Дисертації з теми "Real time virtual environment"
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Shah, Radhey. "SUPPORTING REAL-TIME PDA INTERACTION WITH VIRTUAL ENVIRONMENT." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3555.
Повний текст джерелаM.S.
Other
Engineering and Computer Science
Modeling and Simulation
Wu, Wenyan. "A reconfigurable virtual environment based on real time data." Thesis, University of Derby, 2003. http://hdl.handle.net/10545/324818.
Повний текст джерелаCorbett, Thomas Wingett. "XML-Driven Real-time Interactive Virtual Environment (XDRIVE) Engine." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/79688.
Повний текст джерелаMaster of Science
Wen, Zhigang. "Real time animated human agent in virtual environments." Thesis, University of Wolverhampton, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.413437.
Повний текст джерелаOuyang, Xun. "Image synthesis of virtual environment construction for real time internet based e-learning." Thesis, University of Derby, 2010. http://hdl.handle.net/10545/232372.
Повний текст джерелаShang, Huiping. "Real-time communication between virtual environments over the Internet." Thesis, University of Derby, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269799.
Повний текст джерелаMalhotra, Priya. "Issues involved in Real-Time Rendering of Virtual Environments." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35382.
Повний текст джерелаMaster of Science
Prior, Anthony. "Real-time collaborative volumetric virtual sculpting with haptic force-feedback." University of Western Australia. School of Computer Science and Software Engineering, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0002.
Повний текст джерелаBadra, Fady. "Real-time immersive articulation of the human body in the WITS virtual training environment." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0028/MQ50589.pdf.
Повний текст джерелаPons, Lelardeux Catherine. "Real-time virtual collaborative environment designed for risk management training : communication and decision making." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30146/document.
Повний текст джерелаMany accidents in transport, industry or healthcare result from a causal chain of events where inadvertent human errors have not been corrected in time. In such socio-technical and dynamic systems where complexity and unpredictability widespread, training teams to risk management in real-life like situations is crucial. This thesis aims to provide a virtual multi-player environment designed for inter-professional team training to risk management. To that end, a method to design risk management interactive and controlled scenario has been described. A communication system, a group decision making system and a team tracing model have been created. They all together enable the virtual team to be free enough to manage the educational situations. These coherent and innovative environment allows us to control the team activity and automate the edition of a personalized, individual and corporate debriefing at the end of a team training session
Schröder, Dirk [Verfasser]. "Physically based real-time auralization of interactive virtual environments / Dirk Schröder." Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2012. http://d-nb.info/1020247320/34.
Повний текст джерелаHaciomeroglu, Murat. "Populating virtual urban environments with crowds of pedestrians in real-time." Thesis, University of East Anglia, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.518360.
Повний текст джерелаBrownridge, Adam Mark. "Real-time motion capture for analysis and presentation within virtual environments." Thesis, Manchester Metropolitan University, 2014. http://e-space.mmu.ac.uk/326218/.
Повний текст джерелаVatavu, Radu-Daniel. "Real-time acquisition of human gestures for interacting with virtual environments." Thesis, Lille 1, 2008. http://www.theses.fr/2008LIL10007/document.
Повний текст джерелаWe address in this thesis the problem of gesture recognition with specific focus on providing a flexible model for movement trajectories as well as for estimating the variation in execution that is inherently present when performing gestures. Gestures are captured in a computer vision scenario which approaches somewhat the specifics of interactive surfaces. We propose a flexible model for gesture commands based on a spline representation which is enhanced with elastic properties in a direct analogy with the theory of elasticity from classical physics. The model is further used for achieving gesture recognition in the context of supervised learning. In order to address the problem of variability in execution, we propose a model that measures objectively and quantitatively the local tendencies that users introduce in their executions. We make use of this model in order to address a problem that is considered hard by the community: automatic segmentation of continuous motion trajectories and scale invariant identification of gesture commands. We equally show the usefulness of our model for performing ergonomic analysis on gesture dictionaries
Bharambe, Sachin Vasant. "Smart Environment Based On Real-Time Human Position Tracking For Remote Presence And Collaboration." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/86661.
Повний текст джерелаMaster of Science
Corbin, Daniel P. "NPSNET : environmental effects for a real-time virtual world battlefield simulator /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA275032.
Повний текст джерелаZhou, Wei. "An investigation into a distributed virtual reality environment for real-time collaborative 4D construction planning and simulation." Thesis, University of Wolverhampton, 2009. http://hdl.handle.net/2436/98506.
Повний текст джерелаDäumler, Martin. "Real-time Code Generation in Virtualizing Runtime Environments." Doctoral thesis, Universitätsbibliothek Chemnitz, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-162075.
Повний текст джерелаWaldrop, Marianne Susan. "Real-time articulation of the upper body for simulated humans in virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://edocs.nps.edu/npspubs/scholarly/theses/1995/Sep/95Sep_Waldrop.pdf.
Повний текст джерелаMcDermott, Scott. "An Analysis of Accurate, Real-Time Reproduction of 3D Acoustics in Virtual Environments." Thesis, University of Louisiana at Lafayette, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3687696.
Повний текст джерелаMany of the applications, virtual environments, and video games available to average computer users integrate stunning three-dimensional (3D) graphics and real-world visualizations. Developers spend an extraordinary amount of time and effort creating these immersive, realistic virtual environments, primarily focusing on the graphics components. Within these virtual realities, the user should easily perceive the locations of sound sources accurately, as well as the acoustic nature of the environment. However, for reasons of economy and simplicity, most developers apply readily available industry standards for generating pseudo-3D sounds in their applications. This research explores the shortcomings of these standards, proposes an effective alternative, and provides a detailed analysis of the various possible approaches.
This project includes a number of computationally efficient, physics-based 3D acoustics simulations, each of which will produce realistic aural reproductions. The primary goal is to evaluate and compare these algorithms against each other, non-3D sound reproduction, and the current industry standards (e.g. Microsoft's DirectX® pseudo-3D algorithm). We will test three hypotheses. First, users will find that physics-based 3D algorithms will render improved auralization reproductions compared against industry standards like DirectX® and/or OpenAL. Second, localization and spatialization will improve with user training when using these algorithms. Finally, we should discover an unambiguous ranking system for the quality of each tested algorithm.
Talvas, Anthony. "Bimanual haptic interaction with virtual environments." Thesis, Rennes, INSA, 2014. http://www.theses.fr/2014ISAR0015/document.
Повний текст джерелаIn Virtual Reality (VR), the haptic sense increases the immersion of users in a Virtual Environment (VE) with which they interact in real time. In this Ph.D thesis, we propose contributions to improve two-handed interaction in haptics with VEs. We first address issues with bimanual interaction in VEs using haptic devices with single effectors. We propose an interaction technique called double bubble for exploration of VEs through a combination of position and rate control. We also present a manipulation technique called magnetic pinch which facilitates the grasping of virtual objects with simple rigid proxies. Simultaneous grasping and exploration of the VE is enhanced using common control modes. A user evaluation was conducted to assess the efficiency of these techniques. We then focus on improving the computation of contact surfaces. We propose a god-finger method to render finger padlike surfaces from a single contact point. It relies on a simple scan of the local geometry of the object in contact, and is this less costly than soft body simulation methods. The method is adapted for interaction using simple or more complex rigid virtual proxies, and with rigid or deformable objects, including rough surfaces. A visual rendering method provides feedback on the shape of the contact surface. Finally, we address the resolution of contacts during dexterous manipulation of virtual objects through soft fingers. The computation of contact mechanics is improved by aggregating the multiple contact constraints involved. A method for nonuniform pressure distribution over the contact surface adapts the response when touching sharp edges. We use the Coulomb-Contensou friction model to efficiently simulate torsional friction. The approach is evaluated with a deformable hand model for real time interaction. The contributions of this manuscript open novel perspectives in the context of bimanual haptics and VR, allowing more natural interaction with more complex VEs
Moreau, Filip. "Physics-Based, Real-Time Simulation of Fluid-Immersed Rigid Bodies." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43343.
Повний текст джерелаEnglish, Joel Alexander. "Assessing the synchronous online classroom : methodologies and findings in real-time virtual learning environments." Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137523.
Повний текст джерелаDepartment of English
Anderson, Eike F. "On the definition of non-player character behaviour for real-time simulated virtual environments." Thesis, Bournemouth University, 2008. http://eprints.bournemouth.ac.uk/11991/.
Повний текст джерелаRamaraj, Sharath. "Supporting Quality of Service in Distributed Virtual Environments." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/35401.
Повний текст джерелаMaster of Science
Whiting, Jennifer Kay. "Development of a Real-Time Auralization System for Assessment of Vocal Effort in Virtual-Acoustic Environments." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7056.
Повний текст джерелаAbdellatif, Reham Mahmoud Ahmed. "Design reviews at a distance : a qualitative analysis of mediated interaction in 3D real-time virtual environments." Thesis, University of Newcastle upon Tyne, 2012. http://hdl.handle.net/10443/1603.
Повний текст джерелаDutton, James Allen. "Developing articulated human models from laser scan data for use as avatars in real time networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397086.
Повний текст джерелаThesis advisors: Bachmann, Eric ; Yun, Xiaoping. "September 2001." Includes bibliographical references (p. 47-49). Also Available online.
Runebjörk, Daniel. "Evaluering av kontextmodeller och interaktiva virtuella miljöer i den arkitektoniska gestaltningsprocessen." Thesis, Luleå tekniska universitet, Arkitektur och vatten, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78641.
Повний текст джерелаVerktygen som är tillgängliga för en arkitekt under gestaltningsprocessen utvecklas konstant, vilket banar väg för att testa nya arbetsmetoder och tekniker. Den numera breda tillgängligheten till kommersiella drönare, sofistikerade mätinstrument och avancerade beräkningsprogram gör det möjligt att på smidiga sätt framställa detaljerade digitala verklighetsrepresentationer, i form av kontextmodeller. Tillsammans med realtidsrendering, genom spelmotorer och visualisering med hjälp av interaktiva virtuella miljöer (Interactive Virtual Environements, IVE), kan arkitekter idag återskapa planerade byggnader i en verklighetstrogen virtuell kontext. Studien tittar på hur arkitekten kan dra nytta av kontextmodeller och IVE i gestaltningsprocessen och presenterar en arbetsmetod som kan tillämpas av arkitekt – och teknikkonsultbyråer. För att uppnå detta tillämpas en kvalitativ forskningsmetod, där data samlas in genom intervjuer och workshop tillsammans med arkitekter och en praktisk tillämpning i form av en fallstudie. All samlade data sammanställs och analyseras med en så kalla mönstermatchning (eng. Pattern Matching), där förväntade teoretiska mönster jämförs med de empiriska mönster som träder fram ur datamängden. Studien visar att användning av kontextmodeller och IVE har stora fördelar i flera olika skeden av gestaltningsprocessen, där främst kommunikationsvinster presenteras som en huvudsaklig bidragande faktor. Däremot råder viss oro för implementering av tekniken i allt för tidiga skeden och även risker med att presentera förvirrande och missvisande IVE lyfts fram som en risk. En fördel som presenteras är kontextmodellers och IVEs förmåga att skapa virtuell närvaro, men också möjligheten att presentera en byggnads omgivning virtuellt, presenterades som en stor vinst i studien. Detta är starkt kopplat till fördelarna som IVR (Immersive Virtual Reality) bidrar med, i frågor om att visualisera volymer och rumsligheter, något som förstärks av en detaljerad kontextmodell. Slutligen presenteras en arbetsmetod för hur teknikkonsulter och arkitekter kan tillämpa kontextmodeller och IVE under gestaltningsprocessen. Arbetsmetoden sammanfattas till att enskilda kompetensområden med fördel utför olika delar av processen, vilket tillåter arkitekten att fokusera på gestaltningsarbetet, men samtidigt dra nytta av visualiseringsteknikerna. En slutsats som dras är att den framtagna arbetsmetoden måste förankras i verkligheten, genom att tillämpas i ett verkligt projekt innan den kan bevisas som effektiv. Om den i framtiden bevisas effektiv kan arbetsmetoden visas vara ett steg i ny riktning för ett skiftande arbetssätt inom arkitektyrket.
Trignano, Vincenzo. "Virtual prototyping of embedded real-time systems." Thesis, University of Sussex, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414786.
Повний текст джерелаTerrasa, Barrena Andrés Martín. "Flexible Real-Time Linux a New Environment for Flexible Hard Real-Time Systems." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/18060.
Повний текст джерела[CA] Aquesta tesi proposa un nou entorn general per a la construcció de sistemes flexibles de temps real estricte, això és, sistemes que requereixen garanties de temps real estricte i un comportament flexible. L'entorn proposat és capaç d'integrar tasques amb diferentsnivells de criticitat i diferents paradigmes de planificació al mateix sistema. Com a resultat, l'entorn permet proporcionar garanties detemps real estricte a les tasques crítiques i a més aconseguir una planificació adaptativa i intel¿ligent de les tasques menys crítiques. L'entorn es defineix en termes d'un model de tasques, una arquitectura software i un conjunt de serveis. El model de tasques proposa la construcció d'una aplicació flexible de temps real estricte com a un conjunt de tasques on cadascuna és estructurada com una seqüència de components obligatòries i opcionals. L'arquitectura software proposa la separació de l'execució de les tasques en dos nivells de planificació interrelacionats, de manera que un nivel planifica les components obligatòries mitjançant una política de planificació de temps real estricte mentre que l'altre nivell planifica les components opcionals mitjançant una política de planificació basada en la utilitat. El conjunt de serveis inclou, per una part, un sistema de comunicació entre les components de les tasques (tant obligatòries com opcionals) i, per una altra, una sèrie de mecanismes per a la detecció i tractament d'excepcions temporals produïdes en execució. Per altra banda, la present tesi mostra que el proposat entorn teòric pot ésser implementat realment. En concret, es presenta el diseny i la implementació d'un sistema d'execució (es a dir, un nucli de sistema operatiu) capaç de suportar les característiques d'aquest entorn. Aquest sistema, anomenat Flexible Real-Time Linux (FRTL), ha sigut desenvolupat a partir d'un nucli mínim existent anomenat Real-Time Linux (RT-Linux). Finalment, aquesta tesi presenta una caracterització temporal completa del sistema FRTL i mesures reals de la seua sobrecàrrega. La caracterització temporal ha permés el desenvolupament d'un test de garantia complet de tot el sistema (incloent l'aplicació i el nucli FRTL), que pot ésser utilitzat per a verificar les restriccions temporals de qualsevol aplicació implementada sobre FRTL. Per la seua part, les mesures de la sobrecàrrega de FRTL mostren que aquest nucli ha sigut disenyat i implementat de manera eficient. En conjunt, es demostra que el nucli FRTL és al mateix temps predible i eficient, dos característiques que informen de la seua utilitat a la implementació real d'aplicacions flexibles de temps real estricte.
Terrasa Barrena, AM. (2001). Flexible Real-Time Linux a New Environment for Flexible Hard Real-Time Systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/18060
Dahlman, Gustav, and Johan Omara. "Real time location system for indoor environment." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20092.
Повний текст джерелаThe field of indoor positioning is an important front and in fast and rapid development as therise of IoT and digitization of big cities. This work is designed to find and build an appropriatetechnology to compact nonlinearities from multipath propagation. In this paper various availablelocalization-technologies and methods are examined through a literature study. Based on the resultof the literature study and a given set of requirements, a prototype is designed and implemented.The resulting system is based on UWB technology using TWR, trilateration and a kalman filter.The prototype is tested in various different environments. The results show that the system is ableto successfully locate an object while fulfilling the requirements of this work. Additionally, someideas on how to increase the performance of the prototype is discussed.
Ong, Henry Tong. "Physical based toolkit for real-time distributed virtual world." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA303720.
Повний текст джерелаMathiason, Gunnar. "Virtual Full Replication for Scalable Distributed Real-Time Databases." Doctoral thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20661.
Повний текст джерелаCai, Hao. "A virtual machine for high integrity real-time systems." Thesis, University of York, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.425411.
Повний текст джерелаRobb, Michael Stuart Alexander. "Interactive real-time three-dimensional visualisation of virtual textiles." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2310.
Повний текст джерелаAquotte, Fabio de Almeida. "Real-time diffuse indirect illumination with virtual light meshes." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/164054.
Повний текст джерелаIndirect illumination on a rendered scene can add a great deal to its visual quality, but it is also a costly operation. Therefore, a lot of research targets how to render indirect illumination in real-time. While powerful techniques for real-time indirect illumination currently exist, they provide only coarse-grained artistic control over the trade-off between quality and speed. We propose a Virtual Light Mesh to compute the scene’s diffuse indirect illumination, inspired by the use of other current auxiliary meshes such as Navigation Meshes and Collision Meshes. A Virtual Light Mesh (VLM) is a simplified mesh of polygonal lights used to approximate the light bounced by the real geometry. Together with the VLM, we design an acceleration data structure for efficient indirect illumination performance with a complex VLM. The use of VLM presents some positive properties: greater artistic control of the indirect illumination characteristics; the possibility of integration with existing techniques such as skeletal animation and procedural generation; and simple integration into existing asset production tools and pipelines. Our experimental results show that artist controlled indirect illumination is a viable alternative to existing methods.
Drescher, Michael Stuart. "A Flattened Hierarchical Scheduler for Real-Time Virtual Machines." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/78125.
Повний текст джерелаMaster of Science
Kämpe, Eddie. "Cloud execution environment for real-time media applications." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-176049.
Повний текст джерелаAnvändandet av smartphones och andra "Internet of Things"-enheter ökar snabbt. I takt med ökningen, så släpps nya tekniker som möjliggör utveckling av mer avancerade tjänster. Ett exampel är Web Real-Time Communication (WebRTC). Den här typen av tjänster konsumeras oftast sporadiskt under kortare tidsintervall. även cloud computing har drastiskt ökat i popularitet under de senaste åren. Hög elasticitet samt möjligheten att allokera datorresurser på begäran har medfört att utnyttjandegraden av datorers kapacitet kan höjas. Flexibiliteten att snabbt kunna allokera och frigöra resurser möjliggör att tjänster kan utvecklas för att utnyttja upp- och nerskalningsm öjligheterna bättre, även för kortvariga lastökningar. Forskningen i rapporten riktar in sig på ett system för videoströmning mellan användare i realtid baserat påa WebRTC. Inkommande strömmar hanteras av Multipoint Control Units (MCUs), som har som uppgift att vidaredistribuera strömmarna till andra användare som vill spela upp strömmen. Horisontell skalning och cloud computing har mycket gemensamt. Det underliggande arbetet till den här rapporten fokuserar på ett extremfall, där varje inkommande videoström hanteras av en enskild MCU. Den här uppsatsen presenterar den process som användes för att ta fram en lämplig molnlösning för strömningssystemet. Processen beståar av en kravanalys av strömningssystemet, en jämförelse av befintliga lösningar samt en implementation av en molnlösning. Slutligen så innehåller uppsatsen en utvärdering av implementationen. Resultatet av uppsatsen är en molnlösning som videoströmningssystemet kan driftsättas och köras på. Molnlösningen är inte begränsad till videoströmningssystemet utan klarar av att hantera alla applikationer som paketerats inuti Docker-kapslar. Molnlösningen är så pass generell att den kan användas till andra projekt inom cloud computing.
Forsberg, Nils. "Evaluation of Real-Time Performance in Virtualized Environment." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12402.
Повний текст джерелаHan, Wan Yi. "Real-time transport protocol in a wireless environment." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0013/MQ61438.pdf.
Повний текст джерелаSlater, Howard James. "Real time emulation environment for digital control development." Thesis, University of Newcastle Upon Tyne, 1997. http://hdl.handle.net/10443/925.
Повний текст джерелаChen, Deji. "Real-time data management in the distributed environment /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Повний текст джерелаMolmer, Matthew. "Spatial orientation and familiarity in a small-scale real environment using PC-based virtual environment technology." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FMolmer.pdf.
Повний текст джерелаThesis Advisor(s): Rudy Darken, Perry McDowell. Includes bibliographical references (p. 47). Also available online.
Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.
Повний текст джерелаThesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
Timchenko, Alexander Nikolai. "Real-time dynamics for interactive environments." [College Station, Tex. : Texas A&M University, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-2122.
Повний текст джерелаVernier, Michael Anthony. "Virtual Sensor System: Merging the Real World with a Simulation Environment." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1282138118.
Повний текст джерелаYoung, Roy David. "NPSNET-IV : a real-time, 3D distributed interactive virtual world /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA274942.
Повний текст джерелаWaizenegger, Wolfgang. "Real-time 3D-based Virtual Eye Contact for Video Communication." Doctoral thesis, Humboldt-Universität zu Berlin, 2019. http://dx.doi.org/10.18452/20159.
Повний текст джерелаA major problem, that decreases the naturalness of conversations via video communication, is missing eye contact. While a person is looking on the display, she or he is recorded from cameras that are usually attached next to the display frame. With the advent of massively parallel computer hardware and in particular very powerful consumer graphics cards, it became possible to simultaneously process multiple input views for real-time 3D reconstruction. Here, a greater amount of input views mitigate occlusion problems and lead to a more complete set of 3D data that is available for view synthesis. In this thesis, novel algorithms are proposed that enable for high quality real-time 3D reconstruction, the on-line alignment of photometric camera parameters, and the automatic and user independent estimation of the eye contact cameras. The real-time 3D analysis consist of two complementary approaches. On the one hand, a shape based algorithm and on the other hand, a patch based technique that evaluates 3D hypotheses via comparison of image textures. Preparative to rendering, texture from multiple views needs to be aligned. For this purpose, a novel algorithm for photometric on-line adjustment of the camera parameters is proposed. The photometric adjustment is carried out iteratively in alternation with a 3D registration of the respective views. In this way, the quality of photometric parameters is directly linked to the 3D analysis results and vice versa. Based on the textured 3D data, the eye contact view is rendered. An important prerequisite for this task is the estimation of a suitable virtual eye contact camera. In this thesis, a novel approach is formulated that enables for an automatic adaptation to arbitrary new users. Therefor, the eye contact camera is dynamically adapted to the current eye positions of the users. In this way, a virtual communication environment is created that allows for a more natural conversation.
Riva, Christian. "A programming environment for real-time multi-threaded systems." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/10199.
Повний текст джерела