Academic literature on the topic '080103 Computer Graphics'

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Journal articles on the topic "080103 Computer Graphics"

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Sharma, Abhishek, Vishnu Prashad, and Anil Kumar. "Numerical Simulation of Pelton Turbine Nozzle for Different Shapes of Spear." Material Science Research India 8, no. 1 (June 25, 2011): 53–63. http://dx.doi.org/10.13005/msri/080108.

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This Paper Present a simulation for design of spear for nozzle by applying computational fluid dynamics analysis and using ANSYS software. With the development of high speed computers and advancement in numerical techniques detail flow analysis of the desired model can be done for design optimization. The design can be altered till the best performance or desired output is obtained. This is less time consuming. CFD can provide the solution for different operating condition and geometry configuration in less time and cost and found very useful for design and development. In the present work, three shapes of spear at different mass flow rates have been analysed using ANSYS-CFX 10 software, the pressure and velocity distribution are obtained and compared. Using the analysis result, the loss variations with the nozzles for different spear shapes are computed. The results are presented in tabular and graphical form.
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Dissertations / Theses on the topic "080103 Computer Graphics"

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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. It also aims to understand the design issues surrounding the creation of these systems. The approach used is Practice-based, integrating practice, evaluation and theoretical research. Practice used methods from Reflection-in-action and Iterative design to create two interactive art systems: Glass Pond and +-now. Creation of +-now resulted in a novel method for instantiating emergent shapes. Both art works were also evaluated in exploratory studies. In addition, a main study with 30 participants was conducted on participant interaction with +-now. These sessions were video recorded and participants were interviewed about their experience. Recordings were transcribed and analysed using Grounded theory methods. Emergent participant experiences were identified and classified using a taxonomy of emergence in interactive art. This taxonomy draws on theoretical research. The outcomes of this Practice-based research are summarised as follows. Two interactive art systems, where the second work clearly facilitates emergent interaction, were created. Their creation involved the development of a novel method for instantiating emergent shapes and it informed aesthetic and design issues surrounding interactive art systems for emergence. A taxonomy of emergence in interactive art was also created. Other outcomes are the evaluation findings about participant experiences, including different types of emergence experienced and the coding schemes produced during data analysis.
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Weninger, Timothy Edwards. "Link discovery in very large graphs by constructive induction using genetic programming." Thesis, Manhattan, Kan. : Kansas State University, 2008. http://hdl.handle.net/2097/1087.

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Elshamy, Wesam Samy. "Continuous-time infinite dynamic topic models." Diss., Kansas State University, 2012. http://hdl.handle.net/2097/15176.

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Doctor of Philosophy
Department of Computing and Information Sciences
William Henry Hsu
Topic models are probabilistic models for discovering topical themes in collections of documents. In real world applications, these models provide us with the means of organizing what would otherwise be unstructured collections. They can help us cluster a huge collection into different topics or find a subset of the collection that resembles the topical theme found in an article at hand. The first wave of topic models developed were able to discover the prevailing topics in a big collection of documents spanning a period of time. It was later realized that these time-invariant models were not capable of modeling 1) the time varying number of topics they discover and 2) the time changing structure of these topics. Few models were developed to address this two deficiencies. The online-hierarchical Dirichlet process models the documents with a time varying number of topics. It varies the structure of the topics over time as well. However, it relies on document order, not timestamps to evolve the model over time. The continuous-time dynamic topic model evolves topic structure in continuous-time. However, it uses a fixed number of topics over time. In this dissertation, I present a model, the continuous-time infinite dynamic topic model, that combines the advantages of these two models 1) the online-hierarchical Dirichlet process, and 2) the continuous-time dynamic topic model. More specifically, the model I present is a probabilistic topic model that does the following: 1) it changes the number of topics over continuous time, and 2) it changes the topic structure over continuous-time. I compared the model I developed with the two other models with different setting values. The results obtained were favorable to my model and showed the need for having a model that has a continuous-time varying number of topics and topic structure.
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Vasilescu, M. Alex O. "A Multilinear (Tensor) Algebraic Framework for Computer Graphics, Computer Vision and Machine Learning." Thesis, 2012. http://hdl.handle.net/1807/65327.

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This thesis introduces a multilinear algebraic framework for computer graphics, computer vision, and machine learning, particularly for the fundamental purposes of image synthesis, analysis, and recognition. Natural images result from the multifactor interaction between the imaging process, the scene illumination, and the scene geometry. We assert that a principled mathematical approach to disentangling and explicitly representing these causal factors, which are essential to image formation, is through numerical multilinear algebra, the algebra of higher-order tensors. Our new image modeling framework is based on(i) a multilinear generalization of principal components analysis (PCA), (ii) a novel multilinear generalization of independent components analysis (ICA), and (iii) a multilinear projection for use in recognition that maps images to the multiple causal factor spaces associated with their formation. Multilinear PCA employs a tensor extension of the conventional matrix singular value decomposition (SVD), known as the M-mode SVD, while our multilinear ICA method involves an analogous M-mode ICA algorithm. As applications of our tensor framework, we tackle important problems in computer graphics, computer vision, and pattern recognition; in particular, (i) image-based rendering, specifically introducing the multilinear synthesis of images of textured surfaces under varying view and illumination conditions, a new technique that we call ``TensorTextures'', as well as (ii) the multilinear analysis and recognition of facial images under variable face shape, view, and illumination conditions, a new technique that we call ``TensorFaces''. In developing these applications, we introduce a multilinear image-based rendering algorithm and a multilinear appearance-based recognition algorithm. As a final, non-image-based application of our framework, we consider the analysis, synthesis and recognition of human motion data using multilinear methods, introducing a new technique that we call ``Human Motion Signatures''.
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Cheung, Vincent. "Graphical Epitome Processing." Thesis, 2013. http://hdl.handle.net/1807/35789.

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This thesis introduces principled, broadly applicable, and efficient patch-based models for data processing applications. Recently, "epitomes" were introduced as patch-based probability models that are learned by compiling together a large number of examples of patches from input images. This thesis describes how epitomes can be used to model video data and a significant computational speedup is introduced that can be incorporated into the epitome inference and learning algorithm. In the case of videos, epitomes are estimated so as to model most of the small space-time cubes from the input data. Then, the epitome can be used for various modelling and reconstruction tasks, of which we show results for video super-resolution, video interpolation, and object removal. Besides computational efficiency, an interesting advantage of the epitome as a representation is that it can be reliably estimated even from videos with large amounts of missing data. This ability is illustrated on the task of reconstructing the dropped frames in a video broadcast using only the degraded video. Further, a new patch-based model is introduced, that when applied to epitomes, accounts for the varying geometric configurations of object features. The power of this model is illustrated on tasks such as multiple object registration and detection and missing data interpolation, including a difficult task of photograph relighting.
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Parent-Lévesque, Jérôme. "Towards deep unsupervised inverse graphics." Thesis, 2020. http://hdl.handle.net/1866/25467.

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Un objectif de longue date dans le domaine de la vision par ordinateur est de déduire le contenu 3D d’une scène à partir d’une seule photo, une tâche connue sous le nom d’inverse graphics. L’apprentissage automatique a, dans les dernières années, permis à de nombreuses approches de faire de grands progrès vers la résolution de ce problème. Cependant, la plupart de ces approches requièrent des données de supervision 3D qui sont coûteuses et parfois impossible à obtenir, ce qui limite les capacités d’apprentissage de telles œuvres. Dans ce travail, nous explorons l’architecture des méthodes d’inverse graphics non-supervisées et proposons deux méthodes basées sur des représentations 3D et algorithmes de rendus différentiables distincts: les surfels ainsi qu’une nouvelle représentation basée sur Voronoï. Dans la première méthode basée sur les surfels, nous montrons que, bien qu’efficace pour maintenir la cohérence visuelle, la production de surfels à l’aide d’une carte de profondeur apprise entraîne des ambiguïtés car la relation entre la carte de profondeur et le rendu n’est pas bijective. Dans notre deuxième méthode, nous introduisons une nouvelle représentation 3D basée sur les diagrammes de Voronoï qui modélise des objets/scènes à la fois explicitement et implicitement, combinant ainsi les avantages des deux approches. Nous montrons comment cette représentation peut être utilisée à la fois dans un contexte supervisé et non-supervisé et discutons de ses avantages par rapport aux représentations 3D traditionnelles
A long standing goal of computer vision is to infer the underlying 3D content in a scene from a single photograph, a task known as inverse graphics. Machine learning has, in recent years, enabled many approaches to make great progress towards solving this problem. However, most approaches rely on 3D supervision data which is expensive and sometimes impossible to obtain and therefore limits the learning capabilities of such work. In this work, we explore the deep unsupervised inverse graphics training pipeline and propose two methods based on distinct 3D representations and associated differentiable rendering algorithms: namely surfels and a novel Voronoi-based representation. In the first method based on surfels, we show that, while effective at maintaining view-consistency, producing view-dependent surfels using a learned depth map results in ambiguities as the mapping between depth map and rendering is non-bijective. In our second method, we introduce a novel 3D representation based on Voronoi diagrams which models objects/scenes both explicitly and implicitly simultaneously, thereby combining the benefits of both. We show how this representation can be used in both a supervised and unsupervised context and discuss its advantages compared to traditional 3D representations.
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Ganin, Iaroslav. "Natural image processing and synthesis using deep learning." Thèse, 2019. http://hdl.handle.net/1866/23437.

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Nous étudions dans cette thèse comment les réseaux de neurones profonds peuvent être utilisés dans différents domaines de la vision artificielle. La vision artificielle est un domaine interdisciplinaire qui traite de la compréhension d’images et de vidéos numériques. Les problèmes de ce domaine ont traditionnellement été adressés avec des méthodes ad-hoc nécessitant beaucoup de réglages manuels. En effet, ces systèmes de vision artificiels comprenaient jusqu’à récemment une série de modules optimisés indépendamment. Cette approche est très raisonnable dans la mesure où, avec peu de données, elle bénéficient autant que possible des connaissances du chercheur. Mais cette avantage peut se révéler être une limitation si certaines données d’entré n’ont pas été considérées dans la conception de l’algorithme. Avec des volumes et une diversité de données toujours plus grands, ainsi que des capacités de calcul plus rapides et économiques, les réseaux de neurones profonds optimisés d’un bout à l’autre sont devenus une alternative attrayante. Nous démontrons leur avantage avec une série d’articles de recherche, chacun d’entre eux trouvant une solution à base de réseaux de neurones profonds à un problème d’analyse ou de synthèse visuelle particulier. Dans le premier article, nous considérons un problème de vision classique: la détection de bords et de contours. Nous partons de l’approche classique et la rendons plus ‘neurale’ en combinant deux étapes, la détection et la description de motifs visuels, en un seul réseau convolutionnel. Cette méthode, qui peut ainsi s’adapter à de nouveaux ensembles de données, s’avère être au moins aussi précis que les méthodes conventionnelles quand il s’agit de domaines qui leur sont favorables, tout en étant beaucoup plus robuste dans des domaines plus générales. Dans le deuxième article, nous construisons une nouvelle architecture pour la manipulation d’images qui utilise l’idée que la majorité des pixels produits peuvent d’être copiés de l’image d’entrée. Cette technique bénéficie de plusieurs avantages majeurs par rapport à l’approche conventionnelle en apprentissage profond. En effet, elle conserve les détails de l’image d’origine, n’introduit pas d’aberrations grâce à la capacité limitée du réseau sous-jacent et simplifie l’apprentissage. Nous démontrons l’efficacité de cette architecture dans le cadre d’une tâche de correction du regard, où notre système produit d’excellents résultats. Dans le troisième article, nous nous éclipsons de la vision artificielle pour étudier le problème plus générale de l’adaptation à de nouveaux domaines. Nous développons un nouvel algorithme d’apprentissage, qui assure l’adaptation avec un objectif auxiliaire à la tâche principale. Nous cherchons ainsi à extraire des motifs qui permettent d’accomplir la tâche mais qui ne permettent pas à un réseau dédié de reconnaître le domaine. Ce réseau est optimisé de manière simultané avec les motifs en question, et a pour tâche de reconnaître le domaine de provenance des motifs. Cette technique est simple à implémenter, et conduit pourtant à l’état de l’art sur toutes les tâches de référence. Enfin, le quatrième article présente un nouveau type de modèle génératif d’images. À l’opposé des approches conventionnels à base de réseaux de neurones convolutionnels, notre système baptisé SPIRAL décrit les images en termes de programmes bas-niveau qui sont exécutés par un logiciel de graphisme ordinaire. Entre autres, ceci permet à l’algorithme de ne pas s’attarder sur les détails de l’image, et de se concentrer plutôt sur sa structure globale. L’espace latent de notre modèle est, par construction, interprétable et permet de manipuler des images de façon prévisible. Nous montrons la capacité et l’agilité de cette approche sur plusieurs bases de données de référence.
In the present thesis, we study how deep neural networks can be applied to various tasks in computer vision. Computer vision is an interdisciplinary field that deals with understanding of digital images and video. Traditionally, the problems arising in this domain were tackled using heavily hand-engineered adhoc methods. A typical computer vision system up until recently consisted of a sequence of independent modules which barely talked to each other. Such an approach is quite reasonable in the case of limited data as it takes major advantage of the researcher's domain expertise. This strength turns into a weakness if some of the input scenarios are overlooked in the algorithm design process. With the rapidly increasing volumes and varieties of data and the advent of cheaper and faster computational resources end-to-end deep neural networks have become an appealing alternative to the traditional computer vision pipelines. We demonstrate this in a series of research articles, each of which considers a particular task of either image analysis or synthesis and presenting a solution based on a ``deep'' backbone. In the first article, we deal with a classic low-level vision problem of edge detection. Inspired by a top-performing non-neural approach, we take a step towards building an end-to-end system by combining feature extraction and description in a single convolutional network. The resulting fully data-driven method matches or surpasses the detection quality of the existing conventional approaches in the settings for which they were designed while being significantly more usable in the out-of-domain situations. In our second article, we introduce a custom architecture for image manipulation based on the idea that most of the pixels in the output image can be directly copied from the input. This technique bears several significant advantages over the naive black-box neural approach. It retains the level of detail of the original images, does not introduce artifacts due to insufficient capacity of the underlying neural network and simplifies training process, to name a few. We demonstrate the efficiency of the proposed architecture on the challenging gaze correction task where our system achieves excellent results. In the third article, we slightly diverge from pure computer vision and study a more general problem of domain adaption. There, we introduce a novel training-time algorithm (\ie, adaptation is attained by using an auxilliary objective in addition to the main one). We seek to extract features that maximally confuse a dedicated network called domain classifier while being useful for the task at hand. The domain classifier is learned simultaneosly with the features and attempts to tell whether those features are coming from the source or the target domain. The proposed technique is easy to implement, yet results in superior performance in all the standard benchmarks. Finally, the fourth article presents a new kind of generative model for image data. Unlike conventional neural network based approaches our system dubbed SPIRAL describes images in terms of concise low-level programs executed by off-the-shelf rendering software used by humans to create visual content. Among other things, this allows SPIRAL not to waste its capacity on minutae of datasets and focus more on the global structure. The latent space of our model is easily interpretable by design and provides means for predictable image manipulation. We test our approach on several popular datasets and demonstrate its power and flexibility.
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