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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

Font-Rendering System for E-book Applications

Lin, Li-Hang 31 August 2010 (has links)
In this thesis, an efficient font-rendering system for E-book applications was presented. The rendering of vector-type fonts mainly consists of two procedures: the rasterization of outline curves, and the filling of font interiors. Different from the conventional rendering systems which approximate the curve using many tiny straight lines, our system applies the fast adaptive forward-difference algorithm to render the curve. In addition, for the filling of fonts, this thesis adopts the local-minimum table and the vertex table to substitute the conventional global edge table in order to reduce the memory requirement. Finally, in order to improve the rendering quality of the fonts, our system has applied the super-sampling anti-aliasing technique based on the FLIPQUAD sample patterns used in three-dimensional graphic systems in order to reduce both the required buffer size and the filling operation complexity by 25% for the similar rendering quality. Our rendering system has been implemented in an ARM-based platform. The FreeType fonts parser has been used, and transformed into the application programming interface (API) commands of a two-dimensional vector graphics standard called OpenVG. This standard APIs have been built on the QT window and Embedded Linux operational systems. The rendering system proposed by this thesis represents a total open-source solution, and can be applied to many embedded applications.
2

Design of Stroked Curve Rendering Circuit

Wang, Min-Hung 06 September 2010 (has links)
Bezier curve is one of the most fundamental primitives for the modeling of fonts and two-dimensional (2D) computer graphics objects. How to efficiently render the Bezier curve becomes an important task for many embedded applications. This thesis first proposed a novel adaptive curve-rendering algorithm which can determine the coordinates of all the crossing points of the curve and scan-lines with the required accuracy for the graphics fill operation. Next, for the rendering of stroked Bezier curves, this thesis proposed several possible rendering circuit architectures. The performance and gate count of these architectures have been estimated, and compared in this thesis. It has been found that the design based on the table-lookup normal vector calculator can lead to the fastest circuit, while the design based on the Cordic operator represents the most economic design. A basic Bezier curve rendering circuit has been implemented in this thesis, and used to accelerate a prototype OpenVG embedded systems.
3

Vector Graphics Stylized Stroke Fonts

Jägenstedt, Philip January 2008 (has links)
Stylized Stroke Fonts (SSF) are stroke fonts which allow variable stroke widths and arbitrary stroke ends. In this thesis project we implement SSF by extending concepts of the traditional vector graphics paradigm, giving what we call Vector Graphics Stylized Stroke Fonts (VGSSF). A stroking algorithm for the new stroke model is developed and implemented in the Opera web browser's internal vector graphics drawing toolkit. Both the HTML 5 Canvas JavaScript interface and SVG fonts are extended to support the new stroke model. An editor and renderer for the SVG font format is implemented inside the browser using the extended Canvas interface. Sample glyphs from Latin and Chinese typefaces are converted to the SVG font format to assess the suitability of the stroke representation. The results are excellent for Chinese Ming typeface glyphs, while there are some minor problems with Latin typeface glyphs. Approximations suggest that VGSSF gives a size reduction of the font definition file by at least 50%, with a potential reduction of around 85% for Chinese typefaces. The processing requirements increase by approximately 20-30% due to extra steps required to render each glyph.
4

Vector Graphics Stylized Stroke Fonts

Jägenstedt, Philip January 2008 (has links)
<p>Stylized Stroke Fonts (SSF) are stroke fonts which allow variable stroke widths and arbitrary stroke ends. In this thesis project we implement SSF by extending concepts of the traditional vector graphics paradigm, giving what we call Vector Graphics Stylized Stroke Fonts (VGSSF). A stroking algorithm for the new stroke model is developed and implemented in the Opera web browser's internal vector graphics drawing toolkit. Both the HTML 5 Canvas JavaScript interface and SVG fonts are extended to support the new stroke model. An editor and renderer for the SVG font format is implemented inside the browser using the extended Canvas interface. Sample glyphs from Latin and Chinese typefaces are converted to the SVG font format to assess the suitability of the stroke representation. The results are excellent for Chinese Ming typeface glyphs, while there are some minor problems with Latin typeface glyphs. Approximations suggest that VGSSF gives a size reduction of the font definition file by at least 50%, with a potential reduction of around 85% for Chinese typefaces. The processing requirements increase by approximately 20-30% due to extra steps required to render each glyph.</p>
5

Vektorinės grafinės informacijos skaitymo, redagavimo ir įrašymo programa / Vector graphics information reading, editing and writing software

Kurauskas, Rytis 01 June 2004 (has links)
The main project goal is to develop the DXF reading, editing and writing software. Research goal is usage of DXF reading end editing systems, DXF structure and reading method. Existing systems are reviewed, analyzed solution of problem. The object oriented design was used to develop system. Developed DXF reading, editing and writing software is flexible for adding new graphical components, functional requirements, maintenance is simple. All of these are achieved using object oriented design system.
6

ULTRA

Blunt, Gregory January 2006 (has links)
This thesis paper is meant to serve as a supporting document for a thesis exhibition that was held the University of Waterloo Art Gallery. The show consisted of paintings on Plexiglas and sculptural installations with fluorescent lights. <br /><br /> The aesthetic style of my paintings makes a strong reference to the visual vocabulary of computer software. More specifically, it mimics architectural computer vector graphics from the 1980s. There is a visual metaphor created in my paintings where it blueprint drawing has 'evolved' into computer vector graphics, ultimately though, nothing has changed. The images are still hand drafted with pencils and then hand painted. The lexicon of digital software is appropriated, but by transferring the images from the virtual space of the screen to a literal three-dimensional space, the meaning is discarded. They become generalized abstract signs that retain their connotations, but not their meaning and function. The work thus makes a simple point in its refusal to 'get digital. ' There is a fetishization of technology, yet simultaneously a refusal of it. <br /><br /> Other concerns that I deal with in my work and thesis paper, include notions of good and bad taste, kitsch and the Camp aesthetic, science-fiction, nostalgia, representations of the 'future,' Suprematist painting, Minimalism, Design, and the utopian ideals of Modernism.
7

Representing short sequences in the context of a model organism genome

Lewis, Christopher Thomas 25 May 2009
<p>In the post-genomics era, the sheer volume of data is overwhelming without appropriate tools for data integration and analysis. Studying genomic sequences in the context of other related genomic sequences, i.e. comparative genomics, is a powerful technique enabling the identification of functionally interesting sequence regions based on the principal that similar sequences tend to be either homologous or provide similar functionality.</p> <p>Costs associated with full genome sequencing make it infeasible to sequence every genome of interest. Consequently, simple, smaller genomes are used as model organisms for more complex organisms, for instance, Mouse/Human. An annotated model organism provides a source of annotation for transcribed sequences and other gene regions of the more complex organism based on sequence homology. For example, the gene annotations from the model organism aid interpretation of expression studies in more complex organisms.</p> <p>To assist with comparative genomics research in the Arabidopsis/Brassica (Thale-cress/Canola) model-crop pair, a web-based, graphical genome browser (BioViz) was developed to display short Brassica genomic sequences in the context of the Arabidopsis model organism genome. This involved the development of graphical representations to integrate data from multiple sources and tools, and a novel user interface to provide the user with a more interactive web-based browsing experience. While BioViz was developed for the Arabidopsis/Brassica comparative genomics context, it could be applied to comparative browsing relative to other reference genomes.</p> <p>BioViz proved to be an valuable research support tool for Brassica / Arabidopsis comparative genomics. It provided convenient access to the underlying Arabidopsis annotation, allowed the user to view specific EST sequences in the context of the Arabidopsis genome and other related EST sequences. In addition, the limits to which the project pushed the SVG specification proved influential in the SVG community. The work done for BioViz inspired the definition of an opensource project to define standards for SVG based web applications and a standard framework for SVG based widget sets.</p>
8

Vector Graphics for Real-time 3D Rendering

Qin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations of images in texture maps for 3D real time rendering. Vector graphics images are resolution independent and can be zoomed arbitrarily without losing detail or crispness. Many important types of images, including text and other symbolic information, are best represented in vector form. Vector graphics textures can also be used as transparency mattes to augment geometric detail in models via trim curves. Spline curves are used to represent boundaries around regions in standard vector graphics representations, such as PDF and SVG. Antialiased rendering of such content can be obtained by thresholding implicit representations of these curves. The distance function is an especially useful implicit representation. Accurate distance function computations would also allow the implementation of special effects such as embossing. Unfortunately, computing the true distance to higher order spline curves is too expensive for real time rendering. Therefore, normally either the distance is approximated by normalizing some other implicit representation or the spline curves are approximated with simpler primitives. In this thesis, three methods for rendering vector graphics textures in real time are introduced, based on various approximations of the distance computation. The first and simplest approach to the distance computation approximates curves with line segments. Unfortunately, approximation with line segments gives only C0 continuity. In order to improve smoothness, spline curves can also be approximated with circular arcs. This approximation has C1 continuity and computing the distance to a circular arc is only slightly more expensive than computing the distance to a line segment. Finally an iterative algorithm is discussed that has good performance in practice and can compute the distance to any parametrically differentiable curve (including polynomial splines of any order) robustly. This algorithm is demonstrated in the context of a system capable of real-time rendering of SVG content in a texture map on a GPU. Data structures and acceleration algorithms in the context of massively parallel GPU architectures are also discussed. These data structures and acceleration structures allow arbitrary vector content (with space-variant complexity, and overlapping regions) to be represented in a random-access texture.
9

ULTRA

Blunt, Gregory January 2006 (has links)
This thesis paper is meant to serve as a supporting document for a thesis exhibition that was held the University of Waterloo Art Gallery. The show consisted of paintings on Plexiglas and sculptural installations with fluorescent lights. <br /><br /> The aesthetic style of my paintings makes a strong reference to the visual vocabulary of computer software. More specifically, it mimics architectural computer vector graphics from the 1980s. There is a visual metaphor created in my paintings where it blueprint drawing has 'evolved' into computer vector graphics, ultimately though, nothing has changed. The images are still hand drafted with pencils and then hand painted. The lexicon of digital software is appropriated, but by transferring the images from the virtual space of the screen to a literal three-dimensional space, the meaning is discarded. They become generalized abstract signs that retain their connotations, but not their meaning and function. The work thus makes a simple point in its refusal to 'get digital. ' There is a fetishization of technology, yet simultaneously a refusal of it. <br /><br /> Other concerns that I deal with in my work and thesis paper, include notions of good and bad taste, kitsch and the Camp aesthetic, science-fiction, nostalgia, representations of the 'future,' Suprematist painting, Minimalism, Design, and the utopian ideals of Modernism.
10

Vector Graphics for Real-time 3D Rendering

Qin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations of images in texture maps for 3D real time rendering. Vector graphics images are resolution independent and can be zoomed arbitrarily without losing detail or crispness. Many important types of images, including text and other symbolic information, are best represented in vector form. Vector graphics textures can also be used as transparency mattes to augment geometric detail in models via trim curves. Spline curves are used to represent boundaries around regions in standard vector graphics representations, such as PDF and SVG. Antialiased rendering of such content can be obtained by thresholding implicit representations of these curves. The distance function is an especially useful implicit representation. Accurate distance function computations would also allow the implementation of special effects such as embossing. Unfortunately, computing the true distance to higher order spline curves is too expensive for real time rendering. Therefore, normally either the distance is approximated by normalizing some other implicit representation or the spline curves are approximated with simpler primitives. In this thesis, three methods for rendering vector graphics textures in real time are introduced, based on various approximations of the distance computation. The first and simplest approach to the distance computation approximates curves with line segments. Unfortunately, approximation with line segments gives only C0 continuity. In order to improve smoothness, spline curves can also be approximated with circular arcs. This approximation has C1 continuity and computing the distance to a circular arc is only slightly more expensive than computing the distance to a line segment. Finally an iterative algorithm is discussed that has good performance in practice and can compute the distance to any parametrically differentiable curve (including polynomial splines of any order) robustly. This algorithm is demonstrated in the context of a system capable of real-time rendering of SVG content in a texture map on a GPU. Data structures and acceleration algorithms in the context of massively parallel GPU architectures are also discussed. These data structures and acceleration structures allow arbitrary vector content (with space-variant complexity, and overlapping regions) to be represented in a random-access texture.

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