeamento de texturas, então apresentamos GeoTextures, uma nova abordagem que faz uso de distâncias geodésicas definidas com base em múltiplos pontos de origem sobre a superfície do modelo. As distâncias geodésicas são passadas como parâmetros que permitem que a textura procedural se adeqüe ao relevo do modelo texturizado. Nós validamos a proposta ao usar alguns exemplos de texturas procedurais aplicadas em tempo real na texturização de superfícies complexas, mudando tanto a textura do modelo como a forma, através do uso de tesselagem em hardware. / Texture mapping is an important technique to add detail to geometric models. Imagebased texture mapping is the preferred approach but employs pre-computed images, which are better suited for static patterns. On the other hand, procedural-based texture mapping offers an alternative that rely on functions to describe texturing patterns. This allows more flexibility to define patterns in dynamic scenes, while also having a more compact representation and more control for parametric adjustments on the texture visual appearance. When mapped with 3D coordinates, the procedural textures do not consider the model surface, and with 2D mapping the coordinates must be defined in a coherent way, which for complex models is not an easy task. In this work we give a introduction to procedural texturing and texture mapping, and introduce GeoTextures, an original approach that uses geodesic distance defined from multiple sources at different locations over the surface of the model. The geodesic distance is passed as a parameter that allows the shape of the model to be considered in the definition of the procedural texture. We validate the proposal using procedural textures that are applied in real-time to complex surfaces, and show examples that change both the shading of the models, as well as their shape using hardware-based tessellation.
29

A New Way for Mapping Texture onto 3D Face Model

Xiang, Changsheng January 2015 (has links)
No description available.
30

Weightless neural networks for face recognition

Khaki, Kazimali M. January 2013 (has links)
The interface with the real-world has proved to be extremely challenging throughout the past 70 years in which computer technology has been developing. The problem initially is assumed to be somewhat trivial, as humans are exceptionally skilled at interpreting real-world data, for example pictures and sounds. Traditional analytical methods have so far not provided the complete answer to what will be termed pattern recognition. Biological inspiration has motivated pattern recognition researchers since the early days of the subject, and the idea of a neural network which has self-evolving properties has always been seen to be a potential solution to this endeavour. Unlike the development of computer technology in which successive generations of improved devices have been developed, the neural network approach has been less successful, with major setbacks occurring in its development. However, the fact that natural processing in animals and humans is a voltage-based process, devoid of software, and self-evolving, provides an on-going motivation for pattern recognition in artificial neural networks. This thesis addresses the application of weightless neural networks using a ranking pre-processor to implement general pattern recognition with specific reference to face processing. The evaluation of the system will be carried out on open source databases in order to obtain a direct comparison of the efficacy of the method, in particular considerable use will be made of the MIT-CBCL face database. The methodology is cost effective in both software and hardware forms, offers real-time video processing, and can be implemented on all computer platforms. The results of this research show significant improvements over published results, and provide a viable commercial methodology for general pattern recognition.

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