Gotowa bibliografia na temat „Informatique Graphique 3D”
Utwórz poprawne odniesienie w stylach APA, MLA, Chicago, Harvard i wielu innych
Spis treści
Zobacz listy aktualnych artykułów, książek, rozpraw, streszczeń i innych źródeł naukowych na temat „Informatique Graphique 3D”.
Przycisk „Dodaj do bibliografii” jest dostępny obok każdej pracy w bibliografii. Użyj go – a my automatycznie utworzymy odniesienie bibliograficzne do wybranej pracy w stylu cytowania, którego potrzebujesz: APA, MLA, Harvard, Chicago, Vancouver itp.
Możesz również pobrać pełny tekst publikacji naukowej w formacie „.pdf” i przeczytać adnotację do pracy online, jeśli odpowiednie parametry są dostępne w metadanych.
Artykuły w czasopismach na temat "Informatique Graphique 3D"
Cléry, Isabelle, i Marc Pierrot-Deseilligny. "Une interface ergonomique de calcul de modèles 3D par photogrammétrie". Revue Française de Photogrammétrie et de Télédétection, nr 196 (15.04.2014): 40–51. http://dx.doi.org/10.52638/rfpt.2011.36.
Pełny tekst źródłaNakkabi, Ismail, Mohammed Ridal, Najib Benmansour, Karim Nadour, Ali El Boukhari i Mohammed Noureddine El Amine El Alami. "ANATOMIE DE LOREILLE INTERNE : LES CANAUX SEMI-CIRCULAIRE DAPRES UNE MODELISATION TRIDIMENTIONNELLE". International Journal of Advanced Research 10, nr 06 (30.06.2022): 288–94. http://dx.doi.org/10.21474/ijar01/14886.
Pełny tekst źródłaPetrova, Olga V., Danil V. Sivkov, Sergey V. Nekipelov, Alexander S. Vinogradov, Petr M. Korusenko, Sergey I. Isaenko, Roman N. Skandakov, Ksenia A. Bakina i Viktor N. Sivkov. "Study of Marine Sponges Graphitization during Heat Treatment up to 1200 °C". Applied Sciences 13, nr 1 (22.12.2022): 128. http://dx.doi.org/10.3390/app13010128.
Pełny tekst źródłaDolmatov, Valerii Yu, Alexander I. Shames, Eiji Ōsawa, Asko Vehanen, Vesa Myllymäki, Alexander O. Dorokhov, Valerii A. Marchukov, Anatoly S. Kozlov, Sergey Yu Naryzhny i Anastasia Z. Smirnova. "Detonation nanodiamonds: from synthesis theory to application practice". Image Journal of Advanced Materials and Technologies 6, nr 1 (21.04.2021): 54–80. http://dx.doi.org/10.17277/jamt.2021.01.pp.054-080.
Pełny tekst źródłaRozprawy doktorskie na temat "Informatique Graphique 3D"
Merabti, Billal. "Style-driven virtual camera control in 3D environments". Thesis, Rennes 1, 2015. http://www.theses.fr/2015REN1S129/document.
Pełny tekst źródłaAutomatically computing a cinematographically consistent sequence of shots, over a set of actions occurring in a 3D world, is a complex task which requires not only the computation of appropriate shots (viewpoints) and appropriate transitions between shots (cuts), but the ability to encode and reproduce elements of cinematographic style. The models proposed in the literature, generally rule-based, provide limited functionalities to build sequences of shots. These approaches are not designed in mind to easily learn elements of cinematographic style, nor do they allow to perform significant variations in style over the same sequence of actions. In this thesis, we first propose a data-driven model for automated cinematography (framing and editing) that can compute significant variations in terms of cinematographic style, with the ability to control the duration of shots and the possibility to add specific constraints to the desired sequence. By using a Hidden Markov Model representation of the editing process, we demonstrate the possibility of easily reproducing elements of style extracted from real movies. The proposed model is more elaborate in handling dialogue scenes than existing representations, and proves to be more expressive in its ability to precisely encode elements of cinematographic style. Then, we introduce an extension of this model to account for more complex environments (more than dialogues). To this end, we use a more general statistical model: Dynamic Bayesian Network, which enlarges considerably the possibilities in editing and film analysis. We finally designed a data annotation tool and a format to easily create film annotations that would be used for data-driven cinematography or film analysis
Viguié, Guillaume. "Apport de la programmation graphique pour la reconstruction rapide d'images 3D en tomographie par émission monophotonique". Toulouse 3, 2008. http://thesesups.ups-tlse.fr/410/.
Pełny tekst źródłaSingle Photon Emission Computed Tomography (SPECT) is a non-invasive medical imaging modality which visualizes radioactively labeled molecules administered to a patient. Photons emitted by the radio-isotopes are detected by a rotating camera system equipped by a lead collimator. A mathematical inversion technique is used to reconstruct the unknown 3D distribution of radio-activity in the body from the series of 2D projection images recorded by the system. In this process, image quality may be affected by two major degrading phenomena, collimator blurring, and attenuation of photons via the photoelectric and the Compton effects. The aim of this thesis is to enhance the quality of SPECT reconstructed images by reducing these degrading effects. Several methods have been proposed to correct the effects of collimator blurring. The most efficient is to include a physical model of the collimator response function and to reconstruct images by an iterative method, which includes this model. Here we extend this line by improving convergence. The use of graphic cards can accelerate this process by a factor of 100. We have implemented non-uniform attenuation correction methods which do not need additional transmission measurements, but uses emission data only. Reconstruction of activity based on emission data is a difficult non-linear ill-posed inverse problem. Two approaches have been tested, one based on non-linear optimization techniques, a second based on iterative techniques similar to those currently in use. The iterative technique performed more stably and generally produced better results. In simulated studies we were able to demonstrate an improvement over existing techniques, while this rests to be established in the case of clinical data. .
Guo, Jinjiang. "Contributions to objective and subjective visual quality assessment of 3d models". Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEI099.
Pełny tekst źródłaIn computer graphics realm, three-dimensional graphical data, generally represented by triangular meshes, have become commonplace, and are deployed in a variety of application processes (e.g., smoothing, compression, remeshing, simplification, rendering, etc.). However, these processes inevitably introduce artifacts, altering the visual quality of the rendered 3D data. Thus, in order to perceptually drive the processing algorithms, there is an increasing need for efficient and effective subjective and objective visual quality assessments to evaluate and predict the visual artifacts. In this thesis, we first present a comprehensive survey on different sources of artifacts in digital graphics, and current objective and subjective visual quality assessments of the artifacts. Then, we introduce a newly designed subjective quality study based on evaluations of the local visibility of geometric artifacts, in which observers were asked to mark areas of 3D meshes that contain noticeable distortions. The collected perceived distortion maps are used to illustrate several perceptual functionalities of the human visual system (HVS), and serve as ground-truth to evaluate the performances of well-known geometric attributes and metrics for predicting the local visibility of distortions. Our second study aims to evaluate the visual quality of texture mapped 3D model subjectively and objectively. To achieve these goals, we introduced 136 processed models with both geometric and texture distortions, conducted a paired-comparison subjective experiment, and invited 101 subjects to evaluate the visual qualities of the models under two rendering protocols. Driven by the collected subjective opinions, we propose two objective visual quality metrics for textured meshes, relying on the optimal combinations of geometry and texture quality measures. These proposed perceptual metrics outperform their counterparts in term of the correlation with the human judgment
Lescoat, Thibault. "Geometric operators for 3D modeling using dictionary-based shape representations". Electronic Thesis or Diss., Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAT005.
Pełny tekst źródłaIn this thesis, we study high-level 3D shape representations and developed the algorithm primitives necessary to manipulate shapes represented as a composition of several parts. We first review existing representations, starting with the usual low-level ones and then expanding on a high-level family of shape representations, based on dictionaries. Notably, we focus on representing shapes via a discrete composition of atoms from a dictionary of parts.We observe that there was no method to smoothly blend non-overlapping atoms while still looking plausible. Indeed, most methods either required overlapping parts or do not preserve large-scale details. Moreover, very few methods guaranteed the exact preservation of the input, which is very important when dealing with artist-authored meshes to avoid destroying the artist's work. We address this challenge by proposing a composition operator that is guaranteed to exactly keep the input while also propagating large-scale details.To improve the speed of our composition operator and allow interactive edition, we propose to simplify the input parts prior to completing them. This allow us to interactively previsualize the composition of large meshes. For this, we introduce a method to simplify a detailed mesh to a coarse one by preserving the large details. While more constrained than related approaches that do not produce a mesh, our method still yields faithful outputs
Lanterne, Célestin. "Réparation et optimisation de maillages 3D pour l'impression 3D". Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0454.
Pełny tekst źródła3D printers use 3D models in the form of meshes to define the geometry and the appearance of objects to be printed. A 3D mesh must have some topological properties so that the geometry it represents could be printable and the geometry itself must respect certain conditions to be printable. These properties and conditions may vary depending on the 3D printing technologies in use.Many 3D meshes used for printing were not initially designed for this purpose application. The main primary use of these meshes is visualization, which does not require the same topological properties and geometric conditions. The subject of this thesis is the repair of these meshes to make them printable.A repair chain including several steps was designed for this purpose. Non-manifold conditions are repaired by extracting related components (surfaces). The boundaries of surfaces are detected and classified according to the best repair to be applied on each. The boundaries of surfaces are repaired according to their classification either by a filling method or by an offset method. The weakness of the geometry is detected and controlled
Angles, Baptiste. "Modélisation géométrique par primitives". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30060.
Pełny tekst źródłaBoth man-made or natural objects contain repeated geometric elements that can be interpreted as primitive shapes. Plants, trees, living organisms or even crystals, showcase primitives that repeat themselves. Primitives are also commonly found in man-made environments because architects tend to reuse the same patterns over a building and typically employ simple shapes, such as rectangular windows and doors. During my PhD I studied geometric primitives from three points of view: their composition, simulation and autonomous discovery. In the first part I present a method to reverse-engineer the function by which some primitives are combined. Our system is based on a composition function template that is represented by a parametric surface. The parametric surface is deformed via a non-rigid alignment of a surface that, once converged, represents the desired operator. This enables the interactive modeling of operators via a simple sketch, solving a major usability gap of composition modeling. In the second part I introduce the use of a novel primitive for real-time physics simulations. This primitive is suitable to efficiently model volume-preserving deformations of rods but also of more complex structures such as muscles. One of the core advantages of our approach is that our primitive can serve as a unified representation to do collision detection, simulation, and surface skinning. In the third part I present an unsupervised deep learning framework to learn and detect primitives. In a signal containing a repetition of elements, the method is able to automatically identify the structure of these elements (i.e. primitives) with minimal supervision. In order to train the network that contains a non-differentiable operation, a novel multi-step training process is presented
Holländer, Matthias. "Synthèse géométrique temps réel". Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0009/document.
Pełny tekst źródłaEal-time geometry synthesis is an emerging topic in computer graphics.Today's interactive 3D applications have to face a variety of challengesto fulfill the consumer's request for more realism and high quality images.Often, visual effects and quality known from offline-rendered feature films or special effects in movie productions are the ultimate goal but hard to achieve in real time.This thesis offers real-time solutions by exploiting the Graphics Processing Unit (GPU)and efficient geometry processing.In particular, a variety of topics related to classical fields in computer graphics such assubdivision surfaces, global illumination and anti-aliasing are discussedand new approaches and techniques are presented
Schertzer, Jérémie. "Exploiting modern GPUs architecture for real-time rendering of massive line sets". Electronic Thesis or Diss., Institut polytechnique de Paris, 2022. http://www.theses.fr/2022IPPAT037.
Pełny tekst źródłaIn this thesis, we consider massive line sets generated from brain tractograms. They describe neural connections that are represented with millions of poly-line fibers, summing up to billions of segments. Thanks to the two-staged mesh shader pipeline, we build a tractogram renderer surpassing state-of-the-art performances by two orders of magnitude.Our performances come from fiblets: a compressed representation of segment blocks. By combining temporal coherence and morphological dilation on the z-buffer, we define a fast occlusion culling test for fiblets. Thanks to our heavily-optimized parallel decompression algorithm, surviving fiblets are swiftly synthesized to poly-lines. We also showcase how our fiblet pipeline speeds-up advanced tractogram interaction features.For the general case of line rendering, we propose morphological marching: a screen-space technique rendering custom-width tubes from the thin rasterized lines of the G-buffer. By approximating a tube as the union of spheres densely distributed along its axes, each sphere shading each pixel is retrieved relying on a multi-pass neighborhood propagation filter. Accelerated by the compute pipeline, we reach real-time performances for the rendering of depth-dependant wide lines.To conclude our work, we implement a virtual reality prototype combining fiblets and morphological marching. It makes possible for the first time the immersive visualization of huge tractograms with fast shading of thick fibers, thus paving the way for diverse perspectives
Entem, Even. "Interprétation et modélisation 3D automatique à partir de dessins au trait de formes organiques". Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAM054/document.
Pełny tekst źródłaDrawing is the most common way to communicate about shapes.Thus, using sketching as a tool in the process of modeling 3D content is an attractive approach.However in the world of machines, drawings are still difficult to interpret as shape depictions.This has been the challenge tackled by many different research works since leveraging the little we know about perception is non trivial.My thesis focuses on pushing the limits of what can be inferred from single drawings of smooth shapes without any help from the user.In a first attempt we chose to select a category of shape namely animals and other creatures for which prior knowledge helps to solve the problem.Then we proposed to generalize parts of the solution to tackle the case of free form organic shapes.This manuscript thus presents the respective solutions we developed. The first one is able to infer plausible 3D models of animals from a single side-view sketch using anatomic principles to both interpret the drawing's elements and infer depth offsets between these elements.The second is an approach to decompose depictions of smooth shapes with non trivial cusp points into a set of structural parts' silhouettes ordered in depth, which can be used for editing and animation purposes.Many related ideas were explored on the way, and the ones presented in this manuscript leaves me confident about the future of this field of research
Fondevilla, Amélie. "Modélisation 3D d'objets cousus à partir d'un unique croquis". Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM070.
Pełny tekst źródłaThe efficient creation of virtual 3D content is a major issue in Computer Graphics industry and research. This thesis addresses the modeling of sewed 3D objects such as clothes, shoes or accessories from 2D sketched inputs. While existing related approaches are either based on multi-view inputs or on character dependent interfaces, we propose in this thesis to start from an annotated single-view input in order to create 3D content satisfying geometric constraints that are specific to fabric, such as developability, or fold appearance and distribution. Our goal is to exploit the expressiveness user-drawn sketches to guide the modeling of plausible objects, using a priori geometric knowledge.We first present a single-view reconstruction approach for symmetric piece-wise developable objects from an annotated photo. Using the assumption of mirror-symmetry along with properties of smooth developable surfaces, we propose a system able to lift in 3 the silhouette, borders and seams drawn on the picture and reconstruct the surface of the object. Our method also provides topology information on the object, allowing the computation of 2D patterns for each piece of developable surface, which is necessary for manufacturing.While most of existing sketch-based modeling methods for garments aim at reconstructing border lines drawn on top of a view of the 3D virtual mannequin to be dressed, our approach uses a single 2D sketch as input. Our method first extracts generic features relative to the style of the sketched garment expressed as garment proportions, tight areas, silhouette shapes and folds. In particular, we propose a dedicated approach to extract robustly folds characteristics, even in the case of garment with deep folds leading to partially occluded garment borders. In a second step, we synthesize on a target virtual character a 3D garment surface exhibiting similar style, while adapting to the target pose and morphology that may be drastically different from the one depicted the sketch
Książki na temat "Informatique Graphique 3D"
Ammeraal, L. Programming principles in computer graphics. Chichester [West Sussex]: Wiley, 1986.
Znajdź pełny tekst źródłaAmmeraal, L. Programming principles in computer graphics. Chichester [West Sussex]: Wiley, 1986.
Znajdź pełny tekst źródłaProgramming Principles in Computer Graphics. Wyd. 2. Chichester: Wiley, 1992.
Znajdź pełny tekst źródła