Dissertations / Theses on the topic 'Rendering Algorithm'
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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.
Full textsun, weifeng. "WAVELETS IN REAL-TIME RENDERING." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4026.
Full textPh.D.
Other
Engineering and Computer Science
Computer Science
Xiong, Rebecca Wen Fei. "A stratified rendering algorithm for virtual walkthroughs of large environments." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/40233.
Full textIncludes bibliographical references (p. 73-74).
by Rebecca Wen Fei Xiong.
M.S.
Srivastava, Mayank. "Implementation and Evaluation of a Multiple-Points Haptic Rendering Algorithm." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1181049930.
Full textRamswamy, Lakshmy. "PARZSweep a novel parallel algorithm for volume rendering of regular datasets /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04012003-140443.
Full textStewart, Nigel Timothy, and nigels@nigels com. "An Image-Space Algorithm for Hardware-Based Rendering of Constructive Solid Geometry." RMIT University. Aerospace, Mechanical and Manufacturing Engineering, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080721.144757.
Full textAndersson, Michael. "Real-time rendering of large terrains using algorithms for continuous level of detail." Thesis, University of Skövde, Department of Computer Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-638.
Full textThree-dimensional computer graphics enjoys a wide range of applications of which games and movies are only few examples. By incorporating three-dimensional computer graphics in to a simulator the simulator is able to provide the operator with visual feedback during a simulation. Simulators come in many different flavors where flight and radar simulators are two types in which three-dimensional rendering of large terrains constitutes a central component.
Ericsson Microwave Systems (EMW) in Skövde is searching for an algorithm that (a) can handle terrain data that is larger than physical memory and (b) has an adjustable error metric that can be used to reduce terrain detail level if an increase in load on other critical parts of the system is observed. The aim of this paper is to identify and evaluate existing algorithms for terrain rendering in order to find those that meet EMW: s requirements. The objectives are to (i) perform a literature survey over existing algorithms, (ii) implement these algorithms and (iii) develop a test environment in which these algorithms can be evaluated form a performance perspective.
The literature survey revealed that the algorithm developed by Lindstrom and Pascucci (2001) is the only algorithm of those examined that succeeded to fulfill the requirements without modifications or extra software. This algorithm uses memory-mapped files to be able to handle terrain data larger that physical memory and focuses on how terrain data should be laid out on disk in order to minimize the number of page faults. Testing of this algorithm on specified test architecture show that the error metric used could be adjusted to effectively control the terrains level of detail leading to a substantial increase in performance. The results also reveal the need for both view frustum culling as well a level of detail algorithm to achieve fast display rates of large terrains. Further the results also show the importance of how terrain data is laid out on disk especially when physical memory is limited.
Johnson, Jared. "Algorithms for Rendering Optimization." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5329.
Full textPh.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
Chen, Haixin. "Fast volume rendering and deformation algorithms." [S.l. : s.n.], 2001. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB9590689.
Full textNimscheck, Uwe Michael. "Rendering for free form deformations." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364275.
Full textTsingos, Nicolas. "MODELS AND ALGORITHMS FOR INTERACTIVE AUDIO RENDERING." Habilitation à diriger des recherches, Université de Nice Sophia-Antipolis, 2008. http://tel.archives-ouvertes.fr/tel-00629574.
Full textJean, Yves Darly. "Accelerated volume rendering via spatial/spectral analysis." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/12891.
Full textLiu, Yu. "Haptic rendering algorithms for drilling into volume data." Thesis, University of East Anglia, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.522282.
Full textLaw, Asish. "Exploiting coherency in parallel algorithms for volume rendering /." The Ohio State University, 1996. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487942182323427.
Full textLian, Lili. "Haptic rendering of three-dimensional heterogeneous features." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38758209.
Full textLian, Lili, and 廉莉莉. "Haptic rendering of three-dimensional heterogeneous features." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B38758209.
Full textPrete, Francesca. "Analisi di Algoritmi di Rendering basati sull'illuminazione globale." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18168/.
Full textRautenbach, Pierre. "An empirically derived system for high-speed shadow rendering." Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-06262009-141417/.
Full textBrandstetter, William E. "Multi-resolution deformation in out-of-core terrain rendering." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447609.
Full textWhittle, Joss. "Quality assessment and variance reduction in Monte Carlo rendering algorithms." Thesis, Swansea University, 2018. https://cronfa.swan.ac.uk/Record/cronfa40271.
Full textAnders, Söderholm, and Sörman Justus. "GPU-accelleration of image rendering and sorting algorithms with the OpenCL framework." Thesis, Linköpings universitet, Programvara och system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-127479.
Full textJozefov, David. "Implementace algoritmu Seamless Patches for GPU-Based Terrain Rendering." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-412848.
Full textJankauskas, Darius. "Spartus kintamo detalumo kraštovaizdžių atvaizdavimas: geomipmap algoritmo optimizacija." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2009~D_20101125_190806-77447.
Full textOften the bottleneck in the real-time 3D rendering applications is the rendering of a terrain. Geomipmap algorithm is analyzed here as it is one of the best terrain rendering algorithms known. It is much more versatile and flexible in comparative to geoclipmap and still often outperforms its main rival. The idea is to eliminate every other vertex in order to get a lower level of detail, thus having all the geometry in several immutable vertex and index buffers. An optimization is proposed that utilizes the lower bound of terrains generated from a heightmap. The idea is not to render the triangles that are exactly on the lower bound of a terrain and to cover all the eliminated triangles with a single plane. Even though the effectiveness of the optimization is highly dependent on the exact form of the terrain, the high performance gain observed in the analyzed scenes is valuable even if it would only occur in very rare cases. It is shown that the performance gain can actually be observed in quite a variety of scenes.
Golipour-Koujali, M. "General rendering and antialiasing algorithms for conic sections : a GCE analysis." Thesis, London South Bank University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.434558.
Full textChernoglazov, Alexander Igorevich. "Improving Visualisation of Large Multi-Variate Datasets: New Hardware-Based Compression Algorithms and Rendering Techniques." Thesis, University of Canterbury. Computer Science and Software Engineering, 2012. http://hdl.handle.net/10092/7004.
Full textYuan, Ping. "A performance evaluation framework of multi-resolution algorithms for real-time rendering." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60363.pdf.
Full textChaudhary, Gautam. "RZSweep a new volume-rendering technique for uniform rectilinear datasets /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04012003-141739.
Full textGurecká, Hana. "Vizualizace skalárních polí metodou back-to-front." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2020. http://www.nusl.cz/ntk/nusl-417159.
Full textBordoloi, Udeepta. "Importance-driven algorithms for scientific visualization." The Ohio State University, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=osu1118952958.
Full textFuster, Criado Laura. "Linear and nonlinear room compensation of audio rendering systems." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/59459.
Full text[ES] Los sistemas de audio actuales están diseñados con la idea de crear escenarios reales e inmersivos que permitan al usuario experimentar determinadas sensaciones acústicas que no dependan de la sala o situación donde se esté percibiendo el sonido. Sin embargo, los dispositivos acústicos y los sistemas multicanal funcionando dentro de salas, pueden perjudicar el efecto global sonoro y de esta forma, el sonido espacial 3D. Para poder preservar las características espaciales sonoras de los sistemas de reproducción multicanal, en esta tesis se presentan los esquemas de filtrado adaptativo para compensar dichos efectos electroacústicos y conseguir la sensación inmersiva del sistema sonoro deseado. El filtrado adaptativo ofrece una solución al problema de salas que es interesante por dos motivos. Por un lado, resuelve de forma iterativa el problema de inversión de salas, que puede llegar a ser computacionalmente costoso para los métodos de inversión directos existentes. Por otro lado, el uso de filtros adaptativos permite seguir las variaciones cambiantes de los efectos de la sala de escucha. A este respecto, los filtros de ecualización adaptativa (AE) intentan cancelar los ecos introducidos por la sala de escucha. En esta tesis se considera este problema y se proponen esquemas lineales efectivos y robustos para resolver el problema de ecualización mediante filtros adaptativos. Para conseguirlo, se introducen diferentes esquemas de filtrado adaptativo para AE. Estos esquemas de filtrado se basan en tres estrategias ya usadas en la literatura: la combinación convexa de filtros, el sesgado de los coeficientes del filtro y el filtrado basado en bloques. Más especificamente y motivado por la naturaleza dispersiva de las respuestas al impulso acústicas y de sus correspondientes filtros inversos óptimos, se presentan diversos algoritmos adaptativos de ecualización específicos. Además, ya que los sistemas de audio inmersivos requieren usar normalmente múltiples trasductores, se debe considerar también el problema de ecualización multicanal adaptativa cuando se diseñan nuevas estrategias de filtrado adaptativo para sistemas monocanal, ya que éstas deben ser fácilmente extrapolables al caso multicanal. Por otro lado, cuando se utilizan dispositivos acústicos, se debe considerar la existencia de no linearidades en el sistema elactroacústico, para poder ecualizarlo correctamente. Por este motivo, se propone un nuevo modelo no lineal de filtrado-x que compense a la vez la reverberación introducida por la sala y la distorsión no lineal con memoria provocada por el amplificador y el altavoz. Por último, es importante validar los algoritmos propuestos mediante implementaciones en tiempo real, para asegurarnos que pueden realizarse. Para ello, se presentan algunos resultados experimentales iniciales que muestran la idoneidad de la ecualización adaptativa en problemas de compensación de salas.
[CAT] Els sistemes d'àudio actuals es dissenyen amb l'objectiu de crear ambients reals i immersius que permeten a l'usuari experimentar una sensació acústica particular que no depèn de la sala on està percebent el so. No obstant això, els dispositius acústics i els sistemes de renderització multicanal treballant dins d'una sala poden arribar a modificar l'efecte global de l'àudio i per tant, l'efecte 3D del so a l'espai. Amb l'objectiu de conservar les característiques espacials del so obtingut amb tècniques de renderització multicanal, aquesta tesi doctoral presenta esquemes de filtrat adaptatiu per a compensar aquests efectes electroacústics i aconseguir una sensació immersiva del sistema acústic desitjat. El filtrat adaptatiu presenta una solució al problema d'equalització de sales que es interessant baix dos punts de vista. Per una banda, el filtrat adaptatiu resol de forma iterativa el problema inversió de sales, que pot arribar a ser molt complexe computacionalment quan s'utilitzen mètodes directes. Per altra banda, l'ús de filtres adaptatius permet fer un seguiment de les condicions canviants de la sala amb el temps. Més concretament, els filtres d'equalització adaptatius (EA) intenten cancel·lar els ecos produïts per la sala. A aquesta tesi, considerem aquest problema i proposem esquemes lineals efectius i robustos per a resoldre aquest problema d'equalització mitjançant filtres adaptatius. Per aconseguir-ho, diferent esquemes de filtrat adaptatiu es presenten dins del context del problema d'EA. Aquests esquemes de filtrat es basen en tres estratègies ja presentades a l'estat de l'art: la combinació convexa de filtres, el sesgat dels pesos del filtre i el filtrat basat en blocs. Més concretament, i motivat per la naturalesa dispersa de la resposta a l'impuls acústica i el corresponent filtre òptim invers, presentem diferents algorismes d'equalització adaptativa. A més a més, com que els sistemes d'àudio immersiu normalment requereixen l'ús de múltiples transductors, cal considerar també el problema d'equalització adaptativa multicanal quan es presenten noves solucions de canal simple, ja que aquestes s'han de poder estendre fàcilment al cas multicanal. Un altre aspecte a considerar quan es treballa amb dispositius d'àudio és el de les no linealitats del sistema a l'hora d'equalitzar correctament el sistema electroacústic. Amb aquest objectiu, a aquesta tesi es proposa una nova tècnica basada en filtrat-x no lineal, per a compensar tant la reverberació de la sala com la distorsió no lineal amb memòria introduïda per l'amplificador i els altaveus. Per últim, és important validar la implementació en temps real dels algorismes proposats. Amb aquest objectiu, alguns resultats inicials demostren la idoneïtat de l'equalització adaptativa en problemes de compensació de sales.
Fuster Criado, L. (2015). Linear and nonlinear room compensation of audio rendering systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/59459
TESIS
Sievert, Andreas. "Tools and Algorithms for Classification in Volume Rendering of Dual Energy Data Sets." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95286.
Full textMendel, Thomas [Verfasser], and Stefan [Akademischer Betreuer] Funke. "Improved algorithms for map rendering and route planning / Thomas Mendel ; Betreuer: Stefan Funke." Stuttgart : Universitätsbibliothek der Universität Stuttgart, 2020. http://d-nb.info/1218078774/34.
Full textFütterling, Valentin [Verfasser], Achim [Akademischer Betreuer] Ebert, and Bernd [Akademischer Betreuer] Hamann. "Scalable Algorithms for Realistic Real-time Rendering / Valentin Fütterling ; Achim Ebert, Bernd Hamann." Kaiserslautern : Technische Universität Kaiserslautern, 2019. http://d-nb.info/1196091048/34.
Full textLi, Bo. "Real-time Simulation and Rendering of Large-scale Crowd Motion." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/7870.
Full textBonneel, Nicolas. "Audio and Visual Rendering with Perceptual Foundations." Phd thesis, Université de Nice Sophia-Antipolis, 2009. http://tel.archives-ouvertes.fr/tel-00432117.
Full textPetring, Ralf [Verfasser]. "Multi-Algorithmen-Rendering : Darstellung heterogener 3-D-Szenen in Echtzeit / Ralf Petring." Paderborn : Universitätsbibliothek, 2014. http://d-nb.info/1048384845/34.
Full textChen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.
Full textHedberg, Vilhelm. "Evaluation of Hair Modeling, Simulation and Rendering Algorithms for a VFX Hair Modeling System." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65592.
Full textMoreno, Valles Fernando Antonio. "Diseño de un algoritmo para rendering eficiente de estructuras proteicas de gran escala." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2014. http://tesis.pucp.edu.pe/repositorio/handle/123456789/5744.
Full textTesis
Cook, Adrian Roger. "Neural network evaluation of the effectiveness of rendering algorithms for real-time 3D computer graphics." Thesis, Nottingham Trent University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302404.
Full textLima, Rodrigo Freitas. "Reconstrução em 3D de imagens DICOM cranio-facial com determinação de volumetria de muco nos seios paranasais." Universidade Presbiteriana Mackenzie, 2015. http://tede.mackenzie.br/jspui/handle/tede/1465.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Paranasal sinus are important objects of study to rhinosinusitis diagnostic, having some papers related incidence between asthma and allergic rhinitis.Many applications can calculate to various parts of the human body, getting a CT scan or MRI input, and returning information about the region of interest observed as volume and area. The accumulated mucus in the sinuses is one of the areas of interest that have not yet been implemented methods for the calculation of volume and area. In the present scenario, the patient monitoring is done visually, depending largely on perception of the evaluator. Therefore, we seek to implement more accurate metrics to facilitate medical care to the patient and it can help prevent the worsening of rhinitis in a given patient, developing mechanisms of visual and numerical comparison, where it is possible observe the progress of treatment. This work contains a detailed study of how certain existing techniques, combined into one methodology can segment and calculate the accumulated mucus in the maxillary sinus. In addition to techniques such as Thresholding, Gaussian filter, Mathematical Morphology, Metallic Artifacts Reduction during processing and segmentation, MUNC and DTA to calculate the volume and area, and visualization techniques as the Marching Cubes, it was also necessary some adjustments in the algorithm for limit the region of interest where the thresholding combined with the gaussian filter has not been effective of retaining edges. The application will use two open source platforms, one for processing, ITK, and another for visualization, VTK. The results demonstrated that it is possible to perform segmentation and the calculation with the use of platforms as well as the methodology used is adequate to solve this problem.
Os seios paranasais são importantes objetos de estudo para o diagnóstico de rinossinusites, tendo alguns estudos relacionado a incidência de asma na fase adulta a quadros de rinite alérgica na infância. Muitas aplicações atendem a diversas partes do corpo humano, obtendo de entrada uma tomografia computadorizada ou ressonância magnética, e devolvendo, muitas vezes, números que dizem respeito ao objeto de interesse observado, como volume e área. O muco acumulado nos seios paranasais é uma das regiões de interesse que ainda não tiveram métodos implementados para o cálculo do volume e área. No cenário atual, o acompanhamento do paciente é feito de forma visual, dependendo muito da percepção do avaliador. Portanto, busca-se a implementação de métricas mais precisas para facilitar o acompanhamento médico ao paciente e ajudar na prevenção do agravamento de um quadro de rinite em um determinado paciente, criando mecanismos de comparação visual e numérica, onde é possível observar a evolução do tratamento. Este trabalho contém um estudo detalhado de como determinadas técnicas existentes, combinadas em uma metodologia, podem segmentar e calcular o muco acumulado nos seios paranasais maxilares. Além de técnicas como a Binarizacão, Filtro Gaussiano, Morfologia Matemática, Redução de Ruídos Metálico durante o processamento e segmentação, MUNC e DTA para o cálculo do volume e área, e técnicas de visualização como o Marching Cubes, foram necessários também ajustes no algoritmo para limitar a área segmentada onde a binarizacão combinada ao filtro não foi capaz de manter as bordas da região de interesse. A aplicação fará uso de duas plataformas de código livre, sendo uma para o processamento, ITK, e outra para visualização de imagens, VTK. Os resultados demonstraram que é possível realizar a segmentação e o cálculo com o uso das plataformas, bem como a metodologia empregada é adequada a resolução deste problema.
Balciunas, Daniel Alberto. "Traçado de raios interativo assistido pela unidade de processamento gráfico." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-03072007-182637/.
Full textKnown by its high computational cost and by the high quality rendered imagens, ray tracing has been most recently explored by the scientific community in researches for interactive and constant frame rate. Aiming for a new way for optimizing ray tracing, a new approach called GPU-assisted ray tracing is defined in this work. Its objective is to be a first step in the formulation of ray tracing algorithms that take better advantage of graphics processing units commonly found in personal computers nowadays. Based on this approach, several contributions are proposed in this work. Besides presenting the basic concepts for ray tracing and a literature review of the most relevant topics, this work also explains and exemplifies some classical algorithms that are used as a base for the new algorithms here presented. As main contribution, we propose and implement an algorithm that calculates the initial points for traversing spatial subdivision structures, for tracing primary rays in height maps from a distance-buffer rendered by the video card. A second algorithm is proposed as well, where an object-buffer is rendered by the video card to accelerate the traversal of rays in spatial subdivision structures for scenes with generic primitives. Individual contributions are made, in this work, in rendering height maps by defining the following algorithms: the analytic bilinear reconstruction algorithm, the double bi-quadratic interpolation algorithm, the prediction by inclined height planes algorithm and the level of detail mapping for surface reconstruction in voxel-based models algorithm. A brief discussion about the future of GPU-assisted ray tracing algorithms and its implementation in graphical clusters is presented at the end of this work, exploiting new possibilities for its continuation and for related research topics.
Habigt, Julian Albert [Verfasser], Klaus [Akademischer Betreuer] Diepold, Klaus [Gutachter] Diepold, and Walter [Gutachter] Stechele. "Hole-Filling Algorithms for Depth-Image-Based Rendering / Julian Albert Habigt ; Gutachter: Klaus Diepold, Walter Stechele ; Betreuer: Klaus Diepold." München : Universitätsbibliothek der TU München, 2020. http://d-nb.info/1221279750/34.
Full textLoyet, Raphaël. "Dynamic sound rendering of complex environments." Phd thesis, Université Claude Bernard - Lyon I, 2012. http://tel.archives-ouvertes.fr/tel-00995328.
Full textHörr, Christian. "Algorithmen zur automatisierten Dokumentation und Klassifikation archäologischer Gefäße." Doctoral thesis, Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-71895.
Full textThe topic of the dissertation at hand is the development of algorithms and methods aiming at supporting the daily scientific work of archaeologists. Part I covers ideas for accelerating the extremely time-consuming and often tedious documentation of finds. It is argued that digitizing the objects with 3D laser or structured light scanners is economically reasonable and above all of high quality, even though those systems are still quite expensive. Using advanced non-photorealistic visualization techniques, meaningful but at the same time objective pictures can be generated from the virtual models. Moreover, specifically for vessels a fully-automatic and comprehensive feature extraction is possible. In Part II, we deal with the problem of automated vessel classification. After a theoretical consideration of the type concept in archaeology we present a methodology, which employs approaches from the fields of both unsupervised and supervised machine learning. Particularly the latter have proven to be very valuable in order to assign unknown entities to an already existing typology, but also to challenge the typology structure itself. All the analyses have been exemplified by the Bronze Age cemeteries of Kötitz, Altlommatzsch (both district of Meißen), Niederkaina (district of Bautzen), and Tornow (district Oberspreewald-Lausitz). Finally, we were even able to discover archaeologically relevant relationships between these sites
Borikar, Siddharth Rajkumar. "FAST ALGORITHMS FOR FRAGMENT BASED COMPLETION IN IMAGES OF NATURAL SCENES." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4424.
Full textM.S.
School of Computer Science
Engineering and Computer Science
Computer Science
ur, Réhman Shafiq. "Expressing emotions through vibration for perception and control." Doctoral thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-32990.
Full textTaktil Video
Thanawala, Rajiv P. "Development of G-net (a software system for graph theory & algorithms) with special emphasis on graph rendering on raster output devices." Virtual Press, 1992. http://liblink.bsu.edu/uhtbin/catkey/834618.
Full textDepartment of Computer Science
Hošek, Václav. "Distributed Ray Tracing." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235956.
Full textRypák, Andrej. "Raytracing virtuálních grafických scén." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236470.
Full text