Dissertations / Theses on the topic 'Color computer graphics; Computer terminals'

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1

Fang, Chong he. "A high performance colour graphics display system." Title page, contents and summary only, 1987. http://web4.library.adelaide.edu.au/theses/09SM/09smf2115.pdf.

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Noll, Noland LeRoy 1958. "GRAPHICS TERMINAL EMULATION ON THE PC." Thesis, The University of Arizona, 1987. http://hdl.handle.net/10150/276550.

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The HP2623 graphics terminal emulator is implemented on the PC for use with the Starbase graphics package provided on the departmental HP9000 series 500 computer system. This paper discusses the development and implementation of this emulator. A demonstration of its compatibility with Starbase is also provided along with a users' manual and a programmers' reference.
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Rose, Brian J. "Color logic : interactively defining color in the context of computer graphics /." Online version of thesis, 1992. http://hdl.handle.net/1850/11614.

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Leahy, Thomas G. "Color in computing /." Online version of thesis, 1994. http://hdl.handle.net/1850/11726.

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Collery, Michael T. "Color in three-dimensional shaded computer graphics and animation." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1102107854.

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6

Hodgkinson, Derek Anthony Martin. "Computer graphics applications in offshore hydrodynamics." Thesis, University of British Columbia, 1987. http://hdl.handle.net/2429/26705.

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The results of hydrodynamic analyses of two problems involving offshore structures are displayed graphically. This form of presentation of the results and the liberal use of colour have been found to significantly help the ease in which the results are interpreted. For the transformation of waves around an artificial island, a time history of the evolution of the regular, unidirectional wave field around an artificial island is obtained. Through the use of colour, regions in which wave breaking occurs have been clearly defined. The numerical technique used is based on the finite element method using eight noded isoparametric elements. The determination of the transformed wave field takes wave breaking, wave refraction, diffraction, reflection and shoaling into account. The graphical display is achieved by using a plotting program developed for the output of finite element analyses. The motions of a semi-submersible rig are computed from the RAO curves of the rig, used to obtain its' small response in a random sea. The numerical technique used in the analysis assumes that the vertical members are slender and may be analysed using the Morison equation whereas the hulls are treated as large members which are discretised and analysed using diffraction theory. The discretisation of the cylinders and hulls together with the time history of the rig's motions are displayed graphically. Once again, the graphical display is plotted using a program developed for the output of finite element analyses for four noded elements. In this case, a finite element technique has not been employed but the results were ordered to act as though this is the case. The slender members (cylinders) and large members (hulls) are clearly distinguishable by using different colours. The elements used in the analysis are also clearly shown. The VAX 11/730 system was used to obtain the results shown. A video tape, using the results of a time stepping procedure, was made by successively recording the hardcopies produced by the VAX printer. The time stepping could also be seen, in real time, on the IRIS.
Applied Science, Faculty of
Civil Engineering, Department of
Graduate
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Poe, Daryl Thomas. "One- and two-pass color quantization methods in computer graphics." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1335454027.

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Yang, Steve Wuter. "Display of molecular models with interactive computer graphics /." Online version of thesis, 1987. http://hdl.handle.net/1850/10347.

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9

Schmitt, Ryan Daniel. "GPU-Accelerated Point-Based Color Bleeding." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/810.

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Traditional global illumination lighting techniques like Radiosity and Monte Carlo sampling are computationally expensive. This has prompted the development of the Point-Based Color Bleeding (PBCB) algorithm by Pixar in order to approximate complex indirect illumination while meeting the demands of movie production; namely, reduced memory usage, surface shading independent run time, and faster renders than the aforementioned lighting techniques. The PBCB algorithm works by discretizing a scene’s directly illuminated geometry into a point cloud (surfel) representation. When computing the indirect illumination at a point, the surfels are rasterized onto cube faces surrounding that point, and the constituent pixels are combined into the final, approximate, indirect lighting value. In this thesis we present a performance enhancement to the Point-Based Color Bleeding algorithm through hardware acceleration; our contribution incorporates GPU-accelerated rasterization into the cube-face raster phase. The goal is to leverage the powerful rasterization capabilities of modern graphics processors in order to speed up the PBCB algorithm over standard software rasterization. Additionally, we contribute a preprocess that generates triangular surfels that are suited for fast rasterization by the GPU, and show that new heterogeneous architecture chips (e.g. Sandy Bridge from Intel) simplify the code required to leverage the power of the GPU. Our algorithm reproduces the output of the traditional Monte Carlo technique with a speedup of 41.65x, and additionally achieves a 3.12x speedup over software-rasterized PBCB.
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Koutsogiannis, Vassilis. "A study of color image data compression /." Online version of thesis, 1992. http://hdl.handle.net/1850/11060.

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Leung, Wing Pan. "Visual cryptography for color images : formal security analysis and new construction /." access full-text access abstract and table of contents, 2009. http://libweb.cityu.edu.hk/cgi-bin/ezdb/thesis.pl?mphil-cs-b23759100f.pdf.

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Thesis (M.Phil.)--City University of Hong Kong, 2009.
"Submitted to Department of Computer Science in partial fulfillment of the requirements for the degree of Master of Philosophy." Includes bibliographical references (leaves 103-108)
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Fang, Meng-Tieh Saint-Saëns Camille Saint-Saëns Camille Saint-Saëns Camille. "Colors of the music /." Online version of thesis, 2009. http://hdl.handle.net/1850/10840.

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Damera-Venkata, Niranjan. "Analysis and design of vector error diffusion systems for image halftoning /." Full text (PDF) from UMI/Dissertation Abstracts International, 2000. http://wwwlib.umi.com/cr/utexas/fullcit?p3004247.

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14

Chhabra, Vikram. "Reconstructing specular objects with image based rendering using color caching." Link to electronic thesis, 2001. http://www.wpi.edu/Pubs/ETD/Available/etd-0427101-111305.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: scene reconstruction vision, image based rendering, graphics, color consistency, specular objects. Includes bibliographical references (p. 56-57).
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D'Angelo, John J. "A Study of the Relationship Between the Use of Color for Text in Computer Screen Design and the Age of the Computer User." Thesis, University of North Texas, 1991. https://digital.library.unt.edu/ark:/67531/metadc663711/.

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This study addresses an individual's performance, relating it to eyesight changes due to the aging of the individual and to color computer screens used for computer-based-instruction not designed specifically for older students. This study determines how existing research in gerontology, human-computer interface, and color use in visual graphics can be applied to the design of computer screen displays containing color text and backgrounds and how various color combinations will affect performance by adult learners forty years of age and older. The results of this research provide software developers and instructional designers guidelines to use when designing computer screen displays for use in instructional computing settings involving older adults.
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Pulli, Kari. "Surface reconstruction and display from range and color data /." Thesis, Connect to this title online; UW restricted, 1997. http://hdl.handle.net/1773/6952.

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Cheng, Cheuk Hong. "Color bit-depth expansion for contour removal and demosaicking of spatial varying exposure array for high dynamic range image capturing /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?ECED%202009%20CHENG.

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Knox, Stephen T. "An investigation of resolution and addressability requirements for digital display systems used in word-processing and computer-aided-drafting applications." PDXScholar, 1986. https://pdxscholar.library.pdx.edu/open_access_etds/3697.

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Two hardware factors contributing to the overall image quality of digital CR Ts are display resolution and addressability. The relationship between these two factors and human performance was modeled by a metric of display quality, the Resolution Addressability Ratio (RAR), and investigated within the contexts of Word-Processing (WP) and Computer-Aided-Drafting (CAD) tasks. The findings indicate a perceptual limit to MTF bandwidth improvements, and significant differences iii display quality requirements between the two applications. The regression of image quality as a function of RAR metric values resulted in an r2 = 0.94 for the WP task and an r2 = 0.79 for the CAD task. These findings are discussed in terms of engineering guidelines for the design of CRT and flat-panel displays for applications which vary by the amount of the density of information in their typical displays.
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Morovič, Ján. "To develop a universal gamut mapping algorithm." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/200029.

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20

Gibson, Christopher J. "Point-Based Color Bleeding With Volumes." DigitalCommons@CalPoly, 2011. https://digitalcommons.calpoly.edu/theses/533.

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The interaction of light in our world is immensely complex, but with mod- ern computers and advanced rendering algorithms, we are beginning to reach the point where photo-realistic renders are truly difficult to separate from real photographs. Achieving realistic or believable global illumination in scenes with participating media is exponentially more expensive compared to our traditional polygonal methods. Light interacts with the particles of a volume, creating com- plex radiance patterns. In this thesis, we introduce an extension to the commonly used point-based color bleeding (PCB) technique, implementing volume scatter contributions. With the addition of this PCB algorithm extension, we are able to render fast, be- lievable in- and out-scattering while building on existing data structures and paradigms. The proposed method achieves results comparable to that of existing Monte Carlo integration methods, obtaining render speeds between 10 and 36 times faster while keeping memory overhead under 5%.
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Onyejekwe, Egondu Rosemary Ezirim. "Using neural networks and abductive modeling for color error reduction in multimedia applications." Ohio : Ohio University, 1995. http://www.ohiolink.edu/etd/view.cgi?ohiou1179949708.

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22

Yang, Hsien-Min 1957. "IC defect detection using color information and image processing." Thesis, The University of Arizona, 1988. http://hdl.handle.net/10150/276831.

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Most current commercial automated IC inspection systems use gray-level or binary images for IC defect detection in spite of the fact that color permits defect detection where gray-level information is insufficient. Three color image processing techniques including the spectral-spatial clustering, principal components, and hue-saturation-value (HSV) color features have been investigated to evaluate the usefulness of color for IC defect detection. The AMOEBA spectral-spatial clustering algorithm, an un-supervised color segmentation approach, with a sequence of image processing procedures resulted in segmentation results with high accuracy and discriminated successfully an isolated and homogeneous defect with an unique color signature. The principal components transformation and the HSV color features, two color enhancement/separation algorithms, have proven useful for enhancing and isolating weak spectral signatures in the defect regions. The results of this investigation into the use of color are promising.
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Ryan, David B. "Improving Brain-Computer Interface Performance: Giving the P300 Speller Some Color." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1328.

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Individuals who suffer from severe motor disabilities face the possibility of the loss of speech. A Brain-Computer Interface (BCI) can provide a means for communication through non-muscular control. Current BCI systems use characters that flash from gray to white (GW), making adjacent character difficult to distinguish from the target. The current study implements two types of color stimulus (grey to color [GC] and color intensification [CI]) and I hypotheses that color stimuli will; (1) reduce distraction of nontargets (2) enhance target response (3) reduce eye strain. Online results (n=21) show that GC has increased information transfer rate over CI. Mean amplitude revealed that GC had earlier positive latency than GW and greater negative amplitude than CI, suggesting a faster perceptual process for GC. Offline performance of individual optimal channels revealed significant improvement over online standardized channels. Results suggest the importance of a color stimulus for enhanced response and ease of use.
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Latham, Charles V. (Charles Vernon). "The Effect of Color in Computer Assisted Instruction on Vocabulary Retention Rates and Computer Attitudes of Selected Upward Bound Students." Thesis, University of North Texas, 1990. https://digital.library.unt.edu/ark:/67531/metadc331796/.

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The purpose of this study was to determine the effect on selected Upward Bound students' vocabulary retention rate and attitude toward computers when using color in a computer assisted instructional (CAI) program. Past research on the use of color in the educational process does not answer questions about possible effects it may have when used in CAI programs. Specific areas addressed by this study include: (1) differences in color computer assisted instructional software and achromatic versions of the lesson, (2) differences in the short-term vocabulary retention rate for color versus achromatic versions, (3) differences in the long-term vocabulary retention rate for color versus achromatic versions, (4) differences on the affective attitude scale for color versus achromatic versions, (5) differences in short-term memory based on gender and computer experience, (6) differences in long-term memory based on gender and computer experience and (7) differences on the affective attitude scale based on gender and computer experience. Subjects in the experiment were high school students participating in Upward Bound programs at Texas Christian University and the University of North Texas. A pretestposttest design was used and data were obtained from seventy-one students. A CAI program presented students with twenty words and definitions via a drill and practice mode. The words came from Schuster's list of rare and seldom used words considered easy to learn. Two computer systems were used in this study, achromatic and color. Students completed the Computer Attitude Scale at the beginning and end of the CAI lesson. A pretest, immediate posttest and two week delayed posttest were administered to both experimental groups. Analysis of the data revealed a significant difference in long-term memory based on gender and computer experience. Girls using the color version of the lesson scored significantly higher on the delayed posttest than girls using the achromatic version.
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Parker, Brendan D. "Assessing interpretability of visual symbols of varied colors across demographic profiles /." Online version of thesis, 2010. http://hdl.handle.net/1850/12245.

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McLeod, Ryan Nathaniel. "A PROOF OF CONCEPT FOR CROWDSOURCING COLOR PERCEPTION EXPERIMENTS." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1269.

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Accurately quantifying the human perception of color is an unsolved prob- lem. There are dozens of numerical systems for quantifying colors and how we as humans perceive them, but as a whole, they are far from perfect. The ability to accurately measure color for reproduction and verification is critical to indus- tries that work with textiles, paints, food and beverages, displays, and media compression algorithms. Because the science of color deals with the body, mind, and the subjective study of perception, building models of color requires largely empirical data over pure analytical science. Much of this data is extremely dated, from small and/or homogeneous data sets, and is hard to compare. While these studies have somewhat advanced our understanding of color adequately, mak- ing significant, further progress without improved datasets has proven dicult if not impossible. I propose new methods of crowdsourcing color experiments through color-accurate mobile devices to help develop a massive, global set of color perception data to aid in creating a more accurate model of human color perception.
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Feeney, Nicholas D. "Point Based Approximate Color Bleeding With Cuda." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/970.

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Simulating light is a very computationally expensive proposition. There are a wide variety of global illumination algorithms that are implemented and used by major motion picture companies to render interesting and believable scenes. Every algorithm strives to find a balance between speed and accuracy. The Point Based Approximate Color Bleeding algorithm is one of the most widely used algorithms in the field today. The Point Based Approximate Color Bleeding(PBACB) global illumination algorithm is based on the central idea that the geometry and direct illumination of the scene can be approximated by using a point cloud representation. This point cloud representation can then be used to generate the indirect illumination. The most basic unit of the point cloud is a surfel. A surfel is a two dimensional circle in space that contains the direct illumination for that section of space. The surfels are gathered in a tree structure and approximations are generated for the different levels of the tree. This tree is then used to calculate the appropriate color bleeding effect to apply to the surfaces in a rendered image. The main goal of this project was to explore the possibility of applying CUDA to the PBACB global illumination algorithm. CUDA is an extension of the C/C++ programing languages which allows for GPU parallel programming. In this paper, we present our GPU based implementation of the PBACB algorithm. The PBACB algorithm involves three central steps, creation of a surfel point cloud, generation of the spherical harmonics approximations for the point cloud, and using the surfel point cloud to generate an approximation for global illumi- nation. For this project, CUDA was applied to two of the steps of the PBACB algorithm, the generation of the spherical harmonic representations and the ap- plication of the surfel point cloud to generate indirect illumination. Our final GPU algorithm was able to obtain a 4.0 times speedup over our CPU version. We also discuss future work which could include the use of CUDA’s Dynamic Parallelism and a stack free implementation which could increase the speedups seen by our algorithm.
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Whattananarong, Krisana. "A Cross-Culture Study of Color Preferences on a Computer Screen Between Thai and American Students." Thesis, University of North Texas, 1991. https://digital.library.unt.edu/ark:/67531/metadc332612/.

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The purpose of this investigation was to determine the color preference of Thai and American students for text and background computer color combinations. The primary purpose of this study was to determine if there were differences between Thai and American students' computer color combination preferences.
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Lahlou, Mouncef. "Color-Based Surface Reflectance Separation for Scene Illumination Estimation and Rendering." FIU Digital Commons, 2011. http://digitalcommons.fiu.edu/etd/381.

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Given the importance of color processing in computer vision and computer graphics, estimating and rendering illumination spectral reflectance of image scenes is important to advance the capability of a large class of applications such as scene reconstruction, rendering, surface segmentation, object recognition, and reflectance estimation. Consequently, this dissertation proposes effective methods for reflection components separation and rendering in single scene images. Based on the dichromatic reflectance model, a novel decomposition technique, named the Mean-Shift Decomposition (MSD) method, is introduced to separate the specular from diffuse reflectance components. This technique provides a direct access to surface shape information through diffuse shading pixel isolation. More importantly, this process does not require any local color segmentation process, which differs from the traditional methods that operate by aggregating color information along each image plane. Exploiting the merits of the MSD method, a scene illumination rendering technique is designed to estimate the relative contributing specular reflectance attributes of a scene image. The image feature subset targeted provides a direct access to the surface illumination information, while a newly introduced efficient rendering method reshapes the dynamic range distribution of the specular reflectance components over each image color channel. This image enhancement technique renders the scene illumination reflection effectively without altering the scene’s surface diffuse attributes contributing to realistic rendering effects. As an ancillary contribution, an effective color constancy algorithm based on the dichromatic reflectance model was also developed. This algorithm selects image highlights in order to extract the prominent surface reflectance that reproduces the exact illumination chromaticity. This evaluation is presented using a novel voting scheme technique based on histogram analysis. In each of the three main contributions, empirical evaluations were performed on synthetic and real-world image scenes taken from three different color image datasets. The experimental results show over 90% accuracy in illumination estimation contributing to near real world illumination rendering effects.
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Philbrick, Gregory Eric. "Color Relationship Transfer for Digital Painting." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5552.

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A digital painter uses reference photography to add realism to a scene. This involves making n colors in a painting relate to each other more like n corresponding colors in a photograph, in terms of value and temperature. Doing this manually requires either experience or tedious experimentation. Color relationship transfer performs the task automatically, recoloring n regions of a painting so they relate in value and temperature more like n corresponding regions of a photograph. Relationship transfer also has applications in computational photography. In fact, it introduces a new paradigm for image editing in general, based on treating an image's fundamental relationships.
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Payumo, Elizabeth. "A comparison of the effects of reading from a VDU and from paper as measured in terms of reading speed and comprehension." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1992. https://ro.ecu.edu.au/theses/1691.

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This study investigates the legibility and visual effects of eight combinations of font and colour on VDU and two different fonts on paper. Forty subjects, sixteen females and twenty-four males, were exposed to three of the ten different conditions, one in each of the set of readings, on either VDU or paper. They were asked to read different sets of stories in each condition on different days where each condition lasted for approximately two hours. Reading speed and comprehension scores were measured in every story read in the set of stories. The change of mood and physical symptoms states of the subjects were measured at the beginning and end of each conditions. Subjective ranking of the combinations of font and colour in the VDU environment were elicited from the subjects.
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Rael, Joshua. "Colormoo: An Algorithmic Approach to Generating Color Palettes." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/975.

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Selecting one color can be done with relative ease, but this task becomes more difficult with each subsequent color. Colormoo is an online tool aimed at solving this problem. We implement three algorithms for generating color palettes based off of a starting color. Data is collected for each palette that is generated. Our analysis reveals two of the algorithms are preferred, but under different circumstances. Furthermore, we find that users prefer palettes containing colors that are compatible, but not too similar. With refined heuristics, we believe these techniques can be extended and applied beyond the field of graphic design alone.
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Clemens, Alexander. "Investigating the Inclusivity of Face Detection." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/cmc_theses/1836.

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Face detection refers to a number of techniques that identify faces in images and videos. As part of the senior project exercise at Pomona College, I explore the process of face detection using a JavaScript library called CLMtrackr. CLMtrackr works in any browser and detects faces within the video stream captured by a webcam. The focus of this paper is to explore the shortcomings in the inclusivity of the CLMtrackr library and consequently that of face detection. In my research, I have used two datasets that contain human faces with diverse backgrounds, in order to assess the accuracy of CLMtrackr. The two datasets are the MUCT and PPB. In addition, I investigate whether skin color is a key factor in determining face detection's success, to ascertain where and why a face might not be recognized within an image. While my research and work produced some inconclusive results due to a small sample size and a couple outliers in my outputs, it is clear that there is a trends toward the CLMtrackr algorithm recognizing faces with lighter skin tones more often than darker ones.
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Karlsson, Fredrik. "Matting of Natural Image Sequences using Bayesian Statistics." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2355.

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The problem of separating a non-rectangular foreground image from a background image is a classical problem in image processing and analysis, known as matting or keying. A common example is a film frame where an actor is extracted from the background to later be placed on a different background. Compositing of these objects against a new background is one of the most common operations in the creation of visual effects. When the original background is of non-constant color the matting becomes an under determined problem, for which a unique solution cannot be found.

This thesis describes a framework for computing mattes from images with backgrounds of non-constant color, using Bayesian statistics. Foreground and background color distributions are modeled as oriented Gaussians and optimal color and opacity values are determined using a maximum a posteriori approach. Together with information from optical flow algorithms, the framework produces mattes for image sequences without needing user input for each frame.

The approach used in this thesis differs from previous research in a few areas. The optimal order of processing is determined in a different way and sampling of color values is changed to work more efficiently on high-resolution images. Finally a gradient-guided local smoothness constraint can optionally be used to improve results for cases where the normal technique produces poor results.

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Chien, Chi-Hao. "A comparison study of the implementation of digital camera's RAW and JPEG and scanner's TIFF file formats, and color management procedures for inkjet textile printing applications /." Online version of thesis, 2009. http://hdl.handle.net/1850/10886.

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Barros, Renan Sales. "Simulation of human skin pigmentation disorders." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/78876.

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Nosso trabalho apresenta um modelo de simulação de transtornos de pigmentação humana. Nosso modelo é formado por um conjunto de equações diferenciais que definem um sistema reação-difusão. Nosso sistema simula algumas características do sistema pigmentar humano. Alterações nesse sistema podem levar a desequilíbrios na distribuição de melanina na pele resultando em artefatos conhecidos como lesões de pigmentação. Nosso modelo tem como objetivo reproduzir essas alterações e assim sintetizar lesões de pigmentação humanas. Nosso sistema reação-difusão foi elaborado tomando como base dados biológicos a respeito da pele humana, do sistema pigmentar e do ciclo de vida dos melanócitos, que são as principais células envolvidas nesse tipo de transtorno. A simulação desse tipo de transtorno apresenta diversas aplicações em dermatologia como, por exemplo, suporte para o treinamento de dermatologistas e auxílio no diagnóstico de transtornos de pigmentação. No entanto, nosso trabalho se concentra em aplicações relacionadas com computação gráfica. Assim, nós também apresentamos um método para transferir os resultados do nosso modelo de simulação para texturas e imagens de pele humana. Nesse contexto, o nosso modelo contribui para a geração de texturas de pele mais realistas e consequentemente para a geração de modelos de serem humanos mais realistas. Além disso, nós também comparamos os resultados da nossa simulação com lesões de pigmentações reais objetivando avaliar a qualidade das lesões geradas pelo nosso modelo. Para realizar essa comparação nós extraímos métricas das lesões sintetizadas e das lesões reais e comparamos os valores dessas métricas. Com base nessa comparação, nós observamos que as lesões sintetizadas apresentam as mesmas características das lesões reais. Ainda, para efeito de comparações visuais, nós também apresentamos imagens de lesões reais lado a lado com imagens sintetizadas e podemos observar que o método utilizado para produzir imagens de lesões a partir do resultado do nosso modelo de simulação produz resultados que são indistinguíveis das imagens reais.
Our work presents a simulation model of human pigmentation disorders. Our model is formed by a set of differential equations that defines a reaction-diffusion system. Our system simulates some features of the human pigmentary system. Changes in this system can lead to imbalances in the distribution of melanin in the skin resulting in artifacts known as pigmented lesions. Our model aims to reproduce these changes and consequently synthesize human pigmented lesions. Our reaction-diffusion system was developed based on biological data regarding human skin, pigmentary system and melanocytes life cycle. The melanocytes are the main cells involved in this type of human skin disorders. The simulation of such disorders has many applications in dermatology, for example, to assist dermatologists in diagnosis and training related to pigmentation disorders. However, our study focuses on applications related to computer graphics. Thus, we also present a method to transfer the results of our simulation model for textures and images of human skin. In this context, our model contributes to the generation of more realistic skin textures and consequently for the generation of more realistic human models. Moreover, we also compared the results of our simulation with real pigmented lesions to evaluate the quality of the lesions generated by our model. To perform this comparison we measured some features of real and synthesized pigmented lesions and we compared the results of these measurements. Based on this comparison, we observed that synthesized lesions exhibit the same characteristics of real lesions. Still, for the purpose of visual comparisons, we also present images of real lesions along with images of synthesized lesions. In this visual comparison, we can note that the method used to produce lesions images from the results of our simulation generates images that are indistinguishable from real images.
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He, Yiyang. "A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke." Thesis, Stockholms universitet, Numerisk analys och datalogi (NADA), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401.

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With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.
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38

Fang, Chong he. "A high performance colour graphics display system." Thesis, 1987. http://hdl.handle.net/2440/110095.

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39

Chen, Chien-Hsiung. "Color in human-computer interaction." 1998. http://books.google.com/books?id=MMTaAAAAMAAJ.

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Thesis (Ph. D.)--University of Kansas, Special Studies, 1998.
eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 183-197).
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Lee, Juhyun. "Robust color-based vision for mobile robots." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-12-4770.

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An intelligent agent operating in the real world needs to be fully aware of the surrounding environment to make the best decision possible at any given point of time. There are many forms of input devices for a robot that gather real-time information of the surroundings, such as video cameras, laser/sonar range finders, and GPS to name a few. In this thesis, a vision system for a mobile robot navigating through different illumination conditions is investigated. Many state-of-the-art object recognition algorithms employ methods running on grayscale images, because using color is difficult for several reasons: (a) The object-of-interest's true colors may not be recorded by the camera hardware due to illumination artifacts, and (b) colors are often too ambiguous to be a robust visual descriptor of an object. In this dissertation, we address these two challenges and present new color-based vision algorithms for mobile robots that are robust and efficient. The first part of this dissertation focuses on the problem of color constancy for mobile robots under different lighting conditions. Specifically, We use a generate-and-test methodology to evaluate which simulated global illumination condition leads to the generated view that most closely matches what the robot actually sees. We assume the diagonal color model when generating views of the object of interest under previously unseen conditions. In the second part of the dissertation, we present a vision framework for mobile robots that enables observation of illumination artifacts in a scene and reasoning about the lighting conditions to achieve robust color-based object tracking. Before implementing this framework, we first devise a novel vision-based localization correction algorithm with graphics hardware support, and present how to find possibly shaded regions in the recorded scene by using techniques from 3D computer graphics. We then demonstrate how to integrate a color-based object tracker from the first part of this dissertation with our vision framework. Even with the contributions from the first two parts of the dissertation, there remains some degree of uncertainty in robot's assessment of an object's true color. The final part of this dissertation introduces a novel algorithm to overcome this uncertainty in color-based object tracking. We show how an agent can achieve robust color-based object tracking by combining multiple different visual characteristics of an object for more accurate robot vision in the real world.
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41

(6623771), In Kwon Choi. "Geo-temporal visualization for tourism data using color curves." Thesis, 2019.

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A study on using colors to represent the floating population of tourists and local residents on the map by each hour in each month. The resulting visualization can assist the decision-making in various areas by providing a vivid description of the movement of people in a day.
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Hayes, Thomas Patrick. "Rapidly mixing Markov chains for graph colorings /." 2003. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3097114.

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Wen-TiHuang and 黃文帝. "A Photorealistic Computer Graphics Detection Algorithm by Using the Characteristics of Color Filter Array." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/93271205005151438853.

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碩士
國立成功大學
電腦與通信工程研究所
100
In recent years, computer graphics technology is constantly in progress, if some people employ the technology in crime, such as falsi cation of identity, or forgeries of scandal photos, the consequences would be disastrous. Thus it makes Photorealistic computer graphics (PRCG) detection to become a major issue of modern technology. In this thesis, a scheme to distinguish photographic images (PIM) from PRCG images by using a periodic phenomenon of variance of pixel values resulting from demosaicing process is proposed. The periodic phenomenon is measured as a feature in Fourier domain feature and combined with a simple classi er to distinguish PIM images from PRCG images. Based on the phenomenon, the proposed scheme is composed of color space transformation, high-pass ltering feature extraction, and classi cation. Experimental results show that proposed scheme can not only detect PIM images but also determine what brand of a camera is used. Compared with existing methods, the precision and recall rates of proposed scheme are higher. The result shows that the performance of the proposed scheme is better than existing methods.
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44

"Colorization in Gabor space and realistic surface rendering on GPUs." Thesis, 2011. http://library.cuhk.edu.hk/record=b6075109.

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Based on the construction of Gabor feature space, which is important in applying pixel similarity computations, we formalize the space using rotation-invariant Gabor filter banks and apply optimizations in texture feature space. In image colorizations, the pixels that have similar Gabor features appear similar colors, our approach can colorize natural images globally, without the restriction of the disjoint regions with similar texture-like appearances. Our approach supports the two-pass colorization processes: coloring optimization in Gabor space and color detailing for progressive effects. We further work on the video colorization using the optimized Gabor flow computing, including coloring keyframes, color propagation by Gabor filtering, and optimized parallel computing over the video. Our video colorization is designed in a spatiotemporal manner to keep temporal coherence, and provides simple closed-form solutions in energy optimization that yield fast colonizations. Moreover, we develop parallel surface texturing of geometric models on GPU, generating spatially-varying visual appearances. We incorporate the Gabor feature space for the searching of 2D exemplars, to determine the k-coherence candidate pixels. The multi-pass correction in synthesis is applied to the local neighborhood for parallel processes. The iso/aniso-scale texture synthesis leverages the strengths of GPU computing, so to synthesize the iso/aniso-scale texturing appearance in parallel over arbitrary surfaces. Our experimental results showed that our approach produces simply controllable texturing effects of surface synthesis, generating texture-similar and spatially-varying visual appearances with GPU accelerated performance.
Texture feature similarity has long been crucial and important topic in VR/graphics applications, such as image and video colorizations, surface texture synthesis and geometry image applications. Generally, the image feature is highly subjective, depending on not only the image pixels but also interactive users. Existing colorization and surface texture synthesis pay little attention to the generation of conforming color/textures that accurately reflect exemplar structures or user's intension. Realistic surface synthesis remains a challenging task in VR/graphics researches. In this dissertation, we focus on the encoding of the Gabor filter banks into texture feature similarity computations and GPU-parallel surface rendering faithfully, including image/vodeo colorizations, parallel texturing of geometric surfaces, and multiresolution rendering on sole-cube maps (SCMs).
We further explore the GPU-based multiresolution rendering on solecube maps (SCMs). Our SCMs on GPU generate adaptive mesh surfaces dynamically, and are fully developed in parallelization for large-scale and complex VR environments. We also encapsulate the differential coordinates in SCMs, reflecting the local geometric characteristics for geometric modeling and interactive animation applications. For the future work, we will work on improving the image/ video feature analysis framework in VR/graphics applications. The further work lying in the surface texture synthesis includes the interactive control of texture orientations by surface vector fields using sketch editing, so to widen the gamut of interactive tools available for texturing artists and end users.
Sheng, Bin.
Adviser: Hanqin Sun.
Source: Dissertation Abstracts International, Volume: 73-04, Section: B, page: .
Thesis (Ph.D.)--Chinese University of Hong Kong, 2011.
Includes bibliographical references (leaves 128-142).
Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [201-] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Abstract also in Chinese.
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