Dissertations / Theses on the topic '3D graphics'

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1

Sheremereyevych, D. "3D computer graphics." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/44889.

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3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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Дядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko, and O. Shulima. "3D graphics: autodesk maya." Thesis, Видавництво СумДУ, 2010. http://essuir.sumdu.edu.ua/handle/123456789/17883.

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Banerjee, Kutty S. "Remote Execution for 3D Graphics." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.

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Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /." Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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Knutsson, Niklas. "An FPGA-based 3D Graphics System." Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2822.

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This report documents the work done by the author to design and implement a 3D graphics system on an FPGA (Field Programmable Gate Array). After a preamble with a background presentation to the project, a very brief introduction in computer graphics techniques and computer graphics theory is given. Then, the hardware available to the project, along with an analysis of general requirements is examined. The following chapter contains the proposed graphics system design for FPGA implementation. A broad approach to separate the design and the eventual implementation was used. Two 3D pipelines are suggested - one fully capable high-end version and one which use minimal resources. The documentation of the effort to implement the minimal graphics system previously discussed then follows. The documentation outlines the work done without going too deep into detail, and is followed by the largest of the tests conducted. Finally, chapter seven concludes the project with the most important project conclusions and some suggestions for future work.

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Boyle, John. "Using 3D graphics for database visualisation." Thesis, University of Aberdeen, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307951.

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The upsurge in the number of casual users and the general acceptance of computer technology has shown that the principal driving force in software engineering is shifting from functionality to usability. It has also become evident that the desktop metaphor and its whole related genre do not provide the modern interface designer with the expressive power that is needed. Nowhere is a new approach more needed than in interfaces for databases. Previous studies in interface design for database management systems have attempted to use solely the desktop metaphor. We have used three dimensional graphical techniques to construct an interface, called Amaze for our object oriented database P/FDM. Interactive animated 3D graphics have been embedded inside a standard menu driven framework. Using 3D graphics new metaphors have been developed to aid the user interaction. Our development has taken a modular approach, which allowed us to develop a number of different visualisations for query construction, the structure of the database and result representation. It is possible to view the data using a number of multimodal displays (a number of customised multimodal displays have been built). Amaze has been used on a variety of different data sets (including a protein structure database, a personnel database and an antibody database). These databases differ greatly in size and complexity of their semantics. The work discussed in this thesis suggests an alternative approach to user interface design for database systems, it introduces the idea of Database Visualisation and suggests novel mechanisms for computer interaction using 3D graphics.
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Ford, Nicky. "3D graphics hardware prototyping and implementation." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367768.

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Granath, Victor. "3D Printing for Computer Graphics Industry." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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Alvermann, Klaus. "A Transputer Based 3D-Graphics System." International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611934.

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International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California
The Institute for Flight Mechanics operates the flying simulators ATTAS (a wing aircraft) and ATTHeS (a helicopter), their respective ground based simulators and uses realtime and offline simulations for system identification and other purposes. Based on a parallel transputer architecture, a 3D-graphics tool for visualization and view simulation to be used with the simulations has been developed. The tool uses data received by telemetry, realtime data from a simulation, or recorded data to show the movement and orientation of an aircraft in realtime 3D-graphics. The aircraft or scene may be observed from any point of view. Placing the camera in the cockpit of the aircraft and showing the environment results in a view simulation. The use of a parallel transputer architecture allows a modular and scalable structure, i.e. the system may be adapted to the needs of the application. By adding software modules and transputers we may include 24 bit colour, shadowing, a higher resolution, a better shading algorithm or other things which are required by an application. On the other hand we may remove transputers to get a small and cheap system if the requirements are low. A small system may consist of only 8 transputers, whereas a big system may include 50 or 60 transputers.
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Fries, Jakob, and Simon Johansson. "A Modular 3D Graphics Accelerator for FPGA." Thesis, Linköpings universitet, Datorteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71049.

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A modular and area-efficient 3D graphics accelerator for tile based rendering in FPGA systems has been designed and implemented. The accelerator supports a subset of OpenGL, with features such as mipmapping, multitexturing and blending. The accelerator consists of a software component for projection and clipping of triangles, as well as a hardware component for rasterization, coloring and video output. Trade-offs made between area, performance and functionality have been described and justified. In order to evaluate the functionality and performance of the accelerator, it has been tested with two different applications.
En modulär och utrymmeseffektiv 3D-grafikaccelerator för tile-baserad rendering i FPGA-system har designats och implementerats. Acceleratorn stöder en delmängd av OpenGL med funktioner som mipmapping, multitexturering och blending. Acceleratorn är uppdelad i en mjukvarudel för projektion och klippning av trianglar och en hårdvarudel för rastrering, färgsättning och utritning till skärm. Avvägningar som gjorts mellan area, prestanda och funktionalitet har beskrivits och motiverats. För att evaulera funktionalitet och prestanda har acceleratorn testats med två olika applikationer.
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Bayik, Tolga. "3D graphics acceleration on a multiprocessor architecture." Thesis, University of Hertfordshire, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268070.

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Ewins, Jon Peter. "Algorithm design and 3D computer graphics rendering." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310664.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both individually and in the context of an entire architecture. It is helpful to be able to model different algorithmic variations rapidly and experiment with them interchangeably. This thesis begins with a description of software based modelling techniques for the rapid investigation of algorithms for 3D computer graphics within the context of a C++ prototyping environment. Recent tremendous increases in the rendering performance of graphics hardware have been shadowed by corresponding advancements in the accuracy of the algorithms accelerated. Significantly. these improvements have led to a decline in tolerance towards rendering artefacts. Algorithms for the effective and efficient implementation of high quality texture filtering and edge antialiasing form the focus of the algorithm research described in this thesis. Alternative algorithms for real-time texture filtering are presented in terms of their computational cost and performance. culminating in the design of a low cost implementation for higher quality anisotropic texture filtering. Algorithms for edge antialiasing are reviewed. with the emphasis placed upon area sampling solutions. A modified A-buffer algorithm is presented that uses novel techniques to provide: efficient fragment storage; support for multiple intersecting transparent surfaces; and improved filtering quality through an extendable and weighted filter support from a single highly optimised lookup table.
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Ondrejó, Michal. "Parametrické 3D modely." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417257.

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The aim of this work is to propose possibilities of interconnection of objects in parametric model. Individual options are implemented in the parametric three-dimensional modeling system. This system allows the creation of models using various geometric operations, change parameters at any time, animate the created model, and save the parametric model in a human-readable format. The proposed solution was implemented and evaluated on simple example.
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Mitchell, David Anthony Paul. "Fast algorithms and hardware for 3D computer graphics." Thesis, University of Sheffield, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299571.

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Kamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.

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Simulation modeling and visualization can substantially help in designing complex construction operations and in making optimal decisions where traditional methods prove ineffective or are unfeasible. However, there has been limited use of simulation in planning construction operations due to the unavailability of appropriate visual communication tools that can provide users with a more realistic and comprehensible feedback from simulation analyses. Visualizing simulated construction operations in 3D can significantly help in establishing the credibility of simulation models. In addition, 3D visualization can provide valuable insight into the subtleties of construction operations that are otherwise non-quantifiable and presentable. New software development technologies emerge at incredible rates that allow engineers and scientists to create novel, domain-specific applications. This study capitalized on a computer graphics technology based on the concept of the "Scene Graph" to design and implement a general-purpose 3D Visualization System that is Simulation and CAD-software independent. This system, the "Dynamic Construction Visualizer", enables realistic visualization of modeled construction operations and the resulting products in 3D and can be used in conjunction with a wide variety of simulation tools. This thesis describes the "Dynamic Construction Visualizer" as well as the "Scene Graph" architecture and the Frame Updating algorithms used in its design.
Master of Science
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Powell, Robin. "Optimized Graphics for Handheld Real-time CG Applications." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225831.

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The purpose of this theoretical thesis is to research the problem: producing optimized content for handheld real-time CG applications. This thesis is based on existing literature studiesregarding the subject. It will explore the topic on how to deal with draw calls, shaderoptimizations, hard/smooth edges and how engines deal with polygons and textures and howthis correlates with current technical limitations of current game engines for handheld realtime applications such as the iPhone. On these grounds, the thesis will expand on the subject of how those topics affect the hardware; more specifically targeted the GPU and CPU onmobile devices. Today, the hardware used on mobile devices on the market is limited; it is important tounderstand that a lot of factors come in to play and making optimization a part of the design, not a final step regarding the creation of content is vital when creating CG applications formobile devices. A closer look at the available evidences suggests that when dealing with the limited resources available every performance aspect should be closely looked into. It is vital to optimize the content and correlate your game budget accordingly to the marketed device. In the end it will make for a better game. This thesis sheds a light on the development strategiesfor CG applications on handheld devices.
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Matyskiewicz, Jiří. "3D simulační toolbox." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218941.

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This project deals with the design and implementation of the extensible programmable environment intended for the creation of various 3D simulations, specifically targeted for testing of the algorithms and creation of applications from the field of computer vision and robotics. Environment VISIMBOX was implemented in c# programming language and uses OpenGL as back-end for hardware accelerated rendering.
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Meruvia, Pastor Oscar Ernesto. "Frame coherent 3D stippling for non-photorealistic computer graphics." [S.l.] : [s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=971456097.

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Murphy, Darren W. "Extensible 3D (X3D) graphics clouds for geographic information systems." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://bosun.nps.edu/uhtbin/hyperion-image.exe/08Mar%5FMurphy_Darren.pdf.

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Thesis (M.S. in Meteorology)--Naval Postgraduate School, March 2008.
Thesis Advisor(s): Durkee, Philip A. "March 2008." Description based on title screen as viewed on May 5, 2008. Includes bibliographical references (p. 83-84). Also available in print.
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NILSSON, ERIK. "3D Graphics Environment for Verification of Automotive Vision System." Thesis, KTH, Maskinkonstruktion (Inst.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-143627.

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In order to reduce the amount of road accidents the European Union is enforcing legislation in late 2013 which makes it mandatory for new commercial heavy duty vehicle models to include two new driver assistances systems. These require the truck to be capable of detecting lane markings and vehicles. To accomplish this, a camera system is being developed by an external supplier for Scania CV AB; the Forward Looking Camera (FLC).The purpose of this project is to develop a test environment to complement current test methods. The current difficulties are being able to control weather, land, roads and traffic fully and being able to easily observe lane marking and vehicle positions accurately. The developed test environment should facilitate these lacking elements and offer greater flexibility, repeatability and accessibility. The solution involves directing the FLC towards a screen where a 3D graphics representation of the desired test scenario is projected. The configuration possibilities cover both the appearance of the scenery and the way the virtual truck moves in this virtual world.The project result is that the FLC is able to detect lanes with an accuracy of a few centimeters and excellent repeatability. Whether or not tests performed in this environment are applicable to draw conclusions on the performance of the FLC in the real world is left for future work. The recommendation however is to perform a multitude of tests in an attempt to locate faults. When these faults appear in the virtual environment the same faults should be searched for in the real world. This empirical approach is the way to gain trust in the system, if it deserves it.
För att minska mängden vägolyckor ska den Europeiska Unionen införa en lagstiftning i slutet av 2013 vilket gör det obligatoriskt för nya modeller av tunga nyttofordon att ha två nya system som assisterar föraren. Dessa kräver att fordonet kan detektera väglinjer och framförvarande fordon. För att åstadkomma detta så utvecklas ett kamerasystem av en extern leverantör åt Scania CV AB.Syftet med detta projekt är att utveckla en testmiljö som kompletterar nuvarande testmetoder. De nuvarande svårigheterna är att kunna kontrollera väder, land, vägar och trafik fullt ut samt att kunna känna till väglinjers sträckning och fordons position på ett noggrant sätt. Den utvecklade testmiljön skall erbjuda en bättre flexibilitet, repeterbarhet och tillgänglighet. Lösning innebär att kamerasystemet riktas mot en skärm där en representation av det önskade testscenariot projiceras med hjälp av 3D-grafik. Konfigurationsmöjligheterna innefattar både utseendet av världen och sättet som den virtuella lastbilen rör sig i den virtuella världen.Projektets resultat är att kameran detekterar väglinjer med ett par centimeters noggrannhet och utmärkt repeterbarhet. Huruvida test som utförs i denna miljö möjliggör att kunna dra slutsatser om kamerans prestanda i verkligheten lämnas till framtida arbete. Rekommendation dock, är att utföra en mängd tester för att hitta felaktiga beteenden hos kamerasystemet. När fel dyker upp i den virtuella miljön skall dessa eftersökas i verkligheten. Med detta empiriska angreppssätt kan tilltron till den utvecklade miljön öka, om den förtjänar det.
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Rozendaal, Ross. "Interactive visualisation using 3D graphics : an archaeological case study." Master's thesis, University of Cape Town, 2000. http://hdl.handle.net/11427/4980.

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Bibliography: leaves 82-84.
The methods of displaying data from archaeological surveys are of considerable importance in representing realistic impressions of archaeological sites that few people are able to visit. In many cases, further study of a site is not possible at the location of the site. This would require that the surveyed data of the site be displayed in such a way as to be accurate and realistic as well as including interactive tools, enabling further studies. Traditional displays of archaeological data have been either in textual form or in the conventional hardcopy form of maps and drawings. With the advent of computers and computer graphics alternative methods of displaying the data have become possible. 3D graphics have become an important method of displaying archaeological data. In 1995 and 1996 the Department of Geomatics at the University of Cape Town participated in the survey of the 3.6 million year old hominid footprints in Tanzania. The survey was required for the documentation and study of the footprints. In order to facilitate this in 3D graphics, software packages that allowed user interactive tools to be included in the display had to be investigated. Methods of displaying the data also had to be investigated. Java3D was selected to create the 3D models and user interactive tools that included measurement tools, gradient tools and profile tools. These tools were created for the Laetoli footprints but were applicable in other archaeological displays as well.
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Lohikoski, Håkansson Laura, and Elin Rudén. "Optimization of 3D Game Models : A qualitative research study in Unreal Development Kit." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22822.

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Our goal with this study is to examine how much optimization of 3D game models can affect the overall performance of a game. After a previous pilot study we decided on use a method where we worked with a 3D scene which was made earlier unconnected to this study. We created two versions of the scene in Unreal Development Kit, one with none of the meshes optimized and the second scene where the meshes are optimized. From these two scenes we wrote down the different stats: the draw calls, frame rate, millisecond per frame and visible static mesh elements as well as the memory usage. Comparing these stats from the two scenes, we found that there was a change in the stats. Draw calls and frame rate had dropped in the second scene, as well as the memory usage which made the game run more smoothly without losing much of its aesthetic quality.
Målet med vår studie var att se hur stor skillnad optimering av 3D-modeller i spel gör för att förbättra spelprestandan. Efter att ha utfört en pilotstudie beslutade vi oss för att använda en tidigare byggd 3D-scen för undersökningen i vår C-uppsats. Vi skapade två versioner av scenen i Unreal Development Kit, en där inga modeller var optimerade och den andra där vi optimerat modellerna. Vi skrev därefter ner statistik från de olika scenerna, nämligen draw calls, frame rate, millisecond per frame och visible static mesh elements liksom minnesanvändning. Efter att ha jämfört resultaten såg vi att det fanns en väsentlig skillnad mellan scenerna prestandamässigt. Både draw calls, frame rate och minnesanvändningen hade minskat efter optimeringen vilket ledde till att spelet kördes smidigare.
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Shrubsole, Paul Anthony. "A flexible, scalable approach to real-time graphics." Thesis, Nottingham Trent University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324576.

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Alshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.

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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting terrain features which influence the content in the game levels. The resulting 2D game levels will, using our approach, have a coherent and logical look. The game levels themselves do not contain any interesting gameplay. Instead they rely on a game level designer to add gameplay elements. The resulting modular implementation is considered a success, it proves that it is possible to generate 2D game levels from a procedurally generated 3Dworld, using the features of that world.
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Yi, Dingrong 1969. "Computer aided display of 3D angiograms, using graphics and haptics." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=38533.

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Current visualization methods for large volume angiograms share the difficulty of having to display depth information using conventional two-dimensional screens, while static viewing conditions between two consecutive rotations are often required. This thesis presents new directions towards the interactive display of and navigation through cerebral vessel networks.
To reduce the computational load and storage requirements; a method is developed to extract a centerline representation of the vessel network from volume images. Shape attributes such as the position of the center point as well as the cross-sectional size, tangent, curvature, torsion and bifurcation of the vessel, are either contained in the representation or can be obtained from it by simple finite differences.
A computer agent is introduced to convey depth information. Its first function is to assist a user to trace interactively the vessels without effort. This is accomplished by mapping the user's two dimensional input to three dimensional space, where the vessel centerlines are represented. The agent, programmed to track the centerlines, eliminates the topological ambiguities associated with the projection of three dimensional lines on a two dimensional screen. It also conveys quantitative depth information in the graphic and haptic domains. In the graphic domain, its visual appearance uses shape and color cues to indicate unambiguously its movements in the depth direction. In the haptic domain, the user experiences force cues that also indicate its movements in the depth direction.
User performance studies indicate that the graphic and haptic depth cues provide equivalent assistance to a user in coping with the missing depth information. This suggests that in a variety of circumstances, the haptic modality can be used to release the visual modality from the task of depth discrimination, resulting in reduced visual fatigue. It also makes it possible to allocate graphic space to the display of other types of information.
The developed user-interactive multimodal display techniques can be integrated in current display platforms for volume angiograms due to the small computational load they require. These techniques can also be applied to the display of more general shapes by replacing the centerline of vessels by the user movement curve that, is constrained on a more general three-dimensional surface.
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Nilsson, Malin, and Linus Engback. "Visualization of a blog search engine index using 3D graphics." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8569.

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The purpose of this thesis is to find ways to make the extent and constant movement in the blogosphere visible. An application has been developed using C# and OpenGL. The application is an interactive screensaver to be run on the Windows platform. It visualizes data combining 3D and 2D elements. Geographical data is rendered using a model of the Earth, where the blog posts are constantly updated. Various statistics are displayed to give information on the current state of the blogosphere.

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Bhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-44).
In this thesis we present CoSy, a configurable system for procedurally generating synthetic data for self-driving vehicles. To address the problem of data hungry vision-based learning algorithms used in self-driving vehicles, we develop a system that generates synthetic images, including class level annotations, of street scenes. To give researchers control over how data is generated, our system is designed to be configurable and extendable. We provide two example datasets generated by our system, and provide extensive documentation on how the system is architected, and how it can be extended.
by Nishchal Bhandari.
M. Eng.
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Lucroy, Janet Marie. "Exploring formal issues and naturalistic imagery in 3D computer graphics." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1328901623.

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Nuggehally, Mohan A. "Java 3D for UCWaves." University of Cincinnati / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1027448463.

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Pietrok, Jack. "Real-Time Stylized Rendering for Large-Scale 3D Scenes." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2331.

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While modern digital entertainment has seen a major shift toward photorealism in animation, there is still significant demand for stylized rendering tools. Stylized, or non-photorealistic rendering (NPR), applications generally sacrifice physical accuracy for artistic or functional visual output. Oftentimes, NPR applications focus on extracting specific features from a 3D environment and highlighting them in a unique manner. One application of interest involves recreating 2D hand-drawn art styles in a 3D-modeled environment. This task poses challenges in the form of spatial coherence, feature extraction, and stroke line rendering. Previous research on this topic has also struggled to overcome specific performance bottlenecks, which have limited use of this technology in real-time applications. Specifically, many stylized rendering techniques have difficulty operating on large-scale scenes, such as open-world terrain environments. In this paper, we describe various novel rendering techniques for mimicking hand-drawn art styles in a large-scale 3D environment, including modifications to existing methods for stroke rendering and hatch-line texturing. Our system focuses on providing various complex styles while maintaining real-time performance, to maximize user-interactability. Our results demonstrate improved performance over existing real-time methods, and offer a few unique style options for users, though the system still suffers from some visual inconsistencies.
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Krawczyk, Piotr. "Futurist sculpting: modeling movement in 3D." Texas A&M University, 2006. http://hdl.handle.net/1969.1/5014.

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Futurist Sculpting is a collection of techniques for representing dynamic motion in a static three-dimensional model. These techniques allow digital artists to use animation as a new modeling tool. The idea of Futurist Sculpting is inspired by the works of the Italian Futurist artists and it aims to achieve the same goal as the one described by Umberto Boccioni, “to find a form that would be like a remembered motion, the product of time but permanent in space.” However, Futurist Sculpting extends Boccioni’s idea to the new medium of 3D animation and modeling, introducing the techniques of Motion Snapshot, Surface Differentiation, and Motion Elasticity. Motion Snapshot has evolved from the idea that multiple key poses captured at different stages of motion can successfully portray the idea of movement. Surface Differentiation was developed to remove redundancy of overlaping geometry introduced by snapshots occuring with high spatial frequency. Exploded Snapshot creates a geometric blur effect and extends application of Motion Snapshots to motion of deforming objects. The Motion Elasticity technique stretches the object to represent a partial volume through which it is moving. As a proof of concept all of the Futurist Sculpting techniques were implemented in Maya. The techniques should be viewed as a set of tools for the artists. The user can choose any one of them to apply to any animation, but he needs to understand their applications and limitations too.
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33

Gong, Weizhong. "Modular-MPC accelerators for cost-effective 3D visualisation based on surface rendering." Thesis, Brunel University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336643.

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34

Czirbesz, J. C. "An investigation into the techniques used in real time 3D graphics." Thesis, University of Bath, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.375336.

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35

Henriksson, Ola. "A Depth of Field Algorithm for Realtime 3D Graphics in OpenGL." Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1169.

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The company where this thesis was formulated constructs VR applications for the medical environment. The hardware used is ordinary dektops with consumer level graphics cards and haptic devices. In medicin some operations require microscopes or cameras. In order to simulate these in a virtual reality environment for educational purposes, the effect of depth of field or focus have to be considered.

A working algorithm that generates this optical occurence in realtime, stereo rendered computer graphics is presented in this thesis. The algorithm is implemented in OpenGL and C++ to later be combined with a VR application simulating eye-surgery which is built with OpenGL Optimizer.

Several different approaches are described in this report. The call for realtime stereo rendering (~60 fps) means taking advantage of the graphics hardware to a great extent. In OpenGL this means using the extensions to a specific graphic chip for better performance, in this case the algorithm is implemented for a GeForce3 card.

To increase the speed of the algorithm much of the workload is moved from the CPU to the GPU (Graphics Processing Unit). By re-defining parts of the ordinary OpenGL pipeline via vertex programs, a distance-from-focus map can be stored in the alpha channel of the final image with little time loss.

This can effectively be used to blend a previously blurred version of the scene with a normal render. Different techniques to quickly blur a renderedimage is discussed, to keep the speed up solutions that require moving data from the graphics card is not an option.

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Al-Nuaimi, Tufool. "Face recognition and computer graphics for modelling expressive faces in 3D." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/38333.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2007.
Includes bibliographical references (leaves 47-48).
This thesis addresses the problem of the lack of verisimilitude in animation. Since computer vision has been aimed at creating photo-realistic representations of environments and face recognition creates replicas of faces for recognition purposes, we research face recognition techniques to produce photo-realistic models of expressive faces that could be further developed and applied in animation. We use two methods that are commonly used in face recognition to gather information about the subject: 3D scanners and multiple 2D images. For the latter method, Maya is used for modeling. Both methods produced accurate 3D models for a neutral face, but Maya allowed us to manually build 3D models and was therefore more successful in creating exaggerated facial expressions.
by Tufool Al-Nuaimi.
M.Eng.
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37

Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Etminan, Arvin. "Index of Refraction : Transparent Medium in 3D." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79111.

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Denna uppsats är en beskrivning på utvecklingen av detta projekt, där fokuset handlar om teorier och fakta på ljus i samband med transparanta medium. Målet med projektet var att testa och experimentera inom det nämna området fast i 3D grafik, där resultatet är renderade bilder med analys, diskussioner och slutsatser.
This essay describes the development of this project, where the focus is on theories and facts about light and transparent mediums. The aim of the project was to test and experiment the mentioned area in 3D graphics, where the results are single rendered images with analysis, discussions and conclusions.
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Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.

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40

Andersson, Oskar. "Simulations in 3D research : Can Unity3D be used to simulate a 3D display system?" Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28044.

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Mid Sweden University is currently researching how to capture more of a scene with a camera and how to create 3D images that does not require extra equipment for the viewer. In the process of this research they have started looking into simulating some of the tests that they wish to conduct. The goal of this project is to research whether the 3D graphics engine Unity3D could be used to simulate these tests, and to what degree. To test this a simulation was designed and implemented. The simulation used a split display system where each camera is directly connected to a part of the screen and using the position of the viewer the correct part of the camera feed is shown. Some literary studies were also done into how current 3D technology works. The simulation was successfully implemented and shows that simple simulation can be done in Unity3D, however, some problems were encountered in the process. The conclusion of the project show that there is much work left before simulation is viable but that there is potential in the technology and that the research team should continue to investigate it.
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Zapletal, Tomáš. "Porovnávání 3D objektů v jazyce JAVA." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-220189.

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The main aim of the thesis is loading of 3D models in different file formats and its displaying, creating of slices from 3D models and vice versa making 3D models from slices, quantify inaccuracy of anti-aliasing and other formatting and investigate similarity of original and edited models. Everything in Java programming language and its extensions for 3D object tasks. Thesis builds on earlier project „3D shape from MRI“.
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42

Pragarauskaitė, Julija. "3D objektų eksportavimas į M3G formatą, naudojamą 3D grafikai mobiliuosiuose telefonuose." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20090908_201759-77547.

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Šiame magistro darbe nagrinėjamas M3G standartas, skirtas 3D grafikai mobiliuose telefonuose, tiriamos 3D modelių eksportavimo į M3G formatą galimybės bei M3G standarto suderinamumas. Apžvelgiamos 3D modeliavimo bei eksportavimo priemonės bei pasirinkta modeliavimo priemonė Blender, įgalinanti pasiekti 3D modelio duomenis naudojant Python skriptus. Sukurta eksportavimo iš Blender modeliavimo priemonės į M3G formatą schema. Schema realizuojama suprogramavus eksportavimo priemonę vartojant Python bei Java programavimo kalbas. Eksportavimo priemonė veikia kaip papildomas įrankis Blender modeliavimo priemonėje ir gali būti iškviesta iš pagrindinio meniu. Python programavimo kalba eksportavimo priemonėje naudojama nuskaityti 3D scenos duomenis ir juos išsaugoti XML formatu. Ekportavimo priemonėje Java programavimo kalba nuskaitomas bei apdorojamas XML failas, sudaromas 3D elementų hierarchinis medis, sukuriamas M3G failas, sukuriami duomenų masyvai bei sektoriai, kuriuose saugomi 3D scenos duomenys ir į M3G failą eksportuojami 3D scenos duomenys. Eksportavimo priemonė turi galimybę įkrauti eksportuotą M3G failą į mobiliąją aplikaciją ir atidaryti ją Java emuliatoriuje – mobiliajame telefone. Eksportavimo priemonė palyginta su kitomis eksportavimo priemonėmis eksportavus skirtingus 3D modelius į M3G formatą bei palyginus gautus rezultatus pagal 3D objektų savybių bei transformacijų atitikimą pradiniam 3D modeliui, eksportavimo priemonės patikimumą bei kitus kriterijus.
In the master thesis the M3G standard for 3D graphics in mobile phones, its compatibility and possibilities of exporting 3D models to M3G format are investigated. Most popular 3D modelling and exporting to M3G format tools are analyzed. Blender was selected as main master thesis modelling tool for possibility to reach 3D model data using Python scripts. An exporting scheme from Blender to M3G format was created and realized using Python and Java programming languages. The exporter works as a plug-in for the Blender modelling tool. It can be accessed in the main Blender menu. The Python programming language in the exporter was used for extracting data from 3D scene and saving it in XML format. The Java programming language was used for reading 3D data from XML file, making hierarchical 3D elements tree, creating 3D elements tree, constructing data arrays and sectors, where 3D data arrays and sectors are kept and exporting data to M3G file. The exporter can load an exported M3G file to mobile application and show it in Java emulator – mobile phone. On the basis of several 3D models, the created exporter was compared to other exporters using the quality of performance, reliability and other criteria.
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43

Stenmarck, Martin. "Software development of visualization tool for 3D." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-68255.

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The visualization is an important and vital tool of describing complex data for an uninitialized user. SICK has developed an array of advanced machine vision cameras all capable of producing large data sets of information at a high rate. Although capable of fast data handling and the ability of controlling robots and other types of controls, the data used for these calculations can be showed for an easy and fast feedback to the users or in a sales situation. The visualization available today, although fairly fast, is limited to a gradient textured model with few tools. Based on OpenGL the current visualization requires a wrapper to handle correctly within .NET applications which is the preferred platform at SICK. This thesis studies the possibility and development of new visualization tool based on .NET capable of adding textures and interaction with the visualization. Since the data derived from the different cameras can occur in so many different ways a robust application ia needed. With the use of Windows presentation Foundation (WPF) framework the application is divided in three components. The first one is a library capable of reading the correct section of the file and then structuring the data. The second component is a user control; this allows the visualization to be constructed and displayed with ease within all .NET applications. The third component is a application which make use of the two other components to display and interact with the visualization. The developed visualization can display several different textures and has support for full navigation in the form of zoom, panning and rotation. The application is developed in .NET for easy integration with other applications and tools. WPF has a straightforward way of handling 3d content, however it is mostly used for small elements of 3D not for as large models as provided by the cameras. By subsampling the data set, the loading time can be reduced to an acceptable value. Although visualizing the data in a detailed and interactive way, the WPF-framework is on its knees when handling the larger files. There are several limitations in WPF which indicates the unsuitability as the main graphical engine.
Visualisering är ett viktigt och nödvändigt verktyg för att beskriva komplexa data för en oinitierad användare. SICK har utvecklat en rad avancerade kameror som alla kan producera stora datamängder i hög takt. Även om kamerorna klarar av snabb datahantering och kan styra robotar och andra typer av kontroller, kan datan som används för dessa beräkningar även visas för en enkel och snabb återkoppling till användare eller i en säljsituation. Visualisering som finns idag är begränsad till en enkel modell med få verktyg. Denna avhandling studerar möjligheten och utvecklingen av ett nytt visualiseringsverktyg. Eftersom datan kommer från olika kameror behövs ett robust och mångsidigt system. Med hjälp av Windows Presentation Foundation (WPF) som ramverk är programvaran indelad i tre delar. Den första är ett bibliotek som kan läsa rätt del av filen och sedan strukturera data. Den andra komponenten är en kontroll, vilket gör att visualisering kan byggas och visas med lätthet inom alla .NET-applikationer. Den tredje komponenten är en applikation som använder sig av de två andra komponenterna för att visa och interagera med visualiseringen. Den utvecklade visualisering kan visa flera olika texturer och har stöd för full navigering i form av zoom, panorering och rotation. WPF har ett enkelt sätt att hantera 3D-objekt, men det används mestadels för mindre tillämpningar och inte för så stora modeller som tillhandahålls av kamerorna. Genom att sampla ner datamängden, så kan belastningen minskas. Även om kraven uppfylls och programvaran är användbar så finns det flera begränsningar i WPF som indikerar att det är en olämplig plattform för denna uppgift.
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Alfredsson, Jonas. "Portning av ett plugin till 3d-modelleringsprogram." Thesis, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11724.

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This report describes the work and the results found when comparing three different 3d modeler applications. The programs are 3ds Max, Maya and Cinema 4D. The comparisons focus on the possibilities/the amount of freedom these programs interface offer to its plugins. The comparisons are made from the point of view of a tool for creating animations developed as a plugin for these modelers. This plugins demands on the system it is loaded into have been analyzed and from the results of this analysis a template have been created. This template is to be used when porting the plugin to other modeler programs in order to be able to tell at an early stage if it’s possible, or not. This template is appended as an appendix. The plugin described above is in it self a system with a plugin architecture and is described on a higher level in the report.


Rapporten beskriver arbetet och resultatet funnet vid jämförelser mellan tre olika 3d modelleringsprogram. Programmen är 3ds Max, Maya och Cinema 4D. Jämförelserna fokuserar på de möjligheter/friheter dessa programs gränssnitt erbjuder sina plugins. Utgångspunkt i jämförelserna är ett animerings verktyg utvecklat som ett plugin till dessa modelleringsporgram. Detta plugins krav på systemet det laddas i har analyserats och utifrån dessa analyser har en mall skapats för att vid vidare portningar till andra modelleringsprogram på ett tidigt stadium kunna avgöra om det är möjligt eller inte. Denna mall finns med som en bilaga till rapporten. Pluginet som nämns ovan är i sin tur också det ett system med plugin arkitektur och beskrivs på en övergripande nivå i rapporten.

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45

Buchanan, Philip Hamish. "Artistic Content Representation and Modelling based on Visual Style Features." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9225.

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This thesis aims to understand visual style in the context of computer science, using traditionally intangible artistic properties to enhance existing content manipulation algorithms and develop new content creation methods. The developed algorithms can be used to apply extracted properties to other drawings automatically; transfer a selected style; categorise images based upon perceived style; build 3D models using style features from concept artwork; and other style-based actions that change our perception of an object without changing our ability to recognise it. The research in this thesis aims to provide the style manipulation abilities that are missing from modern digital art creation pipelines.
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46

Chen, Yenan. "Advanced Multi-modal User Interfaces in 3D Computer Graphics and Virtual Reality." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75889.

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Computers are developed continuously to satisfy the human demands, and typical tools used everywhere for ranging from daily life usage to all kinds of research. Virtual Reality (VR), a virtual environment simulated to present physical presence in the real word and imaginary worlds, has been widely applied to simulate the virtual environment. People’s feeling is limited to visual perception when only computers are applied for simulations, since computers are limited to display visualization of data, while human senses include sight, smell, hearing, taste, touch and so on. Other devices can be applied, such as haptics, a device for sense of touch, to enhance the human perception in virtual environment. A good way to apply VR applications is to place them in a virtual display system, a system with multiply tools displays a virtual environment with experiencing different human senses, to enhance the people’s feeling of being immersed in a virtual environment. Such virtual display systems include VR dome, recursive acronym CAVE, VR workbench, VR workstation and so on. Menus with lots of advantages in manipulating applications are common in conventional systems, operating systems or other systems in computers. Normally a system will not be usable without them. Although VR applications are more natural and intuitive, they are much less or not usable without menus. But very few studies have focused on user interfaces in VR. This situation motivates us working further in this area. We want to create two models on different purposes. One is inspired from menus in conventional system and the sense of touch. And the other one is designed based on the spatial presence of VR. The first model is a two-dimensional pie menu in pop-up style with spring force feedback. This model is in a pie shape with eight options on the root menu. And there is a pop-up style hierarchical menu belongs to each option on the root menu. When the haptics device is near an option on the root menu, the spring force will force the haptics device towards to the center of the option and that option will be selected, and then the sub menu with nine options will pop up. The pie shape together with the spring force effect is expected to both increase the speed of selection and decrease the error rate of selection. The other model is a semiautomatic three-dimensional cube menu. This cube menu is designed with a aim to provide a simple, elegant, efficient and accurate user interface approach. This model is designed with four faces, including the front, back, left and right faces of the cube. Each face represents a category and has nine widgets. Users can make selections in different categories. An efficient way to change between categories is to rotate the cube automatically. Thus, a navigable rotation animation system is built and is manipulating the cube rotate horizontally for ninety degrees each time, so one of the faces will always face users. These two models are built under H3DAPI, an open source haptics software development platform with UI toolkit, a user interface toolkit. After the implementation, we made a pilot study, which is a formative study, to evaluate the feasibility of both menus. This pilot study includes a list of tasks for each menu, a questionnaire regards to the menu performance for each subject and a discussion with each subject. Six students participated as test subjects. In the pie menu, most of the subjects feel the spring force guides them to the target option and they can control the haptics device comfortably under such force. In the cube menu, the navigation rotation system works well and the cube rotates accurately and efficiently. The results of the pilot study show the models work as we initially expected. The recorded task completion time for each menu shows that with the same amount of tasks and similar difficulties, subjects spent more time on the cube menu than on the pie menu. This may implicate that pie menu is a faster approach comparing to the cube menu. We further consider that both the pie shape and force feedback may help reducing the selection time. The result for the option selection error rate test on the cube menu may implicates that option selection without any force feedback may also achieve a considerable good effect. Through the answers from the questionnaire for each subject, both menus are comfortable to use and in good control.
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47

Arsov, Ivica. "A framework for distributed 3D graphics applications based on compression and streaming." Phd thesis, Institut National des Télécommunications, 2011. http://tel.archives-ouvertes.fr/tel-00711805.

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With the development of the computer networks, mainly the Internet, it became easier to develop applications where the execution is shared between a local computer, the Client, and one located on the other side of the network communication channel, the Server. The hardware advancements in the recent years made it possible to display 3D graphics (games, map navigation, virtual worlds) on mobile devices. However, executing these complex applications on the client terminal is not possible without reducing the quality of the displayed graphics or lowering its processing requirements. Different solutions have already been proposed in academic publications; however none of them satisfies all requirements. The objective of this thesis is to propose an alternative solution for a new client-server architecture where the connectedness of the mobile devices is fully exploited. Several main requirements are addressed: - Minimize the network traffic, - Reduce the required computational power on the terminal, and - Preserve the user experience compared with local execution. First a formal framework is designed that can effectively define and model distributed applications for 3D graphics. Then a model of new architecture is presented, that overcomes the disadvantages of the architectures presented in the state of the art. The core of the architecture is the MPEG-4 standard, which is used to transfer the data between the server and the client in a compressed manner. The last part of explores the design of architectures optimized for running on mobile devices. The design of the new client-server architecture is validated by implementing a game and running simulations.
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Sons, Kristian Verfasser], and Philipp [Akademischer Betreuer] [Slusallek. "XML3D: interactive 3D graphics for the web / Kristian Sons ; Betreuer: Philipp Slusallek." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1129684911/34.

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49

Qin, Chuanshi. "How to use computer graphics to promote virtual idols based on 3D /." Online version of thesis, 2009. http://hdl.handle.net/1850/10964.

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Zheng, Aimin. "Implementing film grammar with 3D graphics." Thesis, 2005. http://spectrum.library.concordia.ca/8461/1/MR10302.pdf.

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In film conversation shots, there are constraints that specify the players' positions as they are projected on the screen. How to project the two players on the appropriate position on the screen is the main problem focused on this thesis. Some important rules of film grammar for two players are stated in this paper and an algorithm based on camera control to achieve desired projected position on screen for players are provided. The results of the algorithm for lots of shots in two players conversation satisfy all the constraints related with camera placement for two players in film grammar. Translating film grammar into mathematic requirement for 3D graphics and building the corresponding equations are showed in this paper. And a creative and effective way to solve these equations is stated. This algorithm provides a feasible way to control the camera in graphics environment. And several cinematographic shots are implemented by this algorithm, and also a sequence of shots is applied into a film scene.
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