Дисертації з теми "Computer graphics"

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1

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.
2

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.
3

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.
4

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.

5

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.
6

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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7

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.
8

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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9

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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10

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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11

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.
12

Pfautz, Jonathan David. "Depth perception in computer graphics." Thesis, University of Cambridge, 2001. https://www.repository.cam.ac.uk/handle/1810/284360.

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13

Alshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.

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14

Strikic, Ana. "Linear Algebra in Computer Graphics." Thesis, Linnéuniversitetet, Institutionen för matematik (MA), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89168.

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In this thesis, we will investigate the rapidly developing eld of computergraphics by giving an insight into the calculations behind the most im-portant topics in perspectives, shading and distance. We will delve intofrequently used shading algorithms and perspective transforms in areas ofcomputer science, architecture and photography, such as pseudo sh-eyelenses and wide-angle lenses.
15

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
16

Ravaioli, Giacomo. "Simulazione di fluidi in Computer Graphics." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10296/.

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Questa tesi si focalizza sullo studio dei modelli fisico-matematici attualmente in uso per la simulazione di fluidi al calcolatore con l’obiettivo di fornire nozioni di base e avanzate sull’utilizzo di tali metodi. La trattazione ha lo scopo di facilitare la comprensione dei principi su cui si fonda la simulazione di fluidi e rappresenta una base per la creazione di un proprio simulatore. E’ possibile studiare le caratteristiche di un fluido in movimento mediante due approcci diversi, l’approccio lagrangiano e l’approccio euleriano. Mentre l’approccio lagrangiano ha lo scopo di conoscere il valore, nel tempo, di una qualsiasi proprietà di ciascuna particella che compone il fluido, l’approccio euleriano, fissato uno o più punti del volume di spazio occupato da quest’ultimo, vuole studiare quello che accade, nel tempo, in quei punti. In particolare, questa tesi approfondisce lo studio delle equazioni di Navier-Stokes, approcciandosi al problema in maniera euleriana. La soluzione numerica del sistema di equazioni differenziali alle derivate parziali derivante dalle equazioni sopracitate, approssima la velocità del fluido, a partire dalla quale è possibile risalire a tutte le grandezze che lo caratterizzano. Attenzione viene riservata anche ad un modello facente parte dell’approccio semi-lagrangiano, il Lattice Boltzmann, considerato una via di mezzo tra i metodi puramente euleriani e quelli lagrangiani, che si basa sulla soluzione dell’equazione di Boltzmann mediante modelli di collisione di particelle. Infine, analogamente al metodo di Lattice Boltzmann, viene trattato il metodo Smoothed Particles Hydrodynamics, tipicamente lagrangiano, secondo il quale solo le proprietà delle particelle comprese dentro il raggio di una funzione kernel, centrata nella particella di interesse, influenzano il valore della particella stessa. Un resoconto pratico della teoria trattata viene dato mediante delle simulazioni realizzate tramite il software Blender 2.76b.
17

Tran, Chan-Hung. "Fast clipping algorithms for computer graphics." Thesis, University of British Columbia, 1986. http://hdl.handle.net/2429/26336.

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Interactive computer graphics allow achieving a high bandwidth man-machine communication only if the graphics system meets certain speed requirements. Clipping plays an important role in the viewing process, as well as in the functions zooming and panning; thus, it is desirable to develop a fast clipper. In this thesis, the intersection problem of a line segment against a convex polygonal object has been studied. Adaption of the the clip algorithms for parallel processing has also been investigated. Based on the conventional parametric clipping algorithm, two families of 2-D generalized line clipping algorithms are proposed: the t-para method and the s-para method. Depending on the implementation both run either linearly in time using a sequential tracing or logarithmically in time by applying the numerical bisection method. The intersection problem is solved after the sector locations of the endpoints of a line segment are determined by a binary search. Three-dimensional clipping with a sweep-defined object using translational sweeping or conic sweeping is also discussed. Furthermore, a mapping method is developed for rectangular clipping. The endpoints of a line segment are first mapped onto the clip boundaries by an interval-clip operation. Then a pseudo window is-defined and a set of conditions is derived for trivial acceptance and rejection. The proposed algorithms are implemented and compared with the Liang-Barsky algorithm to estimate their practical efficiency. Vectorization of the 2-D and 3-D rectangular clipping algorithms on an array processor has also been attempted.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
18

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

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The results of hydrodynamic analyses of two problems involving offshore structures are displayed graphically. This form of presentation of the results and the liberal use of colour have been found to significantly help the ease in which the results are interpreted. For the transformation of waves around an artificial island, a time history of the evolution of the regular, unidirectional wave field around an artificial island is obtained. Through the use of colour, regions in which wave breaking occurs have been clearly defined. The numerical technique used is based on the finite element method using eight noded isoparametric elements. The determination of the transformed wave field takes wave breaking, wave refraction, diffraction, reflection and shoaling into account. The graphical display is achieved by using a plotting program developed for the output of finite element analyses. The motions of a semi-submersible rig are computed from the RAO curves of the rig, used to obtain its' small response in a random sea. The numerical technique used in the analysis assumes that the vertical members are slender and may be analysed using the Morison equation whereas the hulls are treated as large members which are discretised and analysed using diffraction theory. The discretisation of the cylinders and hulls together with the time history of the rig's motions are displayed graphically. Once again, the graphical display is plotted using a program developed for the output of finite element analyses for four noded elements. In this case, a finite element technique has not been employed but the results were ordered to act as though this is the case. The slender members (cylinders) and large members (hulls) are clearly distinguishable by using different colours. The elements used in the analysis are also clearly shown. The VAX 11/730 system was used to obtain the results shown. A video tape, using the results of a time stepping procedure, was made by successively recording the hardcopies produced by the VAX printer. The time stepping could also be seen, in real time, on the IRIS.
Applied Science, Faculty of
Civil Engineering, Department of
Graduate
19

Granath, 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.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
20

Grandhee, Ashok A. "Design of a computer graphics laboratory." Ohio : Ohio University, 1985. http://www.ohiolink.edu/etd/view.cgi?ohiou1184005646.

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21

Neubert, Boris [Verfasser]. "Computer Graphics and Nature / Boris Neubert." München : Verlag Dr. Hut, 2012. http://d-nb.info/1028786271/34.

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22

Saira, Mian I. "Computer graphics and enzyme-substrate calculations." Thesis, University of Oxford, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.233540.

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23

Jones, Graham R. "Accurate radiosity methods for computer graphics." Thesis, University of Oxford, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.311985.

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24

Sewell, Jonathan Mark. "Managing complex models for computer graphics." Thesis, University of Cambridge, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.627455.

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25

Pickering, Jonathan H. "Intelligent camera planning for computer graphics." Thesis, University of York, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.274489.

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26

Glauert, T. H. "Presentation issues for interactive computer graphics." Thesis, University of Cambridge, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.373663.

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27

Heath, Andrew Michael. "Colour coding scales and computer graphics." Thesis, Imperial College London, 1986. http://hdl.handle.net/10044/1/38031.

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28

Bohner, Christine M. "Computer graphics for system effectiveness analysis." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/14998.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1986.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING
Bibliography: leaf 74.
by Christine M. Bohner.
M.S.
29

Wareham, Richard James. "Computer graphics using conformal geometric algebra." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612753.

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30

Hulusić, Vedad. "Auditory-visual interaction in computer graphics." Thesis, University of Warwick, 2011. http://wrap.warwick.ac.uk/47727/.

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Generating high-fidelity images in real-time at reasonable frame rates, still remains one of the main challenges in computer graphics. Furthermore, visuals remain only one of the multiple sensory cues that are required to be delivered simultaneously in a multi-sensory virtual environment. The most frequently used sense, besides vision, in virtual environments and entertainment, is audio. While the rendering community focuses on solving the rendering equation more quickly using various algorithmic and hardware improvements, the exploitation of human limitations to assist in this process remain largely unexplored. Many findings in the research literature prove the existence of physical and psychological limitations of humans, including attentional, perceptual and limitations of the Human Sensory System (HSS). Knowledge of the Human Visual System (HVS) may be exploited in computer graphics to significantly reduce rendering times without the viewer being aware of any resultant image quality difference. Furthermore, cross-modal effects, that is the influence of one sensory input on another, for example sound and visuals, have also recently been shown to have a substantial impact on viewer perception of virtual environment. In this thesis, auditory-visual cross-modal interaction research findings have been investigated and adapted to graphics rendering purposes. The results from five psychophysical experiments, involving 233 participants, showed that, even in the realm of computer graphics, there is a strong relationship between vision and audition in both spatial and temporal domains. The first experiment, investigating the auditory-visual cross-modal interaction within spatial domain, showed that unrelated sound effects reduce perceived rendering quality threshold. In the following experiments, the effect of audio on temporal visual perception was investigated. The results obtained indicate that audio with certain beat rates can be used in order to reduce the amount of rendering required to achieve a perceptual high quality. Furthermore, introducing the sound effect of footsteps to walking animations increased the visual smoothness perception. These results suggest that for certain conditions the number of frames that need to be rendered each second can be reduced, saving valuable computation time, without the viewer being aware of this reduction. This is another step towards a comprehensive understanding of auditory-visual cross-modal interaction and its use in high-fidelity interactive multi-sensory virtual environments.
31

Meyer, Mark Barr Alan H. "Discrete differential operators for computer graphics /." Diss., Pasadena, Calif. : California Institute of Technology, 2004. http://resolver.caltech.edu/CaltechETD:etd-05282004-085345.

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32

Kaplan, Craig S. "Computer graphics and geometric ornamental design /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6887.

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33

Brock, Floyd James Jr. "Enhanced Computer Graphics for Decision Makers." PDXScholar, 1986. https://pdxscholar.library.pdx.edu/open_access_etds/1238.

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Words need a context to be understood. Visual patterns also need a context to convey their meaning. When patterns represent quantities in business graphics, decision makers (DMs) depend on contrasting visual contexts to discern patterns and discover relationships. Depending on the context in which DMs see trends, differences between two trends may point to a problem, to continuity, or to an opportunity. Can enhancing the context in computer graphics help DMs visualize problems? To answer this research question, three experiments were done in the field on computer graphics. One hundred five DMs tried 17 different contexts for time-series trends displayed on a microcomputer monitor. The research objective was to find out whether changing the context in graphics affected the decision efficiency (accuracy/response time) of DMs in determining relationships among trends. Essential for measuring the effect were interactive computer programs that displayed random trends in graphics of differing contexts, collected the DMs' answers to questions about the trends, and graded 1133 graphics based on the answers, response times, and trend data. The experimental results supported the hypothesis that computers can enhance the visual context surrounding time-series trends so that DMs can better visualize problems. Results were based on comparisons of DMs' decision efficiencies between trial graphics with differing contextual enhancements and based on answers to questions about the trial graphics. The results were tested with nonparametric statistics at the 0.05 significance level. Specific findings were: (1) Computer-supplied forecasts, as an enhancement, significantly helped DMs discover differences among trends. (2) Although not statistically significant, stratified presentation of trends and fading chartjunk tended to increase DMs' efficiencies. (3) Adding two colors, as an enhancement, made no difference in efficiency over black and white. (4) Paired trends in windows did not affect efficiency significantly. (5) Sequentially traced trends and composites of enhancements did not affect efficiency significantly. (6) DMs preferred stratified trends most and had the most confidence in graphics with fading context. They least liked and had the least confidence in black-and-white graphics.
34

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
35

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
36

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.

37

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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38

Sonnet, Henry. "Embedding metadata in computer graphics for interaction." [S.l.] : [s.n.], 2007. http://deposit.ddb.de/cgi-bin/dokserv?idn=984708545.

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39

González, García Francisco. "Continuity and interpolation techniques for computer graphics." Doctoral thesis, Universitat de Girona, 2013. http://hdl.handle.net/10803/117143.

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In Computer Graphics applications, it is a common practice to texture 3D models to apply material properties to them. Then, once the models are textured, they are deformed to create new poses that can be more appropriate for the needs of a certain scene and finally, those models are visualized with a rendering algorithm. Many of those approaches suffer from continuity problems that dumper interpolation procedures. Thus, in this thesis we present three algorithms that address continuity in key areas of Computer Graphics: Continuity Mapping in texturing, *Cages in mesh deformation and I-Render in visualization
En aplicacions orientades als gràfics per ordinador existeix una pràctica molt comuna d'associar informació de materials a objectes 3D mitjançant l'aplicació de textures. Una vegada els models estan texturats, solen deformar-se per tal de crear noves postures, les quals poden ser més adients per a les necessitats d'una determinada escena. Finalment, els models 3D es visualitzen mitjançant l'ajuda d'un algorisme de visualització. Molts dels mètodes de texturat, deformació i visualització existents pateixen problemes de continuïtat que dificulten la posterior aplicació de tècniques d'interpolació. Així doncs, en aquesta tesis doctoral presentem una sèrie d’algorismes que aporten continuïtat en àrees estratègiques i importants en els gràfics per ordinador: Continuity Mapping en el texturat de malles 3D, *Cages per a la deformació suau i continua de malles i I-Render en el camp de la visualització interactiva
40

Jones, Brian Edward. "A computer graphics based target detection model." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FJones_Brian.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulations)--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Christian J. Darken. "September 2006." Includes bibliographical references (p. 85). Also available in print.
41

Balakrishnan, Ravin. "Issues in bimanual interaction for computer graphics." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ58939.pdf.

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42

Jablonski, Sidney E. "Visual metaphors in computer-generated information graphics /." Online version of thesis, 1989. http://hdl.handle.net/1850/11545.

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43

Mayer, Andrew L. "A comparison of two computer graphics systems /." Online version of thesis, 1986. http://hdl.handle.net/1850/8824.

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44

Perez, Manuel A. "A language for interactive computer graphics programming." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/484784.

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The writer defines graphics-oriented data types and operators as the basis for a graphics-oriented programming language. Most of these data types are not available in today's languages. They are usually defined as structures or records composed of some other basic types. These include points, rectangles, transformations, etc. Some operators, such as vector addition, are defined to work with them.The design and implementation of an interpreter to test some of these graphics data types and operators are discussed.The writer also examines some of the tools needed in a graphics programming environment.
45

Pagenkopf, Eric L. "Dynamic stall analysis utilizing interactive computer graphics." Thesis, Monterey, California. Naval Postgraduate School, 1988. http://hdl.handle.net/10945/23185.

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A Navier-Stokes problem solver, developed by L. N. Sankar, is modified to provide dynamic, interactive graphical presentations of predicted flow field solutions about a NACA-0012 airfoil section oscillating in pitch, in order to demonstrate the capabilities of dynamic graphics applications in the study of complex, unsteady flows. Flow field solutions in the form of pressure coefficient and stream function contour plots about an airfoil experiencing dynamic stall are plotted utilizing an IRIS 3000-series workstation and Graphical Animation System (GAS) software, developed by Sterling Software for NASA. These full cycle solutions in conjunction with dynamic surface pressure distribution plots and integrated lift, pitching moment and full cycle solutions, in conjunction with dynamic surface pressure distribution plots and integrated lift, pitching moment and drag coefficient data, are compared to existing experimental data in order to provide an indication of the validity of the code's far-field solution. Full procedural documentation is maintained in order to provide an efficient analysis tool for use in future oscillating airfoil studies planned by the NASA-Ames Fluid Mechanics Laboratory and the Naval Postgraduate School Department of Aeronautics and Astronautics. Keywords: Dynamic stall, Computer graphics, IRIS, Flow visualization, Theses. (jes)
46

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.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both individually and in the context of an entire architecture. It is helpful to be able to model different algorithmic variations rapidly and experiment with them interchangeably. This thesis begins with a description of software based modelling techniques for the rapid investigation of algorithms for 3D computer graphics within the context of a C++ prototyping environment. Recent tremendous increases in the rendering performance of graphics hardware have been shadowed by corresponding advancements in the accuracy of the algorithms accelerated. Significantly. these improvements have led to a decline in tolerance towards rendering artefacts. Algorithms for the effective and efficient implementation of high quality texture filtering and edge antialiasing form the focus of the algorithm research described in this thesis. Alternative algorithms for real-time texture filtering are presented in terms of their computational cost and performance. culminating in the design of a low cost implementation for higher quality anisotropic texture filtering. Algorithms for edge antialiasing are reviewed. with the emphasis placed upon area sampling solutions. A modified A-buffer algorithm is presented that uses novel techniques to provide: efficient fragment storage; support for multiple intersecting transparent surfaces; and improved filtering quality through an extendable and weighted filter support from a single highly optimised lookup table.
47

Fedorchenko, Ilya. "Short history of computer graphics in movies." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13178.

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48

Lim, Hong Lip. "Rendering techniques in three-dimensional computer graphics." Phd thesis, Faculty of Engineering, 1993. http://hdl.handle.net/2123/5674.

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49

Ohmer, Julius Fabian. "Computer vision applications on graphics processing units." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16463/1/Julius_Ohmer_Thesis.pdf.

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Over the last few years, commodity Graphics Processing Units (GPUs) have evolved from fixed graphics pipeline processors into more flexible and powerful data-parallel processors. These stream processors are capable of sustaining computation rates of greater than ten times that of a single-core CPU. GPUs are inexpensive and are becoming ubiquitous in a wide variety of computer architectures including desktop and laptop computers, PDAs and cell phones. This research works investigates possible ways to use modern GPUs for real-time computer vision and pattern classification tasks. Special attention is paid to algorithms, where the power of the CPU is a limiting factor. This is in particular the case for real-time tracking algorithms on video streams, where many candidate regions must be evaluated at once to allow stable tracking of features. They impose a high computational burdon on sequential processing units such as the CPU. The proposed implementation presented in this thesis is considering standard PC platforms rather than expensive special dedicated hardware to allow a broad variety of users to benefit from powerful computer vision applications. In particular, this thesis includes following topics: 1. First, we present a framework for computer vision on the GPU, which is used as a foundation for the implementation of computer vision methods. 2. We continue with the discussion of GPU-based implementation of Kernel Methods, including Support Vector Machines and Kernel PCA. 3. Finally, we propose GPU-accelerated implementations of two tracking algorithms. The first algorithm uses geometric templates in a gradient vector field. The second algorithm is a color-based approach in a particle filter framework. Both are able to track objects in a video stream. This thesis concludes with a final discussion of the presented methods and will propose directions for further research work. It will also briefly present the features of the next generation of GPUs.
50

Ohmer, Julius Fabian. "Computer vision applications on graphics processing units." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16463/.

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Over the last few years, commodity Graphics Processing Units (GPUs) have evolved from fixed graphics pipeline processors into more flexible and powerful data-parallel processors. These stream processors are capable of sustaining computation rates of greater than ten times that of a single-core CPU. GPUs are inexpensive and are becoming ubiquitous in a wide variety of computer architectures including desktop and laptop computers, PDAs and cell phones. This research works investigates possible ways to use modern GPUs for real-time computer vision and pattern classification tasks. Special attention is paid to algorithms, where the power of the CPU is a limiting factor. This is in particular the case for real-time tracking algorithms on video streams, where many candidate regions must be evaluated at once to allow stable tracking of features. They impose a high computational burdon on sequential processing units such as the CPU. The proposed implementation presented in this thesis is considering standard PC platforms rather than expensive special dedicated hardware to allow a broad variety of users to benefit from powerful computer vision applications. In particular, this thesis includes following topics: 1. First, we present a framework for computer vision on the GPU, which is used as a foundation for the implementation of computer vision methods. 2. We continue with the discussion of GPU-based implementation of Kernel Methods, including Support Vector Machines and Kernel PCA. 3. Finally, we propose GPU-accelerated implementations of two tracking algorithms. The first algorithm uses geometric templates in a gradient vector field. The second algorithm is a color-based approach in a particle filter framework. Both are able to track objects in a video stream. This thesis concludes with a final discussion of the presented methods and will propose directions for further research work. It will also briefly present the features of the next generation of GPUs.

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