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A função do narrador como agenciador narrativo em ambientes tridimensionais imersivos em games de RPGSilva, Alexandre Vieira da 19 February 2014 (has links)
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Previous issue date: 2014-02-19 / The research aims to discuss the possibility of reducing the conflict between the drama
of classic interactive media and freedom of digital media through the development of an
electronic game focused on the narrator and the act of narration , introducing the concept of
narrative management, contextualizing it within digital games and discussing the relevance of
the presence of a narrator in real time intervening in the discourse . The discussion starts from
the premise inserting a interactor , endowed with the functions of narrating and acting within
the game , which has the task of managing immersive three-dimensional environments and
conducting an interactive narrative experience with greater breadth and dramatic . Through
participation in the narrative of human intelligence driving within the interactive medium
, it seeks to reduce the verbal limitations of the media and create a favorable condition for
the application of classical narrative structures in the digital environment . The research relies
methodologically on two core elements: narrative structures applied to the digital medium ,
aligning the narrative and drama to new concepts such as procedural narrative classic elements
and features of the digital narrative , and investigates the possibilities of introducing the figure
of interactor / narrator in a new digital narrative structure , in which it is possible and in this
game, player to reach a wider range of possibilities of meaning and narrative / A pesquisa apresenta e analisa a situação de conflito entre a dramaticidade das mídias
clássicas e a liberdade interativa das mídias digitais através do desenvolvimento de um jogo
digital focado no narrador e no ato de narrar. Apresenta o conceito de gestão narrativa,
contextualizando-o no âmbito dos jogos digitais e discutindo a relevância da presença de um
narrador em tempo real intervindo no campo do discurso intra jogo. A análise e discussão
partem da premissa da necessidade da inserção de um interator, dotado das funções de narrar e
atuar dentro do jogo, o qual tem a tarefa da gestão dos ambientes tridimensionais imersivos do
jogo e da condução de uma experiência narrativa com maior amplitude interativa e dramática.
(Hipótese) Através da participação da inteligência humana na condução narrativa dentro
do meio interativo, se busca diminuir as limitações verbais da mídia e criar uma condição
favorável à aplicação de estruturas narrativas clássicas no ambiente digital. A pesquisa apoia-se
metodologicamente em dois elementos de base: estruturas narrativas aplicadas ao meio digital,
alinhando elementos clássicos da narrativa e do drama a novos conceitos como a narrativa
procedural, e particularidades da narrativa digital; e investiga as possibilidades de introdução
da figura do interator/narrador dentro de uma nova estrutura de narrativa digital, na qual
seja possível que este, bem como o jogador presente no jogo, alcancem uma gama maior de
possibilidades de sentido e narrativa
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Arquitetura e level design nos games / Achitecture and level design in gamesCasarini, Marcel 22 September 2014 (has links)
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Previous issue date: 2014-09-22 / With virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them.
This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others.
The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly.
Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it.
In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design level / Arquitetura e Level Design nos Games
Com os espaços virtuais tornando-se cada vez mais presentes no nosso cotidiano, faz-se necessário um estudo mais aprofundado para entender a relação que o homem possuí para com este espaço virtual, como ele o entende e como ele pode construir. Como o uso massivo de games, estes serão o objeto de análise, pois boa parte da vivência virtual se dá nos mesmos.
Nesta pesquisa buscou-se estabelecer a relação entre os espaços fáticos e digitais nos games com o intuito de beneficiar o desenvolvimento de níveis dos jogos a partir do conhecimento desenvolvido em estudos de arquitetura. A pesquisa tem como base os pensamentos de Marcos Vitrúvio, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto e Lev Manovich, dentre outros.
A hipótese desta pesquisa é que apesar das diferenças entre o espaço fático e o virtual, ambos podem utilizar os mesmos conceitos e metodologia para serem criados, uma vez que também podem são percebidos e habitados de forma semelhante.
Desta forma, no primeiro capítulo da pesquisa buscou-se apresentar uma mimese do mundo tridimensional em diversos suportes: na pintura, no desenho técnico e cinema, já que eles contribuíram para o entendimento da representação dos espaços virtuais. No segundo capítulo trabalhou-se as relações dos actantes do espaço para com estes ambientes e a relação entre o usuário-arquitetônico, aquele que habita o espaço fático e o espectador-interator, aquele que habita o ambiente virtual, além dos conceitos de espaço navegável, imersão e avatar, todos importantes para a leitura do espaço digital e para a elaboração de sua relação para com o espaço fático. Por fim, no terceiro capítulo, realizou-se um estudo de caso do jogo The Last of Us a partir de conceitos arquitetônicos e de design de nível e em relação à parte conceitual e metodológica de desenvolvimento. Logo após, discutiu-se diretamente a relação entre arquitetura e design de nível e, desta vez com o foco na forma de criação dos espaços, e em como este é compreendido pelo sujeito que o habita.
Na última parte do trabalho discutiu-se o conceito de projeto de arquitetura de nível, onde são apresentados alguns modos de se pensar arquitetura e suas relações com o design de nível. A partir desta conceituação é proposta uma metodologia de desenvolvimento de projeto de arquitetura de nível.
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Desenvolvimento de matéria-prima para impressão tridimensional a partir de rejeitos gemológicos de ágatasIpar, Carlos Edmundo de Abreu e Lima January 2011 (has links)
A indústria de pedras preciosas de Soledade/RS e região gera em seus processos de beneficiamento grande quantidade de rejeitos gemológicos, que acabam sendo depositados nos pátios das empresas, podendo causar danos ao meio ambiente. A gema de maior volume de beneficiamento na região é a ágata. Este trabalho propõe uma técnica para efetuar a reutilização de rejeitos oriundos do beneficiamento da ágata e transformá-los em matériaprima para a fabricação de objetos via impressão tridimensional a jato de tinta (3DP). Através da utilização de metodologia adequada para moagem e classificação dos rejeitos, foi possível obter pó com granulometria adequada ao processo. Foram efetuadas duas formulações de matéria-prima, utilizando o método de aglutinação orgânico, com material de ligação misturado ao pó e líquido de deposição reologicamente simples. Foram efetuados testes de bancada para interação entre o pó e o aglutinante, testes em equipamento de prototipagem rápida e confecção de corpos de prova, que mais tarde foram submetidos a medição e ensaios de resistência mecânica à flexão a 4 pontos. Das análises efetuadas, a primeira formulação não foi considerada satisfatória, pois teve grandes deformações durante a construção e manipulação e pós-tratamento. Já a segunda formulação alcançou a mesma resistência mecânica do material disponibilizado pelo fabricante, com coerência nas formas geométricas e desvios dimensionais reduzidos. Com a utilização desta nova matéria-prima, estima-se que o custo final de fabricação das peças seja reduzido em até 70%, viabilizando a utilização do processo por empresas de micro e pequeno porte. / The gem processing industries of Soledade/RS and region generate a large amount of waste which is eventually deposited in the companies’ grounds and may damage the environment. The gem with largest volume of processing in the region is the agate. This work is a review of the reuse of wastes of agate as raw materials for inkjet three-dimensional printing (3DP). Through the use of appropriate methodology for grinding and classification of waste it was possible to obtain powder with a particle size indicated to the process. Two formulations of raw material were made, using the organic binding method with the binder material mixed into the powder and using the deposition simple rheological liquid. Bench tests were performed for powder binder interaction, and equipment was used for produce of test specimens which were later subjected to measurement and testing of mechanical strength. Based on the analysis the first formulation was not considered acceptable as it had large deformations during construction, manipulation and post-treatment. The second formulation reached the same mechanical strength of the manufacturer material with consistency in geometric shapes and dimensional deviation. Using this new raw material the estimated final cost of parts manufacturing is reduced by 70% making the use of the process available to micro and small businesses.
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Computer aided design of 3D of renewable energy platform for Togo's smart grid power system infrastructureKomlanvi, Moglo January 2018 (has links)
The global requirement for sustainable energy provision will become increasingly important over the next fifty years as the environmental effects of fossil fuel use become apparent. Therefore, the issues surrounding integration of renewable energy supplies need to be considered carefully. The focus of this work was the development of an innovative computer aided design of a 3 Dimensional renewable energy platform for Togo’s smart grid power system infrastructure. It demonstrates its validation for industrial, commercial and domestic applications. The Wind, Hydro, and PV system forming our 3 Dimensional renewable energy power generation systems introduces a new path for hybrid systems which extends the system capacities to include, a stable and constant clean energy supply, a reduced harmonic distortion, and an improved power system efficiency. Issues requiring consideration in high percentage renewable energy systems therefore includes the reliability of the supply when intermittent sources of electricity are being used, and the subsequent necessity for storage and back-up generation The adoption of Genetic algorithms in this case was much suited in minimizing the THD as the adoption of the CHB-MLI was ideal for connecting renewable energy sources with an AC grid. Cascaded inverters have also been proposed for use as the main traction drive in electric vehicles, where several batteries or ultra-capacitors are well suited to serve as separate DC sources. The simulation done in various non-linear load conditions showed the proportionality of an integral control based compensating cascaded passive filter thereby balancing the system even in non-linear load conditions. The measured total harmonic distortion of the source currents was found to be 2.36% thereby in compliance with IEEE 519-1992 and IEC 61000-3 standards for harmonics This work has succeeded in developing a more complete tool for analysing the feasibility of integrated renewable energy systems. This will allow informed decisions to be made about the technical feasibility of supply mix and control strategies, plant type, sizing and storage sizing, for any given area and range of supply options. The developed 3D renewable energy platform was examined and evaluated using CAD software analysis and a laboratory base mini test. The initial results showed improvements compared to other hybrid systems and their existing control systems. There was a notable improvement in the dynamic load demand and response, stability of the system with a reduced harmonic distortion. The derivatives of this research therefore proposes an innovative solution and a path for Togo and its intention of switching to renewable energy especially for its smart grid power system infrastructure. It demonstrates its validation for industrial, commercial and domestic applications.
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Variation i geometriundervisning : En studie med fokus på tredimensionella objekt / Variation in geometry education : A study focusing on three-dimensional objectsAlexandersson, Mikaela, Samuelsson, Emelie January 2019 (has links)
Studien är en kvalitativ studie med fokus på hur tredimensionella objekt framställs och arbetas med i matematikundervisningen. Syftet med denna studie är att undersöka hur lärare varierar undervisningsmetoder i undervisningen om geometri och tredimensionella objekt samt vilka variationsmönster som synliggörs i lärarnas undervisning. Studien utgår från tidigare granskad forskning om geometriundervisning. Studiens undersökningar har genomförts på två olika skolor i två olika kommuner i södra Sverige där båda klasserna som varit en del av studien tillhört årskurs 6. Den datainsamling som gjorts bygger på fem genomförda observationer av två olika klasser samt intervjuer av undervisande lärare för dessa klasser. Studiens resultat visar bland annat att geometriundervisning där läromedel kompletteras med andra undervisningsmetoder såsom konkret material kan vara gynnande för elevers inlärning och för lärare vid undervisning om tredimensionella objekt.
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A projector based hand-held display system. / 基於投影機的手提顯示系統 / Ji yu tou ying ji de shou ti xian shi xi tongJanuary 2009 (has links)
Leung, Man Chuen. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2009. / Includes bibliographical references (leaves 81-88). / Abstract also in Chinese. / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Motivation and Objective --- p.1 / Chapter 1.2 --- Contribution --- p.3 / Chapter 1.3 --- Organization of the Thesis --- p.4 / Chapter 2 --- Background --- p.5 / Chapter 2.1 --- Introduction --- p.5 / Chapter 2.2 --- Static Projector and Screen Systems --- p.6 / Chapter 2.3 --- Dynamic Projector or Screen Systems --- p.9 / Chapter 2.3.1 --- Movable Projector Systems --- p.10 / Chapter 2.3.2 --- Dynamic Screen Systems --- p.11 / Chapter 2.4 --- Summary --- p.17 / Chapter 3 --- System Overview --- p.18 / Chapter 3.1 --- System Design --- p.18 / Chapter 3.2 --- Our Approach --- p.18 / Chapter 3.2.1 --- Offline Projector Camera Calibration --- p.20 / Chapter 3.2.2 --- Quadrangle Detection and Tracking --- p.20 / Chapter 3.2.3 --- Projection --- p.22 / Chapter 3.3 --- Extension --- p.22 / Chapter 4 --- Projector-Camera Pair Calibration --- p.23 / Chapter 4.1 --- Introduction --- p.23 / Chapter 4.2 --- Projective Geometry of a Projector --- p.25 / Chapter 4.3 --- Calibration Method --- p.27 / Chapter 5 --- Quadrangle Detection and Tracking --- p.31 / Chapter 5.1 --- Introduction --- p.31 / Chapter 5.2 --- Line Feature Extraction --- p.33 / Chapter 5.3 --- Automatic Quadrangle Detection --- p.33 / Chapter 5.4 --- Real-time Quadrangle Tracking --- p.36 / Chapter 5.4.1 --- State Dynamic Model --- p.39 / Chapter 5.4.2 --- Observation Model --- p.39 / Chapter 5.5 --- Tracking Lose Strategy --- p.41 / Chapter 5.5.1 --- Determination of Tracking Failure --- p.42 / Chapter 5.6 --- Recover from Tracking Failure --- p.43 / Chapter 6 --- Projection onto the Cardboard --- p.44 / Chapter 7 --- Implementation and Experiment Results --- p.47 / Chapter 7.1 --- Introduction --- p.47 / Chapter 7.2 --- Projector-Camera Pair Calibration --- p.49 / Chapter 7.3 --- Quadrangle Detection and Tracking --- p.51 / Chapter 7.3.1 --- Experiment 1 - Tracking precision and robustness against occlusion --- p.51 / Chapter 7.3.2 --- Experiment 2 - Robustness against dense clutter --- p.52 / Chapter 7.3.3 --- Experiment 3 - Tracking of a paper with printed content --- p.53 / Chapter 7.3.4 --- Experiment 4 - Moving camera --- p.53 / Chapter 7.3.5 --- Processing Time --- p.55 / Chapter 7.4 --- Projection Performance --- p.57 / Chapter 7.4.1 --- Projection Precision --- p.57 / Chapter 7.4.2 --- Projection Latency --- p.58 / Chapter 8 --- Limitations and Discussions --- p.61 / Chapter 8.1 --- Limitation on Projection Resolution --- p.61 / Chapter 8.2 --- Limitation on Depth of Field --- p.62 / Chapter 8.3 --- Tracking Stability and Processing Time --- p.62 / Chapter 8.4 --- Handling Projected Light --- p.63 / Chapter 8.5 --- Possible Extensions --- p.63 / Chapter 9 --- View Dependent Projection and Application --- p.65 / Chapter 9.1 --- View Dependent Projection --- p.65 / Chapter 9.2 --- Head Pose Tracking --- p.67 / Chapter 9.3 --- Application - Hand-held 3D Model Viewer --- p.68 / Chapter 9.3.1 --- Introduction --- p.68 / Chapter 9.3.2 --- Implementation Detail --- p.69 / Chapter 9.3.3 --- Experiment Results --- p.73 / Chapter 9.3.4 --- Discussions --- p.73 / Chapter 9.4 --- Summary --- p.75 / Chapter 10 --- Conclusions --- p.77 / A Pose Estimation of Cardboard --- p.79 / Bibliography --- p.81
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Parameter optimization and learning for 3D object reconstruction from line drawings.January 2010 (has links)
Du, Hao. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (p. 61). / Abstracts in English and Chinese. / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- 3D Reconstruction from 2D Line Drawings and its Applications --- p.1 / Chapter 1.2 --- Algorithmic Development of 3D Reconstruction from 2D Line Drawings --- p.3 / Chapter 1.2.1 --- Line Labeling and Realization Problem --- p.4 / Chapter 1.2.2 --- 3D Reconstruction from Multiple Line Drawings --- p.5 / Chapter 1.2.3 --- 3D Reconstruction from a Single Line Drawing --- p.6 / Chapter 1.3 --- Research Problems and Our Contributions --- p.12 / Chapter 2 --- Adaptive Parameter Setting --- p.15 / Chapter 2.1 --- Regularities in Optimization-Based 3D Reconstruction --- p.15 / Chapter 2.1.1 --- Face Planarity --- p.18 / Chapter 2.1.2 --- Line Parallelism --- p.19 / Chapter 2.1.3 --- Line Verticality --- p.19 / Chapter 2.1.4 --- Isometry --- p.19 / Chapter 2.1.5 --- Corner Orthogonality --- p.20 / Chapter 2.1.6 --- Skewed Facial Orthogonality --- p.21 / Chapter 2.1.7 --- Skewed Facial Symmetry --- p.22 / Chapter 2.1.8 --- Line Orthogonality --- p.24 / Chapter 2.1.9 --- Minimum Standard Deviation of Angles --- p.24 / Chapter 2.1.10 --- Face Perpendicularity --- p.24 / Chapter 2.1.11 --- Line Collinearity --- p.25 / Chapter 2.1.12 --- Whole Symmetry --- p.25 / Chapter 2.2 --- Adaptive Parameter Setting in the Objective Function --- p.26 / Chapter 2.2.1 --- Hill-Climbing Optimization Technique --- p.28 / Chapter 2.2.2 --- Adaptive Weight Setting and its Explanations --- p.29 / Chapter 3 --- Parameter Learning --- p.33 / Chapter 3.1 --- Construction of A Large 3D Object Database --- p.33 / Chapter 3.2 --- Training Dataset Generation --- p.34 / Chapter 3.3 --- Parameter Learning Framework --- p.37 / Chapter 3.3.1 --- Evolutionary Algorithms --- p.38 / Chapter 3.3.2 --- Reconstruction Error Calculation --- p.39 / Chapter 3.3.3 --- Parameter Learning Algorithm --- p.41 / Chapter 4 --- Experimental Results --- p.45 / Chapter 4.1 --- Adaptive Parameter Setting --- p.45 / Chapter 4.1.1 --- Use Manually-Set Weights --- p.45 / Chapter 4.1.2 --- Learn the Best Weights with Different Strategies --- p.48 / Chapter 4.2 --- Evolutionary-Algorithm-Based Parameter Learning --- p.49 / Chapter 5 --- Conclusions and Future Work --- p.53 / Bibliography --- p.55
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Bending invariant correspondence matching on 3D models with feature descriptor.January 2010 (has links)
Li, Sai Man. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (leaves 91-96). / Abstracts in English and Chinese. / Abstract --- p.2 / List of Figures --- p.6 / Acknowledgement --- p.10 / Chapter Chapter 1 --- Introduction --- p.11 / Chapter 1.1 --- Problem definition --- p.11 / Chapter 1.2. --- Proposed algorithm --- p.12 / Chapter 1.3. --- Main features --- p.14 / Chapter Chapter 2 --- Literature Review --- p.16 / Chapter 2.1 --- Local Feature Matching techniques --- p.16 / Chapter 2.2. --- Global Iterative alignment techniques --- p.19 / Chapter 2.3 --- Other Approaches --- p.20 / Chapter Chapter 3 --- Correspondence Matching --- p.21 / Chapter 3.1 --- Fundamental Techniques --- p.24 / Chapter 3.1.1 --- Geodesic Distance Approximation --- p.24 / Chapter 3.1.1.1 --- Dijkstra ´ةs algorithm --- p.25 / Chapter 3.1.1.2 --- Wavefront Propagation --- p.26 / Chapter 3.1.2 --- Farthest Point Sampling --- p.27 / Chapter 3.1.3 --- Curvature Estimation --- p.29 / Chapter 3.1.4 --- Radial Basis Function (RBF) --- p.32 / Chapter 3.1.5 --- Multi-dimensional Scaling (MDS) --- p.35 / Chapter 3.1.5.1 --- Classical MDS --- p.35 / Chapter 3.1.5.2 --- Fast MDS --- p.38 / Chapter 3.2 --- Matching Processes --- p.40 / Chapter 3.2.1 --- Posture Alignment --- p.42 / Chapter 3.2.1.1 --- Sign Flip Correction --- p.43 / Chapter 3.2.1.2 --- Input model Alignment --- p.49 / Chapter 3.2.2 --- Surface Fitting --- p.52 / Chapter 3.2.2.1 --- Optimizing Surface Fitness --- p.54 / Chapter 3.2.2.2 --- Optimizing Surface Smoothness --- p.56 / Chapter 3.2.3 --- Feature Matching Refinement --- p.59 / Chapter 3.2.3.1 --- Feature descriptor --- p.61 / Chapter 3.2.3.3 --- Feature Descriptor matching --- p.63 / Chapter Chapter 4 --- Experimental Result --- p.66 / Chapter 4.1 --- Result of the Fundamental Techniques --- p.66 / Chapter 4.1.1 --- Geodesic Distance Approximation --- p.67 / Chapter 4.1.2 --- Farthest Point Sampling (FPS) --- p.67 / Chapter 4.1.3 --- Radial Basis Function (RBF) --- p.69 / Chapter 4.1.4 --- Curvature Estimation --- p.70 / Chapter 4.1.5 --- Multi-Dimensional Scaling (MDS) --- p.71 / Chapter 4.2 --- Result of the Core Matching Processes --- p.73 / Chapter 4.2.1 --- Posture Alignment Step --- p.73 / Chapter 4.2.2 --- Surface Fitting Step --- p.78 / Chapter 4.2.3 --- Feature Matching Refinement --- p.82 / Chapter 4.2.4 --- Application of the proposed algorithm --- p.84 / Chapter 4.2.4.1 --- Design Automation in Garment Industry --- p.84 / Chapter 4.3 --- Analysis --- p.86 / Chapter 4.3.1 --- Performance --- p.86 / Chapter 4.3.2 --- Accuracy --- p.87 / Chapter 4.3.3 --- Approach Comparison --- p.88 / Chapter Chapter 5 --- Conclusion --- p.89 / Chapter 5.1 --- Strength and contributions --- p.89 / Chapter 5.2 --- Limitation and future works --- p.90 / References --- p.91
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Test architecture design and optimization for three-dimensional system-on-chips.January 2010 (has links)
Jiang, Li. / "October 2010." / Thesis (M.Phil.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (leaves 71-76). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.ii / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Three Dimensional Integrated Circuit --- p.1 / Chapter 1.1.1 --- 3D ICs --- p.1 / Chapter 1.1.2 --- Manufacture --- p.3 / Chapter 1.2 --- Test Architecture Design and Optimization for SoCs --- p.4 / Chapter 1.2.1 --- Test Wrapper --- p.4 / Chapter 1.2.2 --- Test Access Mechanism --- p.6 / Chapter 1.2.3 --- Test Architecture Optimization and Test Scheduling --- p.7 / Chapter 1.3 --- Thesis Motivation and Organization --- p.9 / Chapter 2 --- On Test Time and Routing Cost --- p.12 / Chapter 2.1 --- Introduction --- p.12 / Chapter 2.2 --- Preliminaries and Motivation --- p.13 / Chapter 2.3 --- Problem Formulation --- p.17 / Chapter 2.3.1 --- Test Cost Model --- p.17 / Chapter 2.3.2 --- Routing Model --- p.17 / Chapter 2.3.3 --- Problem Definition --- p.19 / Chapter 2.4 --- Proposed Algorithm --- p.22 / Chapter 2.4.1 --- Outline of The Proposed Algorithm --- p.22 / Chapter 2.4.2 --- SA-Based Core Assignment --- p.24 / Chapter 2.4.3 --- Heuristic-Based TAM Width Allocation --- p.25 / Chapter 2.4.4 --- Fast routing Heuristic --- p.28 / Chapter 2.5 --- Experiments --- p.29 / Chapter 2.5.1 --- Experimental Setup --- p.29 / Chapter 2.5.2 --- Experimental Results --- p.31 / Chapter 2.6 --- Conclusion --- p.34 / Chapter 3 --- Pre-bond-Test-Pin Constrained Test Wire Sharing --- p.37 / Chapter 3.1 --- Introduction --- p.37 / Chapter 3.2 --- Preliminaries and Motivation --- p.38 / Chapter 3.2.1 --- Prior Work in SoC Testing --- p.38 / Chapter 3.2.2 --- Prior Work in Testing 3D ICs --- p.39 / Chapter 3.2.3 --- Test-Pin-Count Constraint in 3D IC Pre-Bond Testing --- p.40 / Chapter 3.2.4 --- Motivation --- p.41 / Chapter 3.3 --- Problem Formulation --- p.43 / Chapter 3.3.1 --- Test Architecture Design under Pre-Bond Test-Pin-Count Constraint --- p.44 / Chapter 3.3.2 --- Thermal-aware Test Scheduling for Post-Bond Test --- p.45 / Chapter 3.4 --- Layout-Driven Test Architecture Design and Optimization --- p.46 / Chapter 3.4.1 --- Scheme 1: TAM Wire Reuse with Fixed Test Architectures --- p.46 / Chapter 3.4.2 --- Scheme 2: TAM Wire Reuse with Flexible Pre-bond Test Architecture --- p.52 / Chapter 3.5 --- Thermal-Aware Test Scheduling for Post-Bond Test --- p.53 / Chapter 3.5.1 --- Thermal Cost Function --- p.54 / Chapter 3.5.2 --- Test Scheduling Algorithm --- p.55 / Chapter 3.6 --- Experimental Results --- p.56 / Chapter 3.6.1 --- Experimental Setup --- p.56 / Chapter 3.6.2 --- Results and Discussion --- p.58 / Chapter 3.7 --- Conclusion --- p.59 / Chapter 3.8 --- Acknowledgement --- p.60 / Chapter 4 --- Conclusion and Future Work --- p.69 / Bibliography --- p.70
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Interactive evolutionary 3D fractal modeling.January 2009 (has links)
Pang, Wenjun. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2009. / Includes bibliographical references (leaves 83-88). / Abstracts in English and Chinese. / ACKNOWLEDGEMENTS --- p.ii / ABSTRACT --- p.iv / 摘要 --- p.v / CONTENTS --- p.vi / List of Tables --- p.viii / List of Figures --- p.ix / Chapter 1. --- INTRODUCTION --- p.1 / Chapter 1.1 --- Recent research work --- p.4 / Chapter 1.2 --- Objectives --- p.8 / Chapter 1.3 --- Thesis Organization --- p.10 / Chapter 2. --- FRACTAL MODELING --- p.12 / Chapter 2.1 --- Fractal and Fractal Art --- p.12 / Chapter 2.2 --- Fractal Geometry --- p.15 / Chapter 2.3 --- Construction of Fractals --- p.21 / Chapter 2.4 --- Fractal Measurement and Aesthetics --- p.27 / Chapter 3. --- OVERVIEW OF EVOLUTIONARY DESIGN --- p.30 / Chapter 3.1 --- Initialization --- p.33 / Chapter 3.2 --- Selection --- p.33 / Chapter 3.3 --- Reproduction --- p.34 / Chapter 3.4 --- Termination --- p.36 / Chapter 4. --- EVOLUTIONARY 3D FRACTAL MODELING --- p.38 / Chapter 4.1 --- Fractal Construction --- p.38 / Chapter 4.1.1 --- Self-similar Condition of Fractal --- p.38 / Chapter 4.1.2 --- Fractal Transformation (FT) IFS Formulation --- p.39 / Chapter 4.1.3 --- IFS Genotype and Phenotype Expression --- p.41 / Chapter 4.2 --- Evolutionary Algorithm --- p.43 / Chapter 4.2.1 --- Single-point Crossover --- p.45 / Chapter 4.2.2 --- Arithmetic Gaussian mutation --- p.45 / Chapter 4.2.3 --- Inferior Elimination --- p.46 / Chapter 4.3 --- Interactive Fine-tuning using FT IFS --- p.46 / Chapter 4.4 --- Gaussian Fitness Function --- p.48 / Chapter 5. --- GAUSSIAN AESTHETIC FITNESS FUNCTION --- p.49 / Chapter 5.1 --- Fitness Considerations --- p.50 / Chapter 5.2 --- Fitness Function Formulation --- p.53 / Chapter 5.3 --- Results and Discussion on Fitness Function --- p.55 / Chapter 6. --- EXPERIMENT RESULTS and DISCUSSION --- p.59 / Chapter 6.1 --- Experiment of Evolutionary Generation --- p.59 / Chapter 6.2 --- Comparison on Different Methods --- p.60 / Chapter 7. --- 3D FRACTALS RENDERING and APPLICATION --- p.62 / Chapter 7.1 --- Transforming Property and User Modification --- p.62 / Chapter 7.2 --- Visualization and Rendering of 3D Fractals --- p.66 / Chapter 7.3 --- Applications in Design --- p.74 / Chapter 8. --- CONCLUSIONS and FUTURE WORK --- p.81 / Chapter 8.1 --- Conclusions --- p.81 / Chapter 8.2 --- Future Work --- p.81 / BIBLIOGRAPHY --- p.83 / Appendix --- p.89 / Marching Cubes Method --- p.89
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