Dissertations / Theses on the topic 'Graphics'

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1

Santos, Maria João Bom Mendes dos. "O (tipo)grafismo de Sebastião Rodrigues." Master's thesis, Instituições portuguesas -- UL-Universidade de Lisboa -- -Faculdade de Belas Artes, 2002. http://dited.bn.pt:80/29948.

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Lobo, Maria Teresa Figueiredo Beco de. "Para o estudo da ilustração e do grafismo em Portugal-publicidade, moda e mobiliário, 1920-1940." Master's thesis, Instituições portuguesas -- UNL-Universidade Nova de Lisboa -- FCSH-Faculdade de Ciências Sociais e Humanas -- -Departamento de História da Arte, 1998. http://dited.bn.pt:80/29970.

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Rodrigues, Carlos Telo. "Maurício José Sendim-professor e litógrafo (1790-1870)." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Letras, 2001. http://dited.bn.pt:80/30126.

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Oliveira, Maria Virgínia Correia de. "Le catechisme en images-um instrumento de catequese da segunda metade do século XIX." Master's thesis, Instituições portuguesas -- -Universidade Lusíada, 1997. http://dited.bn.pt:80/30410.

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Vangli, Marcus Andre. "Combining graphics and video using graphics cards." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10127.

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This report contains an introduction to graphics and video technology. Furthermore the game Avatars-Online, which is a massive multiplayer online game is presented. Avatars-Online introduces a new concept of handling player-to-player interaction, which involves 3D-sound. The report contains the answers to the tasks presented in the assignment and which was carried out successfully. Furthermore the work of this report has lead to two interesting ideas that should be further explored: • Interactive meeting rooms using graphics and 3D sound • Rapid construction of high quality 3D models

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Lovejoy, Robert Steven. "Turtle Graphics implementation using a graphical dataflow programming approach." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23799.

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Zhao, Die. "Graphics Editor." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1195.

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The human enters into the information age in 21st century; the computer science and technology are developed at full speed, and already infiltrate into various field extensively. Resultantly manual drawing gradually is phased out, for those designers who have no prior experience in the computer operation are concerned, they need to have a kind of two-dimensional graphical tool. Graphics editor system arose to the request for designing planar figures for people who have little knowledge in computer.

This paper describes the development process of this system what is studied for the foundation, utilize object-oriented method to analyze, design with computer figure, and adopt Visual C ++ 6.0 as the developing platform. All these have been finished after 1 month or so. It designs to be two-dimensional graphical software with diverse function which operates simply, easy to study, mutual interface friendly graphics editor system and has satisfied some figure users at present with the new demand as well.

The following main functions have been realized in this application: It can draw various figures, such as dot, line, circle, arc, parabola and curve, modify them and comprehensive editing. Figure editor includes translation, mirroring, rotating and some similar operations. Comprehensive drawing includes drawing polygon (sealed and arbitrary polygon), round tangent line, round circle contact, line circle contact, some circle contacts and so forth. Meanwhile obtain the point of intersect between the arbitrary crossing, and draw different figures basically according to the points of intersect. By the way, it is capable to cancel and redraw the editing.

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Gorbunov, Ivan. "Computer graphics." Thesis, Дніпровський національний університет залізничного транспорту імені академіка В. Лазаряна, 2019. https://er.knutd.edu.ua/handle/123456789/14700.

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The purpose of the research is to tell about computer graphics as the core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications.
Мета дослідження – розповісти про комп'ютерну графіку як про основну технологію цифрової фотографії, кіно, відеоігор, дисплеїв стільникового телефону, комп’ютера та багатьох спеціалізованих прикладних програм.
Цель исследования – рассказать о компьютерной графике как основной технологии цифровой фотографии, кино, видеоигр, дисплеев для мобильных телефонов, компьютеров и многих специализированных приложениях.
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Eiser, Leslie Agrin. "Microcomputer graphics to teach high school physics." Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=66055.

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Szalapaj, Peter J. "Logical graphics : logical representation of drawings to effect graphical transformation." Thesis, University of Edinburgh, 1988. http://hdl.handle.net/1842/19334.

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Sun, Hanqiu. "A high-level graphics language based on the Graphical Kernel System." Thesis, University of British Columbia, 1986. http://hdl.handle.net/2429/26330.

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Being an application area of programming languages, graphics languages should keep pace with the development of today's programming languages. Data types, structural operations and free layout of statements provide a more effective means of picture generation, i.e., modelling, rendering and viewing. The Graphical Kernel System (GKS), an international standard graphics language since 1984, is specified on a subroutine basis, therefore suffering from the lack of such high-level language features. This thesis investigates and implements the FORTRAN language binding of GKS into a high-level programming language (HL/GKS) by a generated precompiler. The weaknesses and restrictions of GKS and its FORTRAN binding are discussed. The advanced features and functions of HL/GKS are addressed. The graphical syntax and semantics rules of the extended portion of HL/GKS are introduced. It is expected that HL/GKS will have more attractive features and effective productivity for GKS applications compared to the procedure-level GKS system. The input statements of HL/GKS have the capability of picture communication by interactive devices and hence enable the implementation of sophisticated graphical application programs.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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Miller, Maranda L. "MLM graphics : the creation of a software framework for graphical applications." Virtual Press, 2000. http://liblink.bsu.edu/uhtbin/catkey/1178343.

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This thesis describes the process of writing a software application geared toward developing computer graphics in the Windows environment. The code is written using Visual C++ and the Microsoft Foundation Classes (MFC). As an illustration of this process we will walk through the development of a software application. This application will allow a user to create and edit an image composed of simple line graphics and geometric shapes. The user can select drawing colors, select drawing styles, and do area filling. This application also illustrates the use of menus and dialog boxes.
Department of Computer Science
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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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Tsen, Jung-mei. "Motion in graphics /." Online version of thesis, 1995. http://hdl.handle.net/1850/12246.

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Timmons, Alysha Marie. "World Wide Graphics." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/2089.

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The scope of this project describes World Wide Graphics (WWG) a software package that provides instructors with the tools needed to present a web-based presentation to a group of students while having the ability of enhancing the prepared HTML slide with userdrawn graphics and highlighting.
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Tryon, Katherine T. "An examination of print and web graphics' effect on readers' recall." Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/388.

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Bilderback, Mark Leslie. "Graphics.c, a simplified graphics application programming interface for the X Window environment." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/935938.

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An often overlooked area of graphics is the ability of application programs to create graphical images. Many programs exist which allow creation interactively, but few offer the same ability for noninteractive application programs. By allowing an application program to create graphical images more user friendly programs may be created by programmers.
Department of Computer Science
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Khabirova, Maja. "Graphics workflow optimization when editing standard tasks using modern graphics editing programs." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162763.

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This work focuses on the description and characteristics of common problems which graphic designers face daily when working for advertising agencies. This work describes tasks and organises them according to the type of graphic being processed and the types of output. In addition, this work describes the ways these common tasks can be completed using modern graphics editing software. It also provides a practical definition of a graphic designer and graphic agency. The aim of this work is to map out the fundamental tasks with raster graphics which graphic designers must perform most frequently during their work and to suggest an optimal workflow. As a result, after collating all of the proposed solutions, a manual should take form. It should help to facilitate early stages of work for students who may hold the position of junior graphic designer within advertising agencies.
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Smith, Cynthia S. "The interactive orientation module for the electronic archive resource of the National Graphic Design Archive /." Online version of thesis, 1992. http://hdl.handle.net/1850/11677.

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Карпенко, Ольга, Olha Karpenko, Артем Олександрович Юрченко, and Artem Oleksandrovych Yurchenko. "Векторна графіка як сучасний спосіб подання графічних об’єктів." РВВ РДГУ, 2021. http://repository.sspu.edu.ua/handle/123456789/11748.

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Авторами описано векторну графіку як спосіб представлення зображень в комп’ютерній графіці. Охарактеризовано основні характеристики векторної графіки та можливості використання.
The authors describe vector graphics as a way to represent images in computer graphics. The main characteristics of vector graphics and possibilities of use are described.
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Figueiredo, Ana Paula Valente. "O espólio artístico das Capelas da Sé de Lisboa-abordagem cripto-histórica." Master's thesis, Instituições portuguesas -- UL-Universidade de Lisboa -- -Faculdade de Letras, 2000. http://dited.bn.pt:80/29170.

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Luo, Xueyi. "A tool for computer verification of properties of certain classes of visibility graphs." Virtual Press, 1994. http://liblink.bsu.edu/uhtbin/catkey/897510.

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Segment endpoint visibility graph is a representation scheme for art gallery problems, guard problems, and other shortest path or shortest circuit problems. In the research of visibility graphs, drawing graphs is a time-consuming task. VGE (Visibility Graphs Editor) is developed for visibility graphs reseacheres to create and modify graphs interactively in X-window environment. Appropriate graphics user interface allows the researcher to edit a graph, save and open a file, and make a hard copy of a graph. VGE is developed in C under X-window environment and using EZD[3] graphics tool. The thesis also discusses the uses of EZD. Although it is still only a prototype, VGE is a successful tool for analyzing visibility graphs.
Department of Computer Science
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Joanpere, Salvadó Meritxell. "Fractals and Computer Graphics." Thesis, Linköpings universitet, Matematiska institutionen, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-68876.

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Fractal geometry is a new branch of mathematics. This report presents the tools, methods and theory required to describe this geometry. The power of Iterated Function Systems (IFS) is introduced and applied to produce fractal images or approximate complex estructures found in nature. The focus of this thesis is on how fractal geometry can be used in applications to computer graphics or to model natural objects.
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Tan, Joseph K. H. "Graphics : theories & experiments." Thesis, University of British Columbia, 1988. http://hdl.handle.net/2429/29304.

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The primary justification of this research lies in the current thinking among graphics theorists and Management Information Systems researchers that different forms of information representation facilitate different types of tasks, and that it is the task characteristics which essentially influence performance with a given information presentation. Three experiments were designed to investigate hypotheses drawn from the literature testing the relative strengths and weaknesses of various graphical representations for answering a series of questions. Three forms of graph format were studied comprising bars, symbols, and lines. Time is the primary dependent variable of interest in this research. Accuracy is a secondary criterion. The tasks investigated involved the extraction of relationships among elementary classes of information depicted on various attribute components of time series data: (1) Dependent Variable (DV) component (namely, information on scale-values, level relationships, and trends); (2) Primary Independent Variable (PIV) component (namely, information on abscissa time period); and (3) Secondary Independent Variable (SIV) component (namely, information on dataset classification). Experiment 1 tasks involved the extraction of the DV scale-value (QT), DV level relationship (Q2), and DV trend (Q3) based on specific time period information on the PIV component. Results indicated that lines took longest for Q1 when compared to bars and symbols. Conversely, experiment 2 tasks involved the extraction of time period information based on a specific DV scale-value (Q1), the DV level relationship between two points (Q2), or the DV trend among several points (Q3). No statistically significant time differences were found among the various graph formats. However, lines were less accurate to use than bars for answering Q1. Experiment 3 tasks involved the extraction of dataset information from the SIV component based solely on a specific DV scale-value (Q1), the DV level relationship between two points (Q2), or the DV trend among several points (Q3). Results revealed that the time required for answering either Q2 or Q3 was longest with bars. Together, these results strongly indicated that the degree of support provided by a particular graph format for a particular task is heavily dependent upon the matching of task characteristics with graph format characteristics. Having information related to either the answer or question anchored on the x-axis and/or y-axis was found to influence task performance with the different graph formats investigated. Also, information complexity of graphics was found to be a function of time periods and/or datasets. There was only partial evidence to suggest the influence of individual characteristics on performance.
Business, Sauder School of
Graduate
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Beeckler, John Sachs. "FPGA particle graphics hardware." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=98944.

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Particle graphics simulations are well suited for modeling phenomena such as water, cloth, explosions, fire, smoke, and clouds. They are normally realized in software, as part of an interactive graphics application. Their use in such applications is limited by the computational burden and resource competition they create. This thesis presents the design and implementation of a reconfigurable hardware particle graphics system for accelerating real-time particle graphics effects: The Particle Pipe. We explore the design process, implementation issues, limitations, challenges, and new possibilities of using FPGAs for the acceleration of real-time particle graphics. The Particle Pipe has been synthesized to an operating frequency of 130 MHz and has the potential for an increase in performance of two orders of magnitude over software methods and one order of magnitude over GPU methods.
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Rodgman, D. N. "Refraction in volume graphics." Thesis, Swansea University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.638701.

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In this study, we have proposed several methods for sampling field-based representations of refraction attributes, and analysed these methods in terms of the quality and accuracy of the results produced. We have identified two types of anomalies that affect the correctness of some methods, and found that the best of these methods is capable of producing images of equal quality to surface-graphics techniques. Our approach produces good results with functionally defined models, and discrete volumetric data, in the absence of noise. We have also established that this approach allows the modelling and rendering of types of objects that cannot be represented in surface graphics (e.g. objects with a continuous, non-uniform refractive index). Where noise is present in volumetric data, it significantly affects the correctness of rendering refraction, usually resulting in images of poor quality. A number of methods for smoothing have been examined, including low-pass filtering and various types of nonlinear diffusion. We have shown that regularised anisotropic nonlinear diffusion is a powerful and effective method for processing noisy volumetric data sets in order to improve the quality of images featuring refraction. High quality images featuring refraction often take a long time to render. We have presented the design and implementation of a parallel, open source volume graphics rendered which supports refraction and multi-volume scenes. A large number of issues related to a efficient operation of a parallel renderer have been examined, and a high-performance, scaleable parallel renderer has been developed, which performs efficiently on both networked clusters, and shared memory multi-processor machines.
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Zakaria, Khalid Hj. "The joy of graphics." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/543774.

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In the environmental design professions, many students and practitioners lack confidence in visual communication skills, especially in the case of quick perspective sketching. For many, sketching as a beneficial design tool is not fully learned or appreciated.This study explores sketching fundamentals and a teaching technique to promote perspective sketching as an effective design tool. Experimental workshops were conducted with various beginning environmental design students in three universities. Students responded to a post-workshop questionnaire which attempted to solicit feedback about the demonstrated sketching technique as to whether the technique 1) increased their ability, 2) increased their confidence, 3) increased their enjoyment, and 4) increased their willingness to pursue sketching in the future. Students were also evaluated on the degree of improvement according to simplicity, clarity and proper perspective setting of their sketches.The results suggested that the workshop, teaching methods and sketching techniques were successful. Students showed marked improvement and indicated in the questionnaire that they enjoyed the experience and were pleased with their new skills. They also indicated a positive feeling about the teaching methods and the sketching techniques.
Department of Landscape Architecture
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Wood, Erroll William. "Gaze estimation with graphics." Thesis, University of Cambridge, 2017. https://www.repository.cam.ac.uk/handle/1810/267905.

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Gaze estimation systems determine where someone is looking. Gaze is used for a wide range of applications including market research, usability studies, and gaze-based interfaces. Traditional equipment uses special hardware. To bring gaze estimation mainstream, researchers are exploring approaches that use commodity hardware alone. My work addresses two outstanding problems in this field: 1) it is hard to collect good ground truth eye images for machine learning, and 2) gaze estimation systems do not generalize well -- once they are trained with images from one scenario, they do not work in another scenario. In this dissertation I address these problems in two different ways: learning-by-synthesis and analysis-by-synthesis. Learning-by-synthesis is the process of training a machine learning system with synthetic data, i.e. data that has been rendered with graphics rather than collected by hand. Analysis-by-synthesis is a computer vision strategy that couples a generative model of image formation (synthesis) with a perceptive model of scene comparison (analysis). The goal is to synthesize an image that best matches an observed image. In this dissertation I present three main contributions. First, I present a new method for training gaze estimation systems that use machine learning: learning-by-synthesis using 3D head scans and photorealistic rendering. Second, I present a new morphable model of the eye region. I show how this model can be used to generate large amounts of varied data for learning-by-synthesis. Third, I present a new method for gaze estimation: analysis-by-synthesis. I demonstrate how analysis-by-synthesis can generalize to different scenarios, estimating gaze in a device- and person- independent manner.
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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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Sisson, Laurel. "Experiential design /." Online version of thesis, 1993. http://hdl.handle.net/1850/11222.

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Behnen, Severin Hilar Behnen Severin Hilar Behnen Severin Hilar Behnen Severin Hilar Behnen Severin Hilar Behnen Severin Hilar Behnen Severin Hilar Behnen Severin Hilar. "Volume I. The construction of motion graphics scores Volume II. Seven motion graphics scores /." Diss., Restricted to subscribing institutions, 2008. http://proquest.umi.com/pqdweb?did=1581435611&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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Thesis (Ph. D.)--University of California, Los Angeles, 2008.
CD-ROM entitled "The motion graphics scores of Severin Behnen" includes the animated scores. Includes bibliographical references (v. 1, leaves 138-142).
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Lu, Yiyi. "ChaScript : a Chinese interactive typographic drawing application /." Online version of thesis, 2009. http://hdl.handle.net/1850/11984.

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Webb, Jason N. "The advanced features of Mac OS X and their benefits to the design community /." Online version of thesis, 2003. http://homepage.mac.com/jasonwebb/thesis/.

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Wu, Diing-Wuu Vale. "Introduction to fractal by using interactive media design /." Online version of thesis, 1991. http://hdl.handle.net/1850/11287.

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Harvey, Connie Winfield. "IISMA, an interactive information system /." Online version of thesis, 1993. http://hdl.handle.net/1850/11221.

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Specht, Heidi. "Legibility how precedents established in print impact on-screen and dynamic typography /." Morgantown, W. Va. : [West Virginia University Libraries], 2000. http://etd.wvu.edu/templates/showETD.cfm?recnum=1426.

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Thesis (M.F.A.)--West Virginia University, 2000.
Title from document title page. Document formatted into pages; contains iv, 25 p. : ill. (some col.) Includes abstract. Includes bibliographical references (p. 23-25).
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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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Lee, Chang Ha. "Perceptual graphics for effective visualization." College Park, Md. : University of Maryland, 2005. http://hdl.handle.net/1903/2845.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2005.
Thesis research directed by: Computer Science. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Jägenstedt, Philip. "Vector Graphics Stylized Stroke Fonts." Thesis, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12095.

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

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Kjellgren, Andreas. "Graphics System in Vehicle Electronics." Thesis, Uppsala University, Department of Information Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-103104.

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In this thesis three problems areas are studied related to embedded system and device driver programming: a GPS driver, the CAN Bus and study of graphics libraries suitable for embedded systems. The thesis has two parts: an academic study and an implementation phase based on the academic study. The Freescale i.MX31ADS development board together with ENEA's operating system OSE is used as a basis for the study and it is shown that OpenGL ES is best suited for the platform. Further the system can be complemented by the use of Mobile 3D Graphics, a Java based solution. A driver for the graphics port is implemented for Linux and OpenGL ES works using a graphics accelerator on the hardware. In the field of CAN communication an analysis of an existing driver is made. The driver has two shortcomings that lead to an incorrect priority order when multiple messages are sent simultaneously on the CAN bus. The main problem is that the bit, which tells if the data field of the CAN message fits in a single message, has the greatest impact on a CAN message priority. Another problem is that the signal numbers have not been assigned in a consistent manner. A design proposal and an implementation are made. The work with GPS is limited to theory and design in terms of creating the basis for the future creation of the driver. A survey of the interfaces that exist between the GPS module and other hardware is done and additional requirements from the rest of the system are highlighted.

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Wu, Liming, and Kai Li. "Water Simulating in Computer Graphics." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1581.

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Fluid simulating is one of the most difficult problems in computer graphics. On the other hand, water appears in our life very frequently. This thesis focuses on water simulating. We have two main methods to do this in the thesis: the first is wave based water simulating; Sine wave summing based and Fast Fourier Transform based methods are all belong to this part. The other one is physics based water simulating. We make it based on Navier-Stokes Equation and it is the most realistic animation of water. It can deal with the boundary and spray which other method cannot express. Then we put our emphasis on implement by the physics method using Navier-Stokes Equation.

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Dalstein, Boris. "Topological modeling for vector graphics." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/63078.

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In recent years, with the development of mobile phones, tablets, and web technologies, we have seen an ever-increasing need to generate vector graphics content, that is, resolution-independent images that support sharp rendering across all devices, as well as interactivity and animation. However, the tools and standards currently available to artists for authoring and distributing such vector graphics content have many limitations. Importantly, basic topological modeling, such as the ability to have several faces share a common edge, is largely absent from current vector graphics technologies. In this thesis, we address this issue with three major contributions. First, we develop theoretical foundations of vector graphics topology, grounded in algebraic topology. More specifically, we introduce the concept of Point-Curve-Surface complex (PCS complex) as a formal tool that allows us to interpret vector graphics illustrations as non-manifold, non-planar, non-orientable topological spaces immersed in R2, unlike planar maps which can only represent embeddings. Second, based on this theoretical understanding, we introduce the vector graphics complex (VGC) as a simple data structure that supports fundamental topological modeling operations for vector graphics illustrations. It allows for the direct representation of incidence relationships between objects, while at the same time keeping the geometric flexibility of stacking-based systems, such as the ability to have edges and faces overlap each others. Third and last, based on the VGC, we introduce the vector animation complex (VAC), a data structure for vector graphics animation, designed to support the modeling of time-continuous topological events, which are common in 2D hand-drawn animation. This allows features of a connected drawing to merge, split, appear, or disappear at desired times via keyframes that introduce the desired topological change. Because the resulting space-time complex directly captures the time-varying topological structure, features are readily edited in both space and time in a way that reflects the intent of the drawing.
Science, Faculty of
Computer Science, Department of
Graduate
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43

Andersson, Victoria. "Touch gestures for process graphics." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-32094.

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The goal of this thesis was to explore and find ways to implement touch gestures in the context of process automation, with the limitation to one specific use case found suitable for touch interaction for ABB’s distributed control system called System 800xA. The typical way to handle the data in System 800xA today is to show and control it through the so called process graphics. It is possible to do this on a touch device today, but the current graphical user interface focus on mouse and keyboard interaction. Because of this some of the common design elements and interaction cues that are in use right now are less suitable when running the system on a touch device. Important characteristics for the process graphics to have for an efficient and delightful user experience when interacting with the system on a touch device were therefore also investigated. To understand if, and if so when and how, an industrial process control system could benefit from touch interaction a PACT analysis was done as a first step. This PACT analysis was then used as a basis for how 15 use cases and their suitability for touch were evaluated. A combination of two out of these 15 use cases were found to be a suitable aim for a prototype that was created. These two use cases involved navigation and controlling of the system and were found suitable for several reasons, including the fact that they are common use cases for when touch interaction with the system is used today. Therefor these two use cases in combination was chosen as the target use case. To find which gestures that were suitable for this use case, an exploratory test was performed where the participants were allowed to show what gestures they perceived as suitable for different tasks that the use case could involve. The findings from these user tests were that the gestures should be kept simple, often only require one hand and one finger usage. Based on these findings, a high-fidelity prototype was implemented on a tablet called Surface Pro. As a way to evaluate the implementation of the high-fidelity prototype an assessment test was conducted. The results from the assessment test indicates that while it is important to adjust the system for touch interaction, by for example use elements in suitable sizes and provide functions adapted for touch interaction, it is also important to replicate the current system where it is possible.
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44

Mason, David, and n/a. "Reversible deformation for computer graphics." University of Otago. Department of Computer Science, 2006. http://adt.otago.ac.nz./public/adt-NZDU20061016.164927.

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Since the introduction of Free Form Deformation (FFD) by Sederberg and Parry in 1986, a great deal of research has been performed in the area of space deformation for 3D shape modelling. However, many techniques do not provide local control, and almost all are non-unique mappings that are capable of producing foldover, making them unsuitable for use with implicit surfaces, or any object that should not self-intersect, and causing some problems for ray tracing. In this thesis, a new approach to deformation is presented. Blendeforming (Blended Deforming) provides foldover-free deformation with local control, which preserves implicit functions. Blendeformers are reversible deformations that are suitable for use in interactive modelling, ray tracing and image warping.
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45

Sethi, Madhuri. "Generating clouds in computer graphics." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq29782.pdf.

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46

Sethi, Madhu. "Generating clouds in computer graphics." Thesis, McGill University, 1997. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=27406.

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This thesis presents a method for synthesizing highly realistic-looking clouds. This method produces a complete 3-dimensional model of a cloud so that an image can be synthesized from any viewing direction so long as the camera is above the cloud.
We take a satellite image of a cloud or cloud field (which is a scene of several clouds), along with a height field for the scene and construct a cloud model which could have produced the input picture.
This approach combines several image synthesis techniques, such as the construction and rendering of parametric bicubic surfaces, texture mapping, and transparency effects. The appropriate selection of these techniques provide a new physically motivated yet heuristic approach to the problem.
This model produces more realistic clouds than any other model, and our techniques for representing satellite data have made this otherwise cumbersome operation highly efficient and computationally inexpensive.
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47

Styne, Bruce Alan. "Management systems for computer graphics." Thesis, University of Cambridge, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.303247.

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48

Tommasi, Gianpaolo Francesco Maria. "Procedural methods in computer graphics." Thesis, University of Cambridge, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358787.

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Patmore, Christopher J. "Natural illumination in computer graphics." Thesis, University of Oxford, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308755.

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50

Rhodes, Daniel Thomas. "Hardware accelerated computer graphics algorithms." Thesis, Nottingham Trent University, 2008. http://irep.ntu.ac.uk/id/eprint/201/.

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The advent of shaders in the latest generations of graphics hardware, which has made consumer level graphics hardware partially programmable, makes now an ideal time to investigate new graphical techniques and algorithms as well as attempting to improve upon existing ones. This work looks at areas of current interest within the graphics community such as Texture Filtering, Bump Mapping and Depth of Field simulation. These are all areas which have enjoyed much interest over the history of computer graphics but which provide a great deal of scope for further investigation in the light of recent hardware advances. A new hardware implementation of a texture filtering technique, aimed at consumer level hardware, is presented. This novel technique utilises Fourier space image filtering to reduce aliasing. Investigation shows that the technique provides reduced levels of aliasing along with comparable levels of detail to currently popular techniques. This adds to the community's knowledge by expanding the range of techniques available, as well as increasing the number of techniques which offer the potential for easy integration with current consumer level graphics hardware along with real-time performance. Bump mapping is a long-standing and well understood technique. Variations and extensions of it have been popular in real-time 3D computer graphics for many years. A new hardware implementation of a technique termed Super Bump Mapping (SBM) is introduced. Expanding on the work of Cant and Langensiepen [1], the SBM technique adopts the novel approach of using normal maps which supply multiple vectors per texel. This allows the retention of much more detail and overcomes some of the aliasing deficiencies of standard bump mapping caused by the standard single vector approach and the non-linearity of the bump mapping process. A novel depth of field algorithm is proposed, which is an extension of the authors previous work [2][3][4]. The technique is aimed at consumer level hardware and attempts to raise the bar for realism by providing support for the 'see-through' effect. This effect is a vital factor in the realistic appearance of simulated depth of field and has been overlooked in real time computer graphics due to the complexities of an accurate calculation. The implementation of this new algorithm on current consumer level hardware is investigated and it is concluded that while current hardware is not yet capable enough, future iterations will provide the necessary functional and performance increases.
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