Rozprawy doktorskie na temat „3D graphics”
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Sheremereyevych, D. "3D computer graphics". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/44889.
Pełny tekst źródłaДядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko i O. Shulima. "3D graphics: autodesk maya". Thesis, Видавництво СумДУ, 2010. http://essuir.sumdu.edu.ua/handle/123456789/17883.
Pełny tekst źródłaBanerjee, Kutty S. "Remote Execution for 3D Graphics". Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.
Pełny tekst źródłaHan, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /". Online version of thesis, 1993. http://hdl.handle.net/1850/11747.
Pełny tekst źródłaKnutsson, Niklas. "An FPGA-based 3D Graphics System". Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2822.
Pełny tekst źródłaThis report documents the work done by the author to design and implement a 3D graphics system on an FPGA (Field Programmable Gate Array). After a preamble with a background presentation to the project, a very brief introduction in computer graphics techniques and computer graphics theory is given. Then, the hardware available to the project, along with an analysis of general requirements is examined. The following chapter contains the proposed graphics system design for FPGA implementation. A broad approach to separate the design and the eventual implementation was used. Two 3D pipelines are suggested - one fully capable high-end version and one which use minimal resources. The documentation of the effort to implement the minimal graphics system previously discussed then follows. The documentation outlines the work done without going too deep into detail, and is followed by the largest of the tests conducted. Finally, chapter seven concludes the project with the most important project conclusions and some suggestions for future work.
Boyle, John. "Using 3D graphics for database visualisation". Thesis, University of Aberdeen, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307951.
Pełny tekst źródłaFord, Nicky. "3D graphics hardware prototyping and implementation". Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367768.
Pełny tekst źródłaGranath, Victor. "3D Printing for Computer Graphics Industry". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.
Pełny tekst źródłaAlvermann, Klaus. "A Transputer Based 3D-Graphics System". International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611934.
Pełny tekst źródłaThe Institute for Flight Mechanics operates the flying simulators ATTAS (a wing aircraft) and ATTHeS (a helicopter), their respective ground based simulators and uses realtime and offline simulations for system identification and other purposes. Based on a parallel transputer architecture, a 3D-graphics tool for visualization and view simulation to be used with the simulations has been developed. The tool uses data received by telemetry, realtime data from a simulation, or recorded data to show the movement and orientation of an aircraft in realtime 3D-graphics. The aircraft or scene may be observed from any point of view. Placing the camera in the cockpit of the aircraft and showing the environment results in a view simulation. The use of a parallel transputer architecture allows a modular and scalable structure, i.e. the system may be adapted to the needs of the application. By adding software modules and transputers we may include 24 bit colour, shadowing, a higher resolution, a better shading algorithm or other things which are required by an application. On the other hand we may remove transputers to get a small and cheap system if the requirements are low. A small system may consist of only 8 transputers, whereas a big system may include 50 or 60 transputers.
Fries, Jakob, i Simon Johansson. "A Modular 3D Graphics Accelerator for FPGA". Thesis, Linköpings universitet, Datorteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71049.
Pełny tekst źródłaEn modulär och utrymmeseffektiv 3D-grafikaccelerator för tile-baserad rendering i FPGA-system har designats och implementerats. Acceleratorn stöder en delmängd av OpenGL med funktioner som mipmapping, multitexturering och blending. Acceleratorn är uppdelad i en mjukvarudel för projektion och klippning av trianglar och en hårdvarudel för rastrering, färgsättning och utritning till skärm. Avvägningar som gjorts mellan area, prestanda och funktionalitet har beskrivits och motiverats. För att evaulera funktionalitet och prestanda har acceleratorn testats med två olika applikationer.
Bayik, Tolga. "3D graphics acceleration on a multiprocessor architecture". Thesis, University of Hertfordshire, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268070.
Pełny tekst źródłaEwins, 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.
Pełny tekst źródłaOndrejó, Michal. "Parametrické 3D modely". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417257.
Pełny tekst źródłaMitchell, David Anthony Paul. "Fast algorithms and hardware for 3D computer graphics". Thesis, University of Sheffield, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299571.
Pełny tekst źródłaKamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations". Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.
Pełny tekst źródłaMaster of Science
Powell, Robin. "Optimized Graphics for Handheld Real-time CG Applications". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225831.
Pełny tekst źródłaMatyskiewicz, Jiří. "3D simulační toolbox". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218941.
Pełny tekst źródłaMeruvia, Pastor Oscar Ernesto. "Frame coherent 3D stippling for non-photorealistic computer graphics". [S.l.] : [s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=971456097.
Pełny tekst źródłaMurphy, Darren W. "Extensible 3D (X3D) graphics clouds for geographic information systems". Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://bosun.nps.edu/uhtbin/hyperion-image.exe/08Mar%5FMurphy_Darren.pdf.
Pełny tekst źródłaThesis Advisor(s): Durkee, Philip A. "March 2008." Description based on title screen as viewed on May 5, 2008. Includes bibliographical references (p. 83-84). Also available in print.
NILSSON, ERIK. "3D Graphics Environment for Verification of Automotive Vision System". Thesis, KTH, Maskinkonstruktion (Inst.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-143627.
Pełny tekst źródłaFör att minska mängden vägolyckor ska den Europeiska Unionen införa en lagstiftning i slutet av 2013 vilket gör det obligatoriskt för nya modeller av tunga nyttofordon att ha två nya system som assisterar föraren. Dessa kräver att fordonet kan detektera väglinjer och framförvarande fordon. För att åstadkomma detta så utvecklas ett kamerasystem av en extern leverantör åt Scania CV AB.Syftet med detta projekt är att utveckla en testmiljö som kompletterar nuvarande testmetoder. De nuvarande svårigheterna är att kunna kontrollera väder, land, vägar och trafik fullt ut samt att kunna känna till väglinjers sträckning och fordons position på ett noggrant sätt. Den utvecklade testmiljön skall erbjuda en bättre flexibilitet, repeterbarhet och tillgänglighet. Lösning innebär att kamerasystemet riktas mot en skärm där en representation av det önskade testscenariot projiceras med hjälp av 3D-grafik. Konfigurationsmöjligheterna innefattar både utseendet av världen och sättet som den virtuella lastbilen rör sig i den virtuella världen.Projektets resultat är att kameran detekterar väglinjer med ett par centimeters noggrannhet och utmärkt repeterbarhet. Huruvida test som utförs i denna miljö möjliggör att kunna dra slutsatser om kamerans prestanda i verkligheten lämnas till framtida arbete. Rekommendation dock, är att utföra en mängd tester för att hitta felaktiga beteenden hos kamerasystemet. När fel dyker upp i den virtuella miljön skall dessa eftersökas i verkligheten. Med detta empiriska angreppssätt kan tilltron till den utvecklade miljön öka, om den förtjänar det.
Rozendaal, Ross. "Interactive visualisation using 3D graphics : an archaeological case study". Master's thesis, University of Cape Town, 2000. http://hdl.handle.net/11427/4980.
Pełny tekst źródłaThe methods of displaying data from archaeological surveys are of considerable importance in representing realistic impressions of archaeological sites that few people are able to visit. In many cases, further study of a site is not possible at the location of the site. This would require that the surveyed data of the site be displayed in such a way as to be accurate and realistic as well as including interactive tools, enabling further studies. Traditional displays of archaeological data have been either in textual form or in the conventional hardcopy form of maps and drawings. With the advent of computers and computer graphics alternative methods of displaying the data have become possible. 3D graphics have become an important method of displaying archaeological data. In 1995 and 1996 the Department of Geomatics at the University of Cape Town participated in the survey of the 3.6 million year old hominid footprints in Tanzania. The survey was required for the documentation and study of the footprints. In order to facilitate this in 3D graphics, software packages that allowed user interactive tools to be included in the display had to be investigated. Methods of displaying the data also had to be investigated. Java3D was selected to create the 3D models and user interactive tools that included measurement tools, gradient tools and profile tools. These tools were created for the Laetoli footprints but were applicable in other archaeological displays as well.
Lohikoski, Håkansson Laura, i Elin Rudén. "Optimization of 3D Game Models : A qualitative research study in Unreal Development Kit". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22822.
Pełny tekst źródłaMålet med vår studie var att se hur stor skillnad optimering av 3D-modeller i spel gör för att förbättra spelprestandan. Efter att ha utfört en pilotstudie beslutade vi oss för att använda en tidigare byggd 3D-scen för undersökningen i vår C-uppsats. Vi skapade två versioner av scenen i Unreal Development Kit, en där inga modeller var optimerade och den andra där vi optimerat modellerna. Vi skrev därefter ner statistik från de olika scenerna, nämligen draw calls, frame rate, millisecond per frame och visible static mesh elements liksom minnesanvändning. Efter att ha jämfört resultaten såg vi att det fanns en väsentlig skillnad mellan scenerna prestandamässigt. Både draw calls, frame rate och minnesanvändningen hade minskat efter optimeringen vilket ledde till att spelet kördes smidigare.
Shrubsole, Paul Anthony. "A flexible, scalable approach to real-time graphics". Thesis, Nottingham Trent University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324576.
Pełny tekst źródłaAlshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning". University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.
Pełny tekst źródłaParborg, Sebastian, i Rasmus Holm. "Generative design of game graphics and levels". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.
Pełny tekst źródłaYi, Dingrong 1969. "Computer aided display of 3D angiograms, using graphics and haptics". Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=38533.
Pełny tekst źródłaTo reduce the computational load and storage requirements; a method is developed to extract a centerline representation of the vessel network from volume images. Shape attributes such as the position of the center point as well as the cross-sectional size, tangent, curvature, torsion and bifurcation of the vessel, are either contained in the representation or can be obtained from it by simple finite differences.
A computer agent is introduced to convey depth information. Its first function is to assist a user to trace interactively the vessels without effort. This is accomplished by mapping the user's two dimensional input to three dimensional space, where the vessel centerlines are represented. The agent, programmed to track the centerlines, eliminates the topological ambiguities associated with the projection of three dimensional lines on a two dimensional screen. It also conveys quantitative depth information in the graphic and haptic domains. In the graphic domain, its visual appearance uses shape and color cues to indicate unambiguously its movements in the depth direction. In the haptic domain, the user experiences force cues that also indicate its movements in the depth direction.
User performance studies indicate that the graphic and haptic depth cues provide equivalent assistance to a user in coping with the missing depth information. This suggests that in a variety of circumstances, the haptic modality can be used to release the visual modality from the task of depth discrimination, resulting in reduced visual fatigue. It also makes it possible to allocate graphic space to the display of other types of information.
The developed user-interactive multimodal display techniques can be integrated in current display platforms for volume angiograms due to the small computational load they require. These techniques can also be applied to the display of more general shapes by replacing the centerline of vessels by the user movement curve that, is constrained on a more general three-dimensional surface.
Nilsson, Malin, i Linus Engback. "Visualization of a blog search engine index using 3D graphics". Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8569.
Pełny tekst źródłaThe purpose of this thesis is to find ways to make the extent and constant movement in the blogosphere visible. An application has been developed using C# and OpenGL. The application is an interactive screensaver to be run on the Windows platform. It visualizes data combining 3D and 2D elements. Geographical data is rendered using a model of the Earth, where the blog posts are constantly updated. Various statistics are displayed to give information on the current state of the blogosphere.
Bhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.
Pełny tekst źródłaThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-44).
In this thesis we present CoSy, a configurable system for procedurally generating synthetic data for self-driving vehicles. To address the problem of data hungry vision-based learning algorithms used in self-driving vehicles, we develop a system that generates synthetic images, including class level annotations, of street scenes. To give researchers control over how data is generated, our system is designed to be configurable and extendable. We provide two example datasets generated by our system, and provide extensive documentation on how the system is architected, and how it can be extended.
by Nishchal Bhandari.
M. Eng.
Lucroy, Janet Marie. "Exploring formal issues and naturalistic imagery in 3D computer graphics". The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1328901623.
Pełny tekst źródłaNuggehally, Mohan A. "Java 3D for UCWaves". University of Cincinnati / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1027448463.
Pełny tekst źródłaPietrok, Jack. "Real-Time Stylized Rendering for Large-Scale 3D Scenes". DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2331.
Pełny tekst źródłaKrawczyk, Piotr. "Futurist sculpting: modeling movement in 3D". Texas A&M University, 2006. http://hdl.handle.net/1969.1/5014.
Pełny tekst źródłaGong, Weizhong. "Modular-MPC accelerators for cost-effective 3D visualisation based on surface rendering". Thesis, Brunel University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336643.
Pełny tekst źródłaCzirbesz, J. C. "An investigation into the techniques used in real time 3D graphics". Thesis, University of Bath, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.375336.
Pełny tekst źródłaHenriksson, Ola. "A Depth of Field Algorithm for Realtime 3D Graphics in OpenGL". Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1169.
Pełny tekst źródłaThe company where this thesis was formulated constructs VR applications for the medical environment. The hardware used is ordinary dektops with consumer level graphics cards and haptic devices. In medicin some operations require microscopes or cameras. In order to simulate these in a virtual reality environment for educational purposes, the effect of depth of field or focus have to be considered.
A working algorithm that generates this optical occurence in realtime, stereo rendered computer graphics is presented in this thesis. The algorithm is implemented in OpenGL and C++ to later be combined with a VR application simulating eye-surgery which is built with OpenGL Optimizer.
Several different approaches are described in this report. The call for realtime stereo rendering (~60 fps) means taking advantage of the graphics hardware to a great extent. In OpenGL this means using the extensions to a specific graphic chip for better performance, in this case the algorithm is implemented for a GeForce3 card.
To increase the speed of the algorithm much of the workload is moved from the CPU to the GPU (Graphics Processing Unit). By re-defining parts of the ordinary OpenGL pipeline via vertex programs, a distance-from-focus map can be stored in the alpha channel of the final image with little time loss.
This can effectively be used to blend a previously blurred version of the scene with a normal render. Different techniques to quickly blur a renderedimage is discussed, to keep the speed up solutions that require moving data from the graphics card is not an option.
Al-Nuaimi, Tufool. "Face recognition and computer graphics for modelling expressive faces in 3D". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/38333.
Pełny tekst źródłaIncludes bibliographical references (leaves 47-48).
This thesis addresses the problem of the lack of verisimilitude in animation. Since computer vision has been aimed at creating photo-realistic representations of environments and face recognition creates replicas of faces for recognition purposes, we research face recognition techniques to produce photo-realistic models of expressive faces that could be further developed and applied in animation. We use two methods that are commonly used in face recognition to gather information about the subject: 3D scanners and multiple 2D images. For the latter method, Maya is used for modeling. Both methods produced accurate 3D models for a neutral face, but Maya allowed us to manually build 3D models and was therefore more successful in creating exaggerated facial expressions.
by Tufool Al-Nuaimi.
M.Eng.
Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games". Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.
Pełny tekst źródłaEtminan, Arvin. "Index of Refraction : Transparent Medium in 3D". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79111.
Pełny tekst źródłaThis essay describes the development of this project, where the focus is on theories and facts about light and transparent mediums. The aim of the project was to test and experiment the mentioned area in 3D graphics, where the results are single rendered images with analysis, discussions and conclusions.
Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation". Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.
Pełny tekst źródłaAndersson, Oskar. "Simulations in 3D research : Can Unity3D be used to simulate a 3D display system?" Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28044.
Pełny tekst źródłaZapletal, Tomáš. "Porovnávání 3D objektů v jazyce JAVA". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-220189.
Pełny tekst źródłaPragarauskaitė, Julija. "3D objektų eksportavimas į M3G formatą, naudojamą 3D grafikai mobiliuosiuose telefonuose". Master's thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20090908_201759-77547.
Pełny tekst źródłaIn the master thesis the M3G standard for 3D graphics in mobile phones, its compatibility and possibilities of exporting 3D models to M3G format are investigated. Most popular 3D modelling and exporting to M3G format tools are analyzed. Blender was selected as main master thesis modelling tool for possibility to reach 3D model data using Python scripts. An exporting scheme from Blender to M3G format was created and realized using Python and Java programming languages. The exporter works as a plug-in for the Blender modelling tool. It can be accessed in the main Blender menu. The Python programming language in the exporter was used for extracting data from 3D scene and saving it in XML format. The Java programming language was used for reading 3D data from XML file, making hierarchical 3D elements tree, creating 3D elements tree, constructing data arrays and sectors, where 3D data arrays and sectors are kept and exporting data to M3G file. The exporter can load an exported M3G file to mobile application and show it in Java emulator – mobile phone. On the basis of several 3D models, the created exporter was compared to other exporters using the quality of performance, reliability and other criteria.
Stenmarck, Martin. "Software development of visualization tool for 3D". Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-68255.
Pełny tekst źródłaVisualisering är ett viktigt och nödvändigt verktyg för att beskriva komplexa data för en oinitierad användare. SICK har utvecklat en rad avancerade kameror som alla kan producera stora datamängder i hög takt. Även om kamerorna klarar av snabb datahantering och kan styra robotar och andra typer av kontroller, kan datan som används för dessa beräkningar även visas för en enkel och snabb återkoppling till användare eller i en säljsituation. Visualisering som finns idag är begränsad till en enkel modell med få verktyg. Denna avhandling studerar möjligheten och utvecklingen av ett nytt visualiseringsverktyg. Eftersom datan kommer från olika kameror behövs ett robust och mångsidigt system. Med hjälp av Windows Presentation Foundation (WPF) som ramverk är programvaran indelad i tre delar. Den första är ett bibliotek som kan läsa rätt del av filen och sedan strukturera data. Den andra komponenten är en kontroll, vilket gör att visualisering kan byggas och visas med lätthet inom alla .NET-applikationer. Den tredje komponenten är en applikation som använder sig av de två andra komponenterna för att visa och interagera med visualiseringen. Den utvecklade visualisering kan visa flera olika texturer och har stöd för full navigering i form av zoom, panorering och rotation. WPF har ett enkelt sätt att hantera 3D-objekt, men det används mestadels för mindre tillämpningar och inte för så stora modeller som tillhandahålls av kamerorna. Genom att sampla ner datamängden, så kan belastningen minskas. Även om kraven uppfylls och programvaran är användbar så finns det flera begränsningar i WPF som indikerar att det är en olämplig plattform för denna uppgift.
Alfredsson, Jonas. "Portning av ett plugin till 3d-modelleringsprogram". Thesis, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11724.
Pełny tekst źródłaThis report describes the work and the results found when comparing three different 3d modeler applications. The programs are 3ds Max, Maya and Cinema 4D. The comparisons focus on the possibilities/the amount of freedom these programs interface offer to its plugins. The comparisons are made from the point of view of a tool for creating animations developed as a plugin for these modelers. This plugins demands on the system it is loaded into have been analyzed and from the results of this analysis a template have been created. This template is to be used when porting the plugin to other modeler programs in order to be able to tell at an early stage if it’s possible, or not. This template is appended as an appendix. The plugin described above is in it self a system with a plugin architecture and is described on a higher level in the report.
Rapporten beskriver arbetet och resultatet funnet vid jämförelser mellan tre olika 3d modelleringsprogram. Programmen är 3ds Max, Maya och Cinema 4D. Jämförelserna fokuserar på de möjligheter/friheter dessa programs gränssnitt erbjuder sina plugins. Utgångspunkt i jämförelserna är ett animerings verktyg utvecklat som ett plugin till dessa modelleringsporgram. Detta plugins krav på systemet det laddas i har analyserats och utifrån dessa analyser har en mall skapats för att vid vidare portningar till andra modelleringsprogram på ett tidigt stadium kunna avgöra om det är möjligt eller inte. Denna mall finns med som en bilaga till rapporten. Pluginet som nämns ovan är i sin tur också det ett system med plugin arkitektur och beskrivs på en övergripande nivå i rapporten.
Buchanan, Philip Hamish. "Artistic Content Representation and Modelling based on Visual Style Features". Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9225.
Pełny tekst źródłaChen, Yenan. "Advanced Multi-modal User Interfaces in 3D Computer Graphics and Virtual Reality". Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75889.
Pełny tekst źródłaArsov, Ivica. "A framework for distributed 3D graphics applications based on compression and streaming". Phd thesis, Institut National des Télécommunications, 2011. http://tel.archives-ouvertes.fr/tel-00711805.
Pełny tekst źródłaSons, Kristian Verfasser], i Philipp [Akademischer Betreuer] [Slusallek. "XML3D: interactive 3D graphics for the web / Kristian Sons ; Betreuer: Philipp Slusallek". Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1129684911/34.
Pełny tekst źródłaQin, Chuanshi. "How to use computer graphics to promote virtual idols based on 3D /". Online version of thesis, 2009. http://hdl.handle.net/1850/10964.
Pełny tekst źródłaZheng, Aimin. "Implementing film grammar with 3D graphics". Thesis, 2005. http://spectrum.library.concordia.ca/8461/1/MR10302.pdf.
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