Dissertationen zum Thema „Renzu“
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De, Rousiers Charles. „Rendu réaliste de matériaux complexes“. Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00648850.
Der volle Inhalt der QuelleRousiers, Charles de. „Rendu réaliste de matériaux complexes“. Thesis, Grenoble, 2011. http://www.theses.fr/2011GRENM055/document.
Der volle Inhalt der QuelleReproducing efficiently the appearance of complex materials is a crucial problem in the synthesis of realistic images widely involved in the production of video games and movies. Apart from global light transport, the realism of a synthetic image is in large part due to the adequate modeling of local light transport, i.e. the interactions between light and matter. Modeling these interactions gives rise to a large variety of reflectance models. We therefore propose a classification of these models based on the scales of their abstract geometric details. From this classification, we can study particular reflectance models: a transmitting reflectance model for transparent rough surfaces such a frosted glass. The efficiency of our model allows real-time performances, a study and a model of energy propagation in material composed of dense packed discrete particles, an alternative basis for representing and lighting efficiently measured materials having a low frequency reflectance. These models permit the abstraction of local interactions while keeping the realism of fully simulated local light transport models
Dubay, Harishanker. „Phaṇīśvaranātha Reṇu, vyaktitva evaṃ kr̥titva /“. Kānapura : Vikāsa prakāśana, 1992. http://catalogue.bnf.fr/ark:/12148/cb361851982.
Der volle Inhalt der QuelleLe dos de la page de titre porte la mention : "Fanishwarnath Renu, vyaktitva evam kratitva" / Harishanker Dubay. Bibliogr. p. 323-328. Notes bibliogr.
Stein, Thierry. „Rendu narratif en synthèse d'images“. Phd thesis, Grenoble, 2010. http://www.theses.fr/2010GRENM021.
Der volle Inhalt der QuelleCreating a sequence of images that illustrates an animation is a task that finds applications in many fields, from comics to assembly schemes. Such a representation is based on the projection of 3D plus time data to 2D and necessarily involves loss of information. Compensation for this loss is generally handmade and is currently performed on an individual case basis. The objective of this thesis is to develop algorithms to automate this task as generally as possible. In this context, we are interested in pictorial visualization of particle animations by identifying and illustrating their aggregate movement. For animations taking place in a specific geometrical context, we propose a method to display this context while taking into account the animation summary. Finally, to enhance our pictures with textual or contextual information, we studied the problem of dynamic labeling of 3D scenes and the associated problems of temporal discontinuities and incoherence
Stein, Thierry. „Rendu narratif en synthèse d'images“. Phd thesis, Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00530296.
Der volle Inhalt der QuelleBenmounah, Nadir. „Rendu temps-réel d'objets translucides“. Limoges, 2009. https://aurore.unilim.fr/theses/nxfile/default/e76da47c-c965-4fbf-bdb6-7a2831e78925/blobholder:0/2009LIMO4031.pdf.
Der volle Inhalt der QuelleThe reproduction of nature in computer-added applications knows a significant revolution. Translucidity enhances the realism virtual images. Light absorption simulation has taken profits of the abundant scientific literature in physics and optics, and of the last advancements in graphics cards technologies, to establish itself as a new branch in image synthesis research. In the scope of this thesis, we describe two different methods in real-time rendering of translucent objects. The first method allows real-time deformation of these objects, by means of flexible texture atlases. In the second, we focused on porcelain. This material is famous for its translucidity and its whiteness. Porcelain rendering is achieved after the acquisition of its optical properties and the use of Kubelka-Munk model
Zhou, Renwu. „Direct and indirect activation of biological objects using cold atmospheric plasma“. Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/131872/2/Renwu%20Zhou%20Thesis.pdf.
Der volle Inhalt der QuelleBarla, Pascal. „Modèles de représentation et d'acquisition pour le rendu expressif“. Grenoble INPG, 2006. http://www.theses.fr/2006INPG0130.
Der volle Inhalt der QuelleThis thesis is structured along two research axes: First, in I investigateg the representation issues raised by the production of expressive images and animations, (that is to say, introducing the artistjuser's expressivity). It led me to propose solutions to practical problems in this domain. Second, I studied the acquisition of low-Ievel notion of styles from user-supplied examples. Ln particular, I produced aquisition systems working on vector-based as weil as bitmap color images. Finally, I have been personally motivated by the fascinating field of human vision and its many links with expressive rende ring. Thus, throughout this thesis, I tried to build as many connections as possible between the two fields, hence building a framework where various expressive rendering approaches can be studied in a principled way
Charrier, Emilie. „Simplification polyédrique optimale pour le rendu“. Phd thesis, Université Paris-Est, 2009. http://tel.archives-ouvertes.fr/tel-00532792.
Der volle Inhalt der QuelleDelalandre, Cyril. „Rendu temps réel de milieux participants“. Rennes 1, 2012. http://www.theses.fr/2012REN1S168.
Der volle Inhalt der QuelleImagine a movie with skies without clouds, a video game with explosions without smoke or fire. Participating media are mandatory for realistic-looking CG scenes. Rendering participating media is therefore a widely studied research topic focusing on the simulation of light interactions within translucent objects. Unlike solid objects where the light is simply reflected over the surface, participating media also absorb and scatter light. All of these interactions create complex effects such as volumetric shadows and soft shadows. We investigate the field of real-time rendering of participating media. We propose scalable algorithms ranging from real-time performance to production quality along with efficient graphics memory management. We first introduce the concept of transmittance function maps for fast estimation of single scattering in participating media. We then extend this concept to image-based lighting using spherical transmittance. We finally introduce the volume-aware extinction map to handle the massive scenes containing numerous and highly detailed media used in movie post-production
Tivārī, Surendranātha. „Reṇu ke āñcalika upanyāsa : aindriya tatva /“. Paṭanā : Anupama prakāśana, 1991. http://catalogue.bnf.fr/ark:/12148/cb36185199d.
Der volle Inhalt der QuelleBrousset, Mathias. „Simulation et rendu de vagues déferlantes“. Thesis, Poitiers, 2017. http://www.theses.fr/2017POIT2296/document.
Der volle Inhalt der QuellePhysics based animation and photorealistic rendering of fluids are two research field that has been widely addressed by the computer graphics research community. Both have applications in the video-entertainment industry and used in simulations of natural disasters, which require high computing performance in order to provide interactive time results. This thesis first focuses on simulating breaking wave on modern computer architecturesm and then to render them in the case of oceanic environments. The first part of this thesis deals with physics-based animation of breaking waves, and describes a simple model to generate and control such waves. Current methods only enable to simulate the effects but not the causes of water waves. The implementation of our method takes advantage of GPGPU technologies because of its massively parallel nature, in order to achieve interactive performances. Besides, the method was designed to provide the graphist user-control of the physical phenomena, which enables to control in real time all the physical parameters of the generated waves, in order to achieve the desired result. The second part of this thesis deals with the optical properties of water in oceanic environments and describes a model that enables to realistically render an oceanic scene. Its second goal is to provide user-control of the oceanic constituants amount to tune the appearance of the oceanic participating media
Chermain, Xavier. „Rendu basé physique de micro-reflets“. Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0070/document.
Der volle Inhalt der QuelleGlint rendering, useful for simulating the appearance of glittery materials, brushed metal or scratched plastic, is a theoretical and technical challenge in computer graphics. It involves the use of spatially varying patch bidirectional reflectance distribution functions (P-BRDFs) with high frequencies. In this thesis we propose two new P-BRDFs based on specular normal maps. Unlike the previous method [YHMR16], our first BRDF prevents any creation of energy through footprint-dependent normalisation. This normalisation is possible thanks to a new representation of the normal map based on a mixture of non-centered and non-axis aligned Beckmann NDFs. The second method improves the first one and prevents, for the first time, any creation and loss of energy, by simulating multiple scattering in the microgeometry. It enables artifact-free rendering of opaque and sparkling surfaces. In addition, we provide an optimal sampling algorithm using the visibility information of the normals. The key idea of this method is the definition of a V-cavity for each point of the surface. To simulate multiple scattering inside it, we compensate for the energy lost by a single scattering model, by reintegrating lost energy with an energy compensation BRDF. The rendering time and memory footprint of our methods are in the same order of magnitude than previous methods
Lasram, Anass. „Exploration et rendu de textures synthétisées“. Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0183/document.
Der volle Inhalt der QuelleTexture synthesis is a technique that algorithmically generates textures at rendering time. The automatic synthesis reduces authoring time and memory requirements since only the algorithm and its parameters need to be stored or transferred. However, two difficulties often arise when using texture synthesis: First, the visualization and parameters selection of synthesized textures are difficult. Second, most synthesizers generate textures in a bitmap format leading to high memory usage. To address these difficulties we propose the following approaches: First, to improve the visualization of synthesized textures we propose the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given synthesizer. The main challenge is to ensure that most appearances are visible, are allotted a similar pixel area, and are ordered in a smooth manner throughout the preview. Furthermore, to improve parameters selection we augment sliders controlling parameters with visual previews revealing the changes that will be introduced upon manipulation. Second, to allow user interactions with these visual previews we rely on a fast patch-based synthesizer. This synthesizer achieves a high degree of parallelism and is implemented entirely on the GPU. Finally, rather than generating the output of the synthesizer as a bitmap texture we encode the result in a compact representation and allow to decoding texels from this representation during rendering
Lasram, Anass. „Exploration et rendu de textures synthétisées“. Electronic Thesis or Diss., Université de Lorraine, 2012. http://www.theses.fr/2012LORR0183.
Der volle Inhalt der QuelleTexture synthesis is a technique that algorithmically generates textures at rendering time. The automatic synthesis reduces authoring time and memory requirements since only the algorithm and its parameters need to be stored or transferred. However, two difficulties often arise when using texture synthesis: First, the visualization and parameters selection of synthesized textures are difficult. Second, most synthesizers generate textures in a bitmap format leading to high memory usage. To address these difficulties we propose the following approaches: First, to improve the visualization of synthesized textures we propose the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given synthesizer. The main challenge is to ensure that most appearances are visible, are allotted a similar pixel area, and are ordered in a smooth manner throughout the preview. Furthermore, to improve parameters selection we augment sliders controlling parameters with visual previews revealing the changes that will be introduced upon manipulation. Second, to allow user interactions with these visual previews we rely on a fast patch-based synthesizer. This synthesizer achieves a high degree of parallelism and is implemented entirely on the GPU. Finally, rather than generating the output of the synthesizer as a bitmap texture we encode the result in a compact representation and allow to decoding texels from this representation during rendering
Almeida, Bezerra Hedlena Maria de. „Le rendu expressif assisté par ordinateur“. Grenoble, 2010. https://theses.hal.science/tel-00542521.
Der volle Inhalt der QuelleDigital edition, creation, and design bring the computer's extraordinary flexibility to the act of creation. The near absence of penalty for experimentation can be, however, both a blessing and a curse. Although the unprecedent flexibility of the computer encourages exploration of artistic ideas, it also can be a factor of great distraction to the artist. A great challenge for the development of graphics softwares today is, thus, to take advantage of computer's unprecedented flexibility, while offering to the user the adapted level of control that she or he is looking for. The difficulty when designing such adapted system is highly influenced by the expectations users place on the job performed by computers. As the computer places itself in the role of an assistant in the creation process, we expect it to be 'smart enough' to deserve this place. Usually, we do not accept well when the result of such assistance is not satisfactory. Nevertheless, the level of expectation, and consequently, satisfaction, is not the same for all users. Novice users tend to be less exigent and are often happy when the computer help them to create interesting results without the need of a strong user intervention. Professional users, on the other hand, usually have different needs. They are looking forward to softwares that are good enough in automatizing tasks, but also that provide intuitive controls to manipulate their results. For these users, the bigger is the impact of the work generated by the computer in the final result, the more these tasks are subjected to have control parameters. In this thesis, we demonstrate that the computer can be placed as an incomparable assistant into the visual creation process once well-adapted interaction systems are provided. Adaptation is thus an important aspect because, in different levels, users want to be able to have the control over the result in order to give their touch and express their creativity. The thesis presents two different scenarios demonstrating that controllability plays a major role in expressiveness: a real-time technique to cluster a dynamic 3D scene in order to achieve an automatic, yet controllable output that can then be used as input to any rendering style; and a number of adaptations to a drawing vector graphics primitive called Diffusion Curves that constrain and control the creation of complex color gradients. The thesis proposes, on one hand, mathematical and computational well-adapted representations to provide the user with different levels of control over algorithms of expressive rendering in order to manipulate two- and tridimensional scenes; and, on the other hand, to reproject this technical support into user-friendly software solutions
Vanderhaeghe, David. „Distributions cohérentes de primitives pour le rendu expressif de scènes animées et le rendu en demi-tons“. Phd thesis, Grenoble 1, 2008. http://www.theses.fr/2008GRE10245.
Der volle Inhalt der QuelleThis thesis deals with graphic primitives distributions in two different domains: expressive rendering and printing system. To distribute is to position objects into a space. We focus on two dimensional space distributions. Moreover, a distribution follow an importance function describing the density of objects locally wanted for each point of the considered space. The quality of the distribution is judged by the observation of the position of the object, using spectral analysis for instance. In the field of expressive rendering, we focus on distribution for animated stroke-based rendering. Stroke-based rendering is used to obtain images that mimic some natural medias like painting. In our approach, we obtain the animation by moving the stroke from one frame to the other. When we do that, we need to follow an input motion, a given importance function and to correctly represent the targeted style. We call temporal coherence the trade-off made between this three conflicting constraints. We propose a complete system for animated stroke-based rendering with several distribution algorithms following the input motion and the importance function, and also with control of the rendering style. For printing system, we propose a distribution method for dot of ink. The method produces perceptually pleasant distribution while staying sufficiently efficient to be implemented in printers available nowadays
Vanderhaeghe, David. „Distributions cohérentes de primitives pour le rendu expressif de scènes animées et le rendu en demi-tons“. Phd thesis, Université Joseph Fourier (Grenoble), 2008. http://tel.archives-ouvertes.fr/tel-00345353.
Der volle Inhalt der QuelleM, Bagher Mahdi. „Apparence Matérielle: représentation et rendu photo-réaliste“. Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00767438.
Der volle Inhalt der QuelleMohammadbagher, Mahdi. „Apparence matérielle : représentation et rendu photo-réaliste“. Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00770181.
Der volle Inhalt der QuellePorquet, Damien. „Rendu en temps réel de scènes complexes“. Limoges, 2004. http://aurore.unilim.fr/theses/nxfile/default/fdef9900-123a-4d8a-ada2-c65cf3c94a1f/blobholder:0/2004LIMO0036.pdf.
Der volle Inhalt der QuelleIn computer graphics, we distinguish modeling from rendering, that is image synthesis. This thesis framework is real-time rendering of scene composed of complex non deformable 3D objects. Such objects gives high realism in computed images but are difficult to use (in terms of storage space and computing time). A lot of works as been driven in this context. We first describe commonly used approach that is point sample rendering, geometrical mesh simplification and image-based rendering. We first propose different algorithms to extend image based methods to real-time rendering. We then describe a method to generate 4D textures producing image of a given 3D object from arbitrary viewpoint, independently of its geometrical complexity. Finally, we present an image interpolation method to map relief onto a given depth image or a low polygon count version of a complex object. This works intensively use latest GPU capabilities, allowing high quality and real-time rendering at same time
Bridault, Flavien. „Animation et rendu temps-réel de flammes“. Littoral, 2007. http://www.theses.fr/2007DUNK0200.
Der volle Inhalt der QuelleFire is a difficult natural phenoma to reproduce in computer graphics. Last years, convincing models based on physics werre designed, but they remain expensive. However some applications require real-time frame rates : video games, virtual environments such as archaelogical sites etc. . . Few real-times approaches were proposed, but they really suffer from a lack of realism, because of all the approximations they realize. In this context, we tried to develop a real-time model which is also visually realistic. We focused on “domestic” fires : candles, oil lamps, torches, camp fires, etc. . . These flames are interactively animated thanks to an optimized fluids simulation. The main contribution of our approach is the use of textured NURBS surfaces to visualize flames. We also introduced mechanisms to give a good control over the simulation. Moreover, we proposed a new lighting method with a photometric solid to represent flames illumination. Last, we considered animation of plentiful flames. To reach this goal, we introduced levels of detail both in the animation and in the rendering stages, according to the distance from the sources. These levels of detail can also be useful to adapt the accuracy of the model in respect of resources or applications purpose
Subileau, Thomas. „Contrôle artistique du rendu en synthèse d'images“. Thesis, Toulouse 3, 2016. http://www.theses.fr/2016TOU30068/document.
Der volle Inhalt der QuelleNowadays, computer-generated imagery (CGI) is a standard in digital content creation, as in the context of film production. Visual artists design a model of the virtual scene. The renderer, a specific software, then produces the resulting image, called rendering. Both the 3D model and the renderer rely on physical laws in order to give photorealism. However, for artistic purposes, the visual artist does not necessarily seeks photorealism but is more inclined to care about artistic goals, mostly based on the related work of art. These artistic goals may be in opposition to physically-based rendering, in a similar way to techniques such as chiaroscuro in painting which do not yield a photorealistic result but rather aim at a precise artistic goal. In this PhD thesis, we first define the question of artistic control in rendering and specify three criteria to evaluate editing techniques. We propose a taxonomy to characterise the suitable paradigms to edit rendering. In our work, we focus on behavioural approaches, which properly suit all the evaluation criteria we defined. These methods act on the behaviour of light transport. Following this approach, we propose a theoretical formalism to edit rendering through the teleportation of light transport. We integrate this formalism in the underlying concept of rendering techniques, the rendering equation. We propose a practical tool we call \emph{RayPortals}. Using RayPortals, the rendering is edited using a pair of surfaces, input and output, defining the teleportation in 3D space of ligth transport. We integrate RayPortals in usual rendering techniques. We compare to previous work and also show some novel results. Ultimately, we propose a preliminary analysis of the path-space structure and summarize the future works
Bouthors, Antoine. „Rendu réaliste de nuages en temps réel“. Phd thesis, Grenoble 1, 2008. http://www.theses.fr/2008GRE10099.
Der volle Inhalt der QuelleVideo games and visual effects have always the need for more realistic images of natural scenes, including clouds. Traditional computer graphics methods involve expensive computations which currently limits their realism. In this thesis we propose new approaches for the rendering of clouds that are both realistic and fast. These goals are achieved using a methodology relying on both physical and phenomenological approaches. In the first part of this thesis we study the clouds from the point of view of a human observer, which allows us to identify the important visual features that characterize clouds. These features are the ones we seek to reproduce in order to achieve realism. In the second part we conduct an experimental study of light transport in a slab of cloud using the laws of radiative transfer. This study allows us to better understand the physics of light transport in clouds at a mesoscopic and macroscopic scale, to find the origin of the visual features of clouds, and to derive new, efficient phenomenological models of light transport. In the third part we propose two new methods for the rendering of clouds based on the findings of our study. The first model is aimed at stratiform clouds and achieves realistic rendering in real-time. The second model is aimed at culumiform clouds and achieves realistic rendering in interactive time. These models are optimized for graphics hardware. The quality of our results and models are discussed and we sketch directions for future research that can improve both the speed and the realism of our methods
Bouthors, Antoine. „Rendu réaliste de nuages en temps réel“. Phd thesis, Université Joseph Fourier (Grenoble), 2008. http://tel.archives-ouvertes.fr/tel-00319974.
Der volle Inhalt der QuelleBaele, Xavier. „Génération et rendu 3D temps réel d'arbres botaniques“. Doctoral thesis, Universite Libre de Bruxelles, 2003. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/211314.
Der volle Inhalt der QuelleClément, Olivier. „Synthèse d'effets de détérioration pour un rendu réaliste“. Mémoire, École de technologie supérieure, 2011. http://espace.etsmtl.ca/624/1/CLEMENT_Olivier.pdf.
Der volle Inhalt der QuelleCamarra, Josée. „"Partir revenir" : compte rendu de tentatives de suicide“. Thesis, McGill University, 1991. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=60613.
Der volle Inhalt der QuelleThis sequence starts with the decision to commit suicide, the choice of method, followed by the act itself; it is characterized by an interruption that triggers different forms of intervention: physical treatment in a hospital and psychiatric evaluation; it continues with the return of the individual to his/her familiar circle, facing the life conditions he/she had wanted to leave.
Reconstructing this experience emphasizes the solitary, the physical and the uncertain nature of the suicidal act. It also shows how individuals who do not complete their suicide will be caught in disconcerting and compromising situations, and that their act will force them to justify themselves to different audiences and will taint their relationships with others. Finally, the analysis indicates that the terms in which individuals envisage suicide are transformed in the course of their experience.
Kottmann, Renzo [Verfasser]. „Data Integration for Marine Ecological Genomics / Renzo Kottmann“. Bremen : IRC-Library, Information Resource Center der Jacobs University Bremen, 2010. http://d-nb.info/103498893X/34.
Der volle Inhalt der QuelleClaux, Frédéric. „Rendu interactif de modèles B-Rep sur GPU“. Toulouse 3, 2014. http://www.theses.fr/2014TOU30024.
Der volle Inhalt der QuelleModeling software applications dedicated to Computer Aided Design (CAD) are used to design objects of all sorts, ranging from small, simple desktop lamps to entire, complex aircrafts. The B-Rep models used during this design phase allow CAD operators to define shapes in a very precise manner, and create geometric entities meeting various design criteria, whether they are related to aesthetics, mechanical behavior, or production costs. As modeling operations are performed in the CAD software application (eg. CATIA, for instance), models must be rendered with a fidelity and accuracy as high as possible with regards to their analytical definition as it has specifically been defined by the CAD operator. Existing modeling software applications discretize shapes as they are being edited and render polygons approximating 3D objects resulting from this discretization, usually done on a face by face basis. Gaps or "cracks" caused by this tesselation show up with this rendering method and are very annoying for the operators. We propose a method to perform crack-free, high fidelity rendering of B-Rep models, with no model preprocess and with good performance, allowing interaction even for large-scale objects. Our method can easily be integrated into existing engines based on dynamic tesselation. Modeling sessions deal with small or medium scale object parts. Once assembled, these parts form large structures such as boats or aircrafts. These large assemblies may sometimes be interactively visualized as a whole, and once again high precision is strongly desired. Specifically, this is the case for static test applications where technicians place sensors on a virtual model called a Digital Mockup (or DMU) that is used to assess the mechanical strength of thousands of selected locations scattered throughout the model. These nail-sized sensors are then physically placed on a product entirely built and assembled in a hangar, such as an entire aircraft fuselage section. The DMU should represent as faithfully as possible the actual, physical model. For interactive rendering to take place with good frame rates and with high image quality, we rely on a trim-based rendering method with a custom, efficient, multi-resolution trim structure suitable for the rendering of large-scale models. This structure is used in conjunction with dedicated dynamic tesselation GPU routines for common types of B-Rep faces. This combination allows us to render in real-time and on current consumer hardware an entire wide-body aircraft fuselage section composed of hundreds of thousands of B-Rep faces that are dynamically tesselated and trimmed on the fly every time a rendering takes place
Bracquart, Diane. „Maladie de Rendu-osler : étude de la physiopathologie“. Paris 7, 2011. http://www.theses.fr/2011PA077244.
Der volle Inhalt der QuelleDelfosse, José. „Le rendu discret : voxélisation, structures spatiales et améliorations“. Poitiers, 1996. http://www.theses.fr/1996POIT2385.
Der volle Inhalt der QuelleFülöp-Balogh, Beatrix-Emőke. „Acquisition multi-vues et rendu de scènes animées“. Thesis, Lyon, 2021. http://www.theses.fr/2021LYSE1308.
Der volle Inhalt der QuelleRecent technological breakthroughs have led to an abundance of consumer friendly video recording devices. Nowadays new smart phone models, for instance, are equipped not only with multiple cameras, but also depth sensors. This means that any event can easily be captured by several different devices and technologies at the same time, and it raises questions about how one can process the data in order to render a meaningful 3D scene. Most current solutions focus on static scenes only, LiDar scanners produce extremely accurate depth maps, and multi-view stereo algorithms can reconstruct a scene in 3D based on a handful of images. However, these ideas are not directly applicable in case of dynamic scenes. Depth sensors trade accuracy for speed, or vice versa, and color image based methods suffer from temporal inconsistencies or are too computationally demanding. In this thesis we aim to provide consumer friendly solutions to fuse multiple, possibly heterogeneous, technologies to reconstruct and render 3D dynamic scenes. Firstly, we introduce an algorithm that corrects distortions produced by small motions in time-of-flight acquisitions and outputs a corrected animated sequence. We do so by combining a slow but high-resolution time-of-flight LiDAR system and a fast but low-resolution consumer depth sensor. We cast the problem as a curve-to-volume registration, by seeing the LiDAR point cloud as a curve in the 4-dimensional spacetime and the captured low-resolution depth video as a 4-dimensional spacetime volume. We then advect the details of the high-resolution point cloud to the depth video using its optical flow. Second, we tackle the case of the reconstruction and rendering of dynamic scenes captured by multiple RGB cameras. In casual settings, the two problems are hard to merge: structure from motion (SfM) produces spatio-temporally unstable and sparse point clouds, while the rendering algorithms that rely on the reconstruction need to produce temporally consistent videos. To ease the challenge, we consider the two steps together. First, for SfM, we recover stable camera poses, then we defer the requirement for temporally-consistent points across the scene and reconstruct only a sparse point cloud per timestep that is noisy in space-time. Second, for rendering, we present a variational diffusion formulation on depths and colors that lets us robustly cope with the noise by enforcing spatio-temporal consistency via per-pixel reprojection weights derived from the input views. Overall, our work contributes to the understanding of the acquisition and rendering of casually captured dynamic scenes
Juliachs, Manuel. „Rendu volumique parallèle hybride de maillages non structurés“. Versailles-St Quentin en Yvelines, 2008. http://www.theses.fr/2008VERS0016.
Der volle Inhalt der QuelleIn recent years, performance and functionalities of graphics processing units (or GPUs) have tremendously increased, allowing the development of novel algorithms in the field of unstructured meshes volume rendering for scientific visualization. In this thesis report, we present our contributions to this particular domain. First, after reviewing parallel graphics rendering as well as the real-time graphics pipeline, we conduct a bibliographical survey of the previous work regarding unstructured meshes volume rendering on the GPU. Following this, we present a GPU point-sprite based tetrahedral meshes volume rendering algorithm. It minimizes the amount of data transmitted to the GPU for each tetrahedron rendered, resulting in a lower bandwidth and a higher performance. Afterwards, we present a hybrid parallel tetrahedral meshes volume rendering architecture. It partitions its work between the CPU and the GPU, according to the space (object or image) into which each work subset is done, allowing to arbitrarily scale the number of nodes used. Finally, we discuss how our two main contributions, namely point-sprite based and hybrid parallel volume rendering, might be adapted to future hardware architectures in order to improve both their performance and rendering quality
Lang, Abigail Stéphanie. „Le monde, compte rendu : lectures de Louis Zukofsky“. Paris 3, 1999. http://www.theses.fr/1999PA030128.
Der volle Inhalt der QuelleBleron, Alexandre. „Rendu stylisé de scènes 3D animées temps-réel“. Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAM060/document.
Der volle Inhalt der QuelleThe goal of stylized rendering is to render 3D scenes in the visual style intended by an artist.This often entails reproducing, with some degree of automation,the visual features typically found in 2D illustrationsthat constitute the "style" of an artist.Examples of these features include the depiction of light and shade,the representation of the contours of objects,or the strokes on a canvas that make a painting.This field is relevant today in domains such as computer-generated animation orvideo games, where studios seek to differentiate themselveswith styles that deviate from photorealism.In this thesis, we explore stylization techniques that can be easilyinserted into existing real-time rendering pipelines, and propose two novel techniques in this domain.Our first contribution is a workflow that aims to facilitatethe design of complex stylized shading models for 3D objects.Designing a stylized shading model that follows artistic constraintsand stays consistent under a variety of lightingconditions and viewpoints is a difficult and time-consuming process.Specialized shading models intended for stylization existbut are still limited in the range of appearances and behaviors they can reproduce.We propose a way to build and experiment with complex shading modelsby combining several simple shading behaviors using a layered approach,which allows a more intuitive and efficient exploration of the design space of shading models.In our second contribution, we present a pipeline to render 3D scenes in painterly styles,simulating the appearance of brush strokes,using a combination of procedural noise andlocal image filtering in screen-space.Image filtering techniques can achieve a wide range of stylized effects on 2D pictures and video:our goal is to use those existing filtering techniques to stylize 3D scenes,in a way that is coherent with the underlying animation or camera movement.This is not a trivial process, as naive approaches to filtering in screen-spacecan introduce visual inconsistencies around the silhouette of objects.The proposed method ensures motion coherence by guiding filters with informationfrom G-buffers, and ensures a coherent stylization of silhouettes in a generic way
Lerbour, Raphaël. „Chargement progressif et rendu adaptatif de vastes terrains“. Phd thesis, Rennes 1, 2009. https://theses.hal.science/docs/00/46/16/67/PDF/thesis_lerbour_final.pdf.
Der volle Inhalt der QuelleIn this thesis, we propose solutions to perform adaptive streaming and rendering of arbitrary large terrains. One interesting application is to interactively visualize the Earth in 3D on a computer while loading the required data from a huge database over a network. In the first part of this thesis, we introduce a generic solution to handle sample maps of any size from a server hard disk all the way to a client rendering system. Our methods adapt to the speed of the network and of the rendering and avoid handling redundant data. In a second part, we build upon the generic solution to propose real-time 3D rendering of large textured terrains on graphics hardware. In addition, we support planetary terrains and use techniques that prevent handling redundant data and limit typical rendering inconsistencies due to map projection and rendering precision. Finally, we propose preprocessing algorithms that allow to build server databases from huge sample maps
Chaudy, Christophe. „Modélisation et rendu d'images réalistes de paysages naturels“. Phd thesis, Grenoble 1, 1997. http://www.theses.fr/1997GRE10040.
Der volle Inhalt der QuelleLerbour, Raphaël. „Chargement progressif et rendu adaptatif de vastes terrains“. Phd thesis, Université Rennes 1, 2009. http://tel.archives-ouvertes.fr/tel-00461667.
Der volle Inhalt der QuelleChaudy, Christophe. „Modélisation et rendu d'images réalistes de paysages naturels“. Phd thesis, Université Joseph Fourier (Grenoble), 1997. http://tel.archives-ouvertes.fr/tel-00004925.
Der volle Inhalt der QuelleDepetiteville-Manaud, Françoise. „Manifestations pulmonaires de la maladie de Rendu-Osler“. Bordeaux 2, 1992. http://www.theses.fr/1992BOR2M013.
Der volle Inhalt der QuelleDumazet, Sylvain. „Modélisation de l'apparence visuelle des matériaux - Rendu Physiquement réaliste“. Phd thesis, Ecole Centrale Paris, 2010. http://tel.archives-ouvertes.fr/tel-00470649.
Der volle Inhalt der QuelleDarles, Emmanuelle. „Représentation et rendu de l'océan en synthèse d'images réalistes“. Phd thesis, Université de Limoges, 2008. http://tel.archives-ouvertes.fr/tel-00914626.
Der volle Inhalt der QuelleBrun, Fabienne. „Maladie de Rendu-Osler-Weber et traitement œstro-progestatif“. Bordeaux 2, 1993. http://www.theses.fr/1993BOR2M210.
Der volle Inhalt der QuelleMérillou, Stéphane. „Rendu réaliste de défauts de surface en synthèse d'images“. Limoges, 2000. http://www.theses.fr/2000LIMO0029.
Der volle Inhalt der QuelleTAILLEFER, FREDERIC. „Modelisation du rendu et cu comportement des surfaces tissees“. Paris 7, 1993. http://www.theses.fr/1993PA077209.
Der volle Inhalt der QuelleTobor, Ireneusz. „Utilisation des surfels dans le rendu des surfaces 3D“. Bordeaux 1, 2002. http://www.theses.fr/2002BOR12640.
Der volle Inhalt der QuelleCitérin, Johann. „Contribution à la technologie d'actionnement pour le rendu tactile“. Evry-Val d'Essonne, 2007. http://www.biblio.univ-evry.fr/theses/2007/interne/2007EVRY0037.pdf.
Der volle Inhalt der QuelleThe work aims at investigating innovative solutions for tactile display technologies, rendering both thermal and tactile sensations. Main achievements consist in devising thermal touch rendering prototype, based on TEM modules controlled by an accurate finite-difference simulation, and improving new actuators based on electroactive polymers, in order to make them suitable for tactile rendering. For thermal rendering, efficiency depends mainly on the accuracy of the thermal flows that must be reproduced. An accurate semi-analytical model of thermal flow between finger and materials was done, mixing both analytical and numerical simulation, to solve the problem of discontinuity of initial contact temperatures. It was validated and implemented in a multimodal rendering device in a virtual reality environment. For tactile rendering, efficiency depends mainly on the actuators, that must be small, soft. Polymer actuators based on new Interpenetrated Networks of Conductive Polymers were used. Several major improvements of former existing systems were needed Fabrication improvements: Ultra-fast polymerization with microwaves enabled a better reproducibility and a reliable fabrication process; it allowed also using of special masks to build various shaped integrated actuators. Design improvements: New actuator shapes, mixing rigid conductive electroactive parts and soft inert parts, were designed, leading to more efficient linear rather than bending deformations. A mechanical simulation tool enabled optimization. Other improvements include chemical interconnecting of the actuators in an all-in-one matrix, and increasing of the actuator speed and miniaturization
GUARDINCERRI, PATRIZIA. „Didattica e teoria dell'apprendimento nelle opere di Renzo Titone“. Doctoral thesis, Università Cattolica del Sacro Cuore, 2012. http://hdl.handle.net/10280/1370.
Der volle Inhalt der QuelleThe objective of this research is to investigate Renzo Titone’s didactic theory. Titone was a famous international professor for a long time, from 1960 to 2000. One of Titone’s foundamental points, that this research would like to illuminate, is a general didactic theme; actually at present Titone is more famous for his psycholinguistic studies, but he worked a lot in the field of general didactic and education. The results could illuminate a man who innovated the didactic view in the past and who can also innovate it in the present.
GUARDINCERRI, PATRIZIA. „Didattica e teoria dell'apprendimento nelle opere di Renzo Titone“. Doctoral thesis, Università Cattolica del Sacro Cuore, 2012. http://hdl.handle.net/10280/1370.
Der volle Inhalt der QuelleThe objective of this research is to investigate Renzo Titone’s didactic theory. Titone was a famous international professor for a long time, from 1960 to 2000. One of Titone’s foundamental points, that this research would like to illuminate, is a general didactic theme; actually at present Titone is more famous for his psycholinguistic studies, but he worked a lot in the field of general didactic and education. The results could illuminate a man who innovated the didactic view in the past and who can also innovate it in the present.