Дисертації з теми "Synthese interactive"
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Ding, Hong. "Synthèse architecturale interactive et flexible." Phd thesis, Grenoble INPG, 1996. http://www.theses.fr/1996INPG0053.
Повний текст джерелаThis thesis presents an interactive High Level Synthesis environment called AMICAL. The synthesis process is decomposed into a set of refinement steps. The user can execute these steps automatically, manually or in interactive mode when needed. The synthesis scheme is flexible; it allows several architectural models for the generated data-path ( bus model, multiplexer model) and controller (hardwired, programmable). The main issues developed in this thesis are: The models and steps used for refinements in a synthesis process. Several architectural models are defined for bridging gap between two synthesis steps. The interactive synthesis model. It includes a performance model allowing to estimate the synthesized results, and allows the designer to be a real actor of the synthesis process. The generation of different architectures and their algorithm issues. These architectures are usable as inputs for lower synthesis tools
Heinrich, Stefan, and Maik Berger. "New concept of continuously interactive analysis-synthesis-parameter-adjustments (ASPA) for nonlinear drive assemblies." Technische Universität Chemnitz, 2015. https://monarch.qucosa.de/id/qucosa%3A23320.
Повний текст джерелаThis report shows that new opportunities and areas of development arise from using the domain spanning system simulation software SimulationX for the analysis and synthesis of nonlinear mechanisms. The idea to mathematically combine arbitrary motion demands to complex models in the form of support modules within a unique program interface now allows for a holistic mechanism synthesis with a continuous analysis-synthesis-parameter-adjustment (ASPA). Hence, the user may perform both mechanism analysis and synthesis employing one single program interface (e.g. to identify the ideal mechanism in terms of dynamics during an optimization process).
SALSALI, MEHDI. "Art et distance psychique a l'ere de la realite virtuelle recherche theorique et realisation interactive en images de synthese 3d." Paris 8, 1999. http://www.theses.fr/1999PA081611.
Повний текст джерелаBozianu, Rodica. "Synthesis of Interactive Reactive Systems." Thesis, Paris Est, 2016. http://www.theses.fr/2016PESC1026/document.
Повний текст джерелаWe study the problem of automatic synthesis of programs in multi-component architectures such that they satisfy the specifications by construction. The main goal of the thesis is to develop procedures to solve the synthesis problem that may lead to efficient implementations.Each component may have partial observation on the global state of the multi-component system.Therefore, the synthesis problem asks to provide observation-based protocols for the components that have to be synthesized that ensure that specifications hold on all interactions with their environment.The environment may be antagonist, or may have its own objectives and behave rationally.We first study the synthesis problem when the environment is presumed to be completely antagonist. For this setting, we propose a "Safraless" procedure for the synthesis of one partially informed component and an omniscient environment from KLTL+ specifications. It is implemented in the tool Acacia-K. Secondly, we study the synthesis problem when the components in the environment have their own objectives and are rational. For the more relaxed setting of perfect information, we provide tight complexities for particular omega-regular objectives. Then, for the case of imperfect information, we prove that the rational synthesis problem is undecidable in general, but we gain decidability if is asked to synthesize only one component against a rational omniscient environment
Ding, Hong. "Synthèse architecturale interactive et flexible." Phd thesis, Grenoble INPG, 1996. http://tel.archives-ouvertes.fr/tel-00010765.
Повний текст джерелаLe, Guillou-Clemencin Claire. "Effets secondaires des fluoroquinolones : synthèse de deux nouvelles fluoroquinolones." Paris 5, 1994. http://www.theses.fr/1994PA05P256.
Повний текст джерелаLelong, Amélie. "Convergence phonétique en interaction Phonetic convergence in interaction." Thesis, Grenoble, 2012. http://www.theses.fr/2012GRENT079/document.
Повний текст джерелаThe work presented in this manuscript is based on the study of a phenomenon called phonetic convergence which postulates that two people in interaction will tend to adapt how they talk to their partner in a communicative purpose. We have developed a paradigm called “Verbal Dominoes“ to collect a large corpus to characterize this phenomenon, the ultimate goal being to fill a conversational agent of this adaptability in order to improve the quality of human-machine interactions.We have done several studies to investigate the phenomenon between pairs of unknown people, good friends, and between people coming from the same family. We expect that the amplitude of convergence is proportional to the social distance between the two speakers. We found this result. Then, we have studied the knowledge of the linguistic target impact on adaptation. To characterize the phonetic convergence, we have developed two methods: the first one is based on a linear discriminant analysis between the MFCC coefficients of each speaker and the second one used speech recognition techniques. The last method will allow us to study the phenomenon in less controlled conditions.Finally, we characterized the phonetic convergence with a subjective measurement using a new perceptual test called speaker switching. The test was performed using signals coming from real interactions but also with synthetic data obtained with the harmonic plus
Hughes, Roger Brett. "Automated interactive software verification and synthesis." Thesis, Brunel University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.306741.
Повний текст джерелаBozianu, Rodica. "Synthèse des systèmes réactifs interactifs." Doctoral thesis, Universite Libre de Bruxelles, 2016. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/241954.
Повний текст джерелаDoctorat en Sciences
info:eu-repo/semantics/nonPublished
Tramus, Marie-Hélène. "Dispositifs interactifs d'images de synthèse." Paris 8, 1991. http://www.theses.fr/1991PA080589.
Повний текст джерелаThis rhesis is theoretical and practical. It includes the realisation of interactive installations of synthetic images (la speakerine de synthese et la plume) which takes place in an interrogation on the interactivity and in an installation panorama in industrial, play and artistical activities
Boubekeur, Tamy. "Traitement Hiérarchique, Edition et Synthèse de Géométrie Numérisée." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2007. http://tel.archives-ouvertes.fr/tel-00260917.
Повний текст джерелаWang, Xiaojun. "An interactive, high-level logic synthesis system." Thesis, Staffordshire University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387386.
Повний текст джерелаIlisescu, Corneliu. "Analysis and synthesis of interactive video sprites." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10045947/.
Повний текст джерелаLe, Garrec Jérémie. "Simulation interactive multimodale pour le prototypage virtuel." Paris 6, 2007. http://www.theses.fr/2007PA066346.
Повний текст джерелаGenoud, Philippe. "Contribution à la définition d'un logiciel graphique pour la visualisation et le dialogue interactifs structurés." Phd thesis, Grenoble 1, 1989. http://tel.archives-ouvertes.fr/tel-00332427.
Повний текст джерелаTakeuchi, Akiko. "RNA-protein interaction in the selenoprotein synthesis machinery." Strasbourg, 2009. http://www.theses.fr/2009STRA6054.
Повний текст джерелаThe 21st amino acid selenocysteine is encoded by a UGA codon that usually signifies translational termination. Selenoprotein synthesis therefore requires specialized factors. Among these is SBP2 that binds the SECIS, a stem-loop structure in the 3’UTR of selenoprotein mRNAs. In structural analyses of SBP2, we isolated and functionally characterized Drosophila melanogaster SBP2. By comparing it with human SBP2, we identified an additional RNA binding domain that is essential for SECIS and 60S ribosomal subunit binding, and also enables SECIS structure selectivity. In addition, computational and biophysical analyses established that SBP2 is globally unfolded, supporting our hypothesis that SBP2 is an Intrinsically Disordered Protein and becomes folded in the presence of partners yet to be identified. Finally, we searched for potential partners of SBP2 and our results showed that the molecular assembly of selenoprotein mRNPs has many similarities with that of sn/snoRNPs
Emilien, Arnaud. "Création interactive de mondes virtuels : combiner génération procédurale et contrôle utilisateur intuitif." Thèse, Grenoble, 2014. http://hdl.handle.net/1866/11661.
Повний текст джерелаLa complexité des mondes virtuels ne cesse d’augmenter et les techniques de modélisation classiques peinent à satisfaire les contraintes de quantité nécessaires à la production de telles scènes. Les techniques de génération procédurale permettent la création automatisée de mondes virtuels complexes à l’aide d’algorithmes, mais sont souvent contre-intuitives et par conséquent réservées à des artistes expérimentés. En effet, ces méthodes offrent peu de contrôle à l’utilisateur et sont rarement interactives. De plus, il s’agit souvent pour l’utilisateur de trouver des valeurs pour leurs nombreux paramètres en effectuant des séries d’essais et d’erreurs jusqu’à l’obtention d’un résultat satisfaisant, ce qui est souvent long et fastidieux. L’objectif de cette thèse est de combiner la puissance créatrice de la génération procédurale avec un contrôle utilisateur intuitif afin de proposer de nouvelles méthodes interactives de modéli- sation de mondes virtuels. Tout d’abord, nous présentons une méthode de génération procédurale de villages sur des terrains accidentés, dont les éléments sont soumis à de fortes contraintes de l’environnement. Ensuite, nous proposons une méthode interactive de modélisation de cascades, basée sur un contrôle utilisateur fin et la génération automatisée d’un contenu cohérent en regard de l’hydrologie et du terrain. Puis, nous présentons une méthode d’édition de terrains par croquis, où les éléments caractéristiques du terrain comme les lignes de crêtes sont analysés et déformés pour correspondre aux silhouettes complexes tracées par l’utilisateur. Enfin, nous proposons une métaphore de peinture pour la création et l’édition interactive des mondes virtuels, où des tech- niques de synthèse d’éléments vectoriels sont utilisées pour automatiser la déformation et l’édition de la scène tout en préservant sa cohérence.
The complexity required for virtual worlds is always increasing. Conventional modeling tech- niques are struggling to meet the constraints and efficiency required for the production of such scenes. Procedural generation techniques use algorithms for the automated creation of virtual worlds, but are often non-intuitive and therefore reserved to experienced programmers. Indeed, these methods offer fewer controls to users and are rarely interactive. Moreover, the user often needs to find values for several parameters. The user only gets indirect control through a series of trials and errors, which makes modeling tasks long and tedious. The objective of this thesis is to combine the power of procedural modeling techniques with intuitive user control towards interactive methods for designing virtual worlds. First, we present a technique for procedural modeling of villages over arbitrary terrains, where elements are subjected to strong environmental constraints. Second, we propose an interactive technique for the procedural modeling of waterfall sceneries, combining intuitive user control with the automated generation of consistent content, in regard of hydrology and terrain constraints. Then, we describe an interactive sketch-based technique for editing terrains, where terrain features are extracted and deformed to fit the user sketches. Finally, we present a painting metaphor for virtual world creation and editing, where methods for example-based synthesis of vectorial elements are used to automate deformation and editing of the scene while maintaining its consistency.
Rempulski, Nicolas. "Synthèse dynamique de superviseur pour l'exécution adaptative d'applications interactives." Thesis, La Rochelle, 2013. http://www.theses.fr/2013LAROS407/document.
Повний текст джерелаThis PhD thesis has for objective to propose solutions to interactive storytelling problems. We aim to propose a design method for the authors, as well as a logic of execution using this model to control the narrative unfolding. We apply our works in the video games context, but wish to address interactive storytelling in a wider dimension. We so approach the interactive story as a breakdown of the classic storytelling. Indeed, interactive storytelling creation process is not any more only under the author responsability, but also involves spectators. Through a review of the classic storytelling, we thus wish, at first, to formalize storytelling and its stakes. We use then the concept of ”œuvre en mouvement” to identify processes and actors involved in this creation process of a work, and thus to define the stakes in our research works. We propose an interactive storytelling mode base on automata. This one allows a controland a check on possible narratives, during design as well as dynamically while producing the story. However this formalism is complex to handle by authors. So, we formulate a top-level model, based on storytelling concepts, allowing authors to create an interactive story model using concepts they know. This model is then converted into our automaton based model. The latter serves then as referent for the dynamic control of the interactive storytelling, done by a supervisor multi-agents. This one, by observing produced events in the video game, is then able of controlling and guarantee the quality criteria specified by authors. We propose an implementation of our approach in a framework, including authoring tools to edite our models. We also implements automata check and supervision algorithms necessary to control video game virtual universe
PAPETTI, Stefano. "Sound modeling issues in interactive sonification - From basic contact events to synthesis and manipulation tools." Doctoral thesis, Università degli Studi di Verona, 2010. http://hdl.handle.net/11562/340961.
Повний текст джерелаThe work presented in this thesis ranges over a variety of research topics, spacing from human-computer interaction to physical-modeling. What combines such broad areas of interest is the idea of using physically-based computer simulations of acoustic phenomena in order to provide human-computer interfaces with sound feedback which is consistent with the user interaction. In this regard, recent years have seen the emergence of several new disciplines that go under the name of -- to cite a few -- auditory display, sonification and sonic interaction design. This thesis deals with the design and implementation of efficient sound algorithms for interactive sonification. To this end, the physical modeling of everyday sounds is taken into account, that is sounds not belonging to the families of speech and musical sounds.
Rahman, Khondaker Mirazur. "Design, synthesis and Evaluation of DNA interactive small molecules." Thesis, University College London (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509314.
Повний текст джерелаEhteshami, Gholam Reza 1951. "Synthesis and characterization of bioaffinity interactive heterobifunctional polyethylene glycols." Diss., The University of Arizona, 1996. http://hdl.handle.net/10150/282210.
Повний текст джерелаMuñoz, Pandiella Imanol. "Interactive weathering for realistic image synthesis of urban environments." Thesis, Limoges, 2017. http://www.theses.fr/2017LIMO0089/document.
Повний текст джерелаBeing able to capture and synthesize realistic materials is an important research topic in Computer Graphics. In order to render realistic images it is not enough to represent materials reliably, but we also need to represent its temporal component. Simulation of weathering effects is the research area that pursues the incorporation of decay to virtual models. After studying the previous work, we have found that there is a lack of estimation methods for some important environmental parameters and a need of global models that consider the interactions of the environmental factors in big scenes. Moreover, we have observed that the improvement of current techniques need to incorporate real effects characteristics to avoid the current disconnection from the real processes. But, this need to be first analyzed and understood. In this thesis, we aim to improve weathering simulation in Computer Graphics in these three fronts. Concerning weathering factors estimation, we first propose to deal with an undervalued factor in weathering literature which is very important in aging processes: the sun. More specifically, we propose an interactive technique that estimates solar exposure on detailed urban scenes. Given a directional exposure map computed over a given time period, we estimate the sky visibility factor that serves to evaluate the final exposure at each visible point. This is done using a screen-space method based on a two-scale approach, which is geometry independent and has low storage costs. Our method results in an interesting technique not only in weathering simulations, but also in architecture, in sustainable building design and in the estimation of buildings’ energy performance. After that, we introduce a global model to simulate the changes of appearance of buildings due to pollution deposition. This process is very noticeable on urban scenes and, so far, no technique has dealt with it using a global approach. We propose a physically-based technique that considers pollution effects to depend on three main factors: wind, rain and sun exposure, and that takes into account three intervening steps: deposition, reaction and washing. With a low-cost pre-computation step, we evaluate the pollution distribution through the city. Based on this distribution and the use of screen-space operators, our method results in an efficient approach that generate realistic images of polluted surfaces at interactive rates. In addition, the pre-computation demands a reduced amount of memory to store the pollution map and, as it is independent from scene complexity, it can suit large and complex models adapting its resolution. Finally, in order to improve the understanding of weathering processes, we present a method to identify and map “scaling” weathering effects on stone monuments with very little user interaction
Swift, Simon. "Tryptophan synthase : a model for protein/protein interaction." Thesis, University of Nottingham, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.303962.
Повний текст джерелаPammi, Sathish Chandra [Verfasser], and Hans [Akademischer Betreuer] Uszkoreit. "Synthesis of listener vocalizations : towards interactive speech synthesis / Sathish Chandra Pammi. Betreuer: Hans Uszkoreit." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2012. http://d-nb.info/1051586569/34.
Повний текст джерелаConan, Simon. "Contrôle intuitif de la synthèse sonore d’interactions solidiennes : vers les métaphores sonores." Thesis, Ecole centrale de Marseille, 2014. http://www.theses.fr/2014ECDM0012/document.
Повний текст джерелаPerceptual control (i.e. from evocations) of sound synthesis processes is a current challenge. Indeed, sound synthesis models generally involve a lot of low-level control parameters, whose manipulation requires a certain expertise with respect to the sound generation process. Thus, intuitive control of sound generation is interesting for users, and especially non-experts, because they can create and control sounds from evocations. Such a control is not immediate and is based on strong assumptions linked to our perception, and especially the existence of acoustic morphologies, so-called ``invariants'', responsible for the recognition of specific sound events.This thesis tackles the problem by focusing on invariants linked to specific sound generating actions. If follows two main parts. The first is to identify invariants responsible for the recognition of three categories of continuous interactions: rubbing, scratching and rolling. The aim is to develop a real-time sound synthesizer with intuitive controls that enables users to morph continuously between the different interactions (e.g. progressively transform a rubbing sound into a rolling one). The synthesis model will be developed in the framework of the ``action-object'' paradigm which states that sounds can be described as the result of an action (e.g. scratching) on an object (e.g. a wood plate). This paradigm naturally fits the well-known source-filter approach for sound synthesis, where the perceptually relevant information linked to the object is described in the ``filter'' part, and the action-related information is described in the ``source'' part. To derive our generic synthesis model, several approaches are treated: physical models, phenomenological approaches and listening tests with recorded and synthesized sounds.The second part of the thesis deals with the concept of ``sonic metaphors'' by expanding the object notion to various sound textures. The question raised is the following: given any sound texture, is it possible to modify its intrinsic properties such that it evokes a particular interaction, like rolling or rubbing for instance? To create these sonic metaphors, a cross-synthesis process is used where the ``source'' part is based on the sound morphologies linked to the actions previously identified, and the ``filter'' part renders the sound texture properties. This work, together with the chosen paradigm offers new perspectives to build a sound language
Zsótér, András. "Robotic chemical synthesis using forth as an interactive development environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1996. http://hub.hku.hk/bib/B31235505.
Повний текст джерелаCavan, Graeme Patrick. "Interaction of carbon and nitrogen metabolism in Schizosaccharomyces pombe." Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259573.
Повний текст джерелаMadalinski, A. "Interactive synthesis of asynchronous systems based on partial order semantics." Thesis, University of Newcastle Upon Tyne, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.417526.
Повний текст джерелаZsótér, András. "Robotic chemical synthesis using forth as an interactive development environment /." Hong Kong : University of Hong Kong, 1996. http://sunzi.lib.hku.hk/hkuto/record.jsp?B17492695.
Повний текст джерелаCarey, Benedict Eris. "Notation Sequence Generation and Sound Synthesis in Interactive Spectral Music." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/9517.
Повний текст джерелаMouli, Richard. "Un modèle d'animation comportementale fondé sur le concept de personnage." Toulouse 3, 1994. http://www.theses.fr/1994TOU30192.
Повний текст джерелаBaugé, Florie-Anne. "Approche géométrique multi-symplectique pour la synthèse sonore par modèles physiques dans les environnements virtuels 3D interactifs." Electronic Thesis or Diss., Paris 6, 2015. http://www.theses.fr/2015PA066759.
Повний текст джерелаPas de résumé en anglais
MORTENSEN, WANDERLEY MARCELO. "Interaction musicien - instrument : application au controle gestuel de la synthese sonore." Paris 6, 2001. http://www.theses.fr/2001PA066175.
Повний текст джерелаKumar, Mithilesh. "A Motion Graph Approach for Interactive 3D Animation using Low-cost Sensors." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/34168.
Повний текст джерелаMaster of Science
Fabiani, Marco. "Interactive computer-aided expressive music performance : Analysis, control, modification and synthesis." Doctoral thesis, KTH, Musikakustik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-34099.
Повний текст джерелаQC 20110607
Rajput, Chatna. "Synthesis and binding studies of DNA duplex and quadruplex interactive ligands." Thesis, University of Sheffield, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.425171.
Повний текст джерелаPALOMO, CESAR MORAIS. "INTERACTIVE IMAGE-BASED RENDERING FOR VIRTUAL VIEW SYNTHESIS FROM DEPTH IMAGES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=31476@1.
Повний текст джерелаCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
Modelagem e renderização baseadas em imagem tem sido uma área de pesquisa muito ativa nas últimas décadas, tendo recebido grande atenção como uma alternativa às técnicas tradicionais de síntese de imagens baseadas primariamente em geometria. Nesta área, algoritmos de visão computacional são usados para processar e interpretar fotos ou vídeos do mundo real a fim de construir um modelo representativo de uma cena, ao passo que técnicas de computação gráfica são usadas para tomar proveito desta representação e criar cenas foto-realistas. O propósito deste trabalho é investigar técnicas de renderização capazes de gerar vistas virtuais de alta qualidade de uma cena, em tempo real. Para garantir a performance interativa do algoritmo, além de aplicar otimizações a métodos de renderização existentes, fazemos uso intenso da GPU para o processamento de geometria e das imagens para gerar as imagens finais. Apesar do foco deste trabalho ser a renderização, sem reconstruir o mapa de profundidade a partir das fotos, ele implicitamente contorna possíveis problemas na estimativa da profundidade para que as cenas virtuais geradas apresentem um nível aceitável de realismo. Testes com dados públicos são apresentados para validar o método proposto e para ilustrar deficiências dos métodos de renderização baseados em imagem em geral.
Image-based modeling and rendering has been a very active research topic as a powerful alternative to traditional geometry-based techniques for image synthesis. In this area, computer vision algorithms are used to process and interpret real-world photos or videos in order to build a model of a scene, while computer graphics techniques use this model to create photorealistic images based on the captured photographs or videos. The purpose of this work is to investigate rendering techniques capable of delivering visually accurate virtual views of a scene in real-time. Even though this work is mainly focused on the rendering task, without the reconstruction of the depth map, it implicitly overcomes common errors in depth estimation, yielding virtual views with an acceptable level of realism. Tests with publicly available datasets are also presented to validate our framework and to illustrate some limitations in the IBR general approach.
Tang, Hang. "Syntheses of derivatized capped iron(II) porphyrin complexes and their interaction with CO and O₂." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/31030.
Повний текст джерелаScience, Faculty of
Chemistry, Department of
Graduate
Lelong, Amelie. "Convergence phonétique en interaction Phonetic convergence in interaction." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00822871.
Повний текст джерелаHaumont, Dominique. "Calcul et représentation de l'information de visibilité pour l'exploration interactive de scènes tridimensionnelles." Doctoral thesis, Universite Libre de Bruxelles, 2006. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210880.
Повний текст джерелаLes méthodes d'affichage interactives permettent à l'utilisateur d'explorer des environnements virtuels en réalisant l'affichage des images à une cadence suffisamment élevée pour donner une impression de continuité et d'immersion. Malgré les progrès réalisés par le matériel, de nouveaux besoins supplantent toujours les capacités de traitement, et des techniques d'accélération sont nécessaires pour parvenir à maintenir une cadence d'affichage suffisante. Ce travail s'inscrit précisemment dans ce cadre. Il est consacré à la problématique de l'élimination efficace des objets masqués, en vue d'accélérer l'affichage de scènes complexes. Nous nous sommes plus particulièrement intéressé aux méthodes de précalcul, qui effectuent les calculs coûteux de visibilité durant une phase de prétraitement et les réutilisent lors de la phase de navigation interactive. Les méthodes permettant un précalcul complet et exact sont encore hors de portée à l'heure actuelle, c'est pourquoi des techniques approchées leur sont préférée en pratique. Nous proposons trois méthodes de ce type.
La première, présentée dans le chapitre 4, est un algorithme permettant de déterminer de manière exacte si deux polygones convexes sont mutuellement visibles, lorsque des écrans sont placés entre eux. Nos contributions principales ont été de simplifier cette requête, tant du point de vue théorique que du point de vue de l'implémentation, ainsi que d'accélérer son temps moyen d'exécution à l'aide d'un ensemble de techniques d'optimisation. Il en résulte un algorithme considérablement plus simple à mettre en oeuvre que les algorithmes exacts existant dans la littérature. Nous montrons qu'il est également beaucoup plus efficace que ces derniers en termes de temps de calcul.
La seconde méthode, présentée dans le chapitre 5, est une approche originale pour encoder l'information de visibilité, qui consiste à stocker l'ombre que générerait chaque objet de la scène s'il était remplacé par une source lumineuse. Nous présentons une analyse des avantages et des inconvénients de cette nouvelle représentation.
Finalement, nous proposons dans le chapitre 6 une méthode de calcul de visibilité adaptée aux scènes d'intérieur. Dans ce type d'environnements, les graphes cellules-portails sont très répandus pour l'élimination des objets masqués, en raison de leur faible coût mémoire et de leur grande efficacité. Nous reformulons le problème de la génération de ces graphes en termes de segmentation d'images, et adaptons un algorithme classique, appelé «watershed», pour les obtenir de manière automatique. Nous montrons que la décomposition calculée de la sorte est proche de la décomposition classique, et qu'elle peut être utilisée pour l'élimination des objets masqués.
Doctorat en sciences appliquées
info:eu-repo/semantics/nonPublished
SCHMID, NATHALIE. "Interaction polyamines-adn : topographie des sites de liaisons et synthese de polyaminonucleosides." Université Louis Pasteur (Strasbourg) (1971-2008), 1993. http://www.theses.fr/1993STR13046.
Повний текст джерелаCafferty, Patrick William. "Characterization of glycogen synthase kinase 3 beta and tau interaction." Thesis, McGill University, 2000. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=33384.
Повний текст джерелаRyan, Stephanie. "Synthesis and characterisation of non-interacting multichromophore arrays." Thesis, University of East Anglia, 2011. https://ueaeprints.uea.ac.uk/35088/.
Повний текст джерелаTakeuchi, Akiko Krol Alain Allmang-Cura Christine. "RNA-protein interaction in the selenoprotein synthesis machinery." Strasbourg : Université de Strasbourg, 2009. http://eprints-scd-ulp.u-strasbg.fr:8080/1133/01/TAKEUCHI_Akiko_2009.pdf.
Повний текст джерелаThèse soutenue sur un ensemble de travaux. Titre provenant de l'écran-titre. Bibliogr. 11 p.
Delalez, Samuel. "Vokinesis : instrument de contrôle suprasegmental de la synthèse vocale." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS458/document.
Повний текст джерелаThis work belongs to the field of performative control of voice synthesis, and more precisely of real-time modification of pre-recorded voice signals. In a context where such systems were only capable of modifying parameters such as pitch, duration and voice quality, our work was carried around the question of performative modification of voice rhythm. One significant part of this thesis has been devoted to the development of Vokinesis, a program for performative modification of pre-recorded voice. It has been developed under 4 goals: to allow for voice rhythm control, to obtain a modular system, usable in public performances situations as well as for research applications. To achieve this development, a reflexion about the nature of voice rhythm and how it should be controlled has been carried out. It appeared that the basic inter-linguistic rhtyhmic unit is syllable-sized, but that syllabification rules are too language-dependant to provide a invariant inter-linguistic rhythmic pattern. We showed that accurate and expressive sequencing of vocal rhythm is performed by controlling the timing of two phases, which together form a rhythmic group: the rhythmic nucleus and the rhythmic link. We developed several rhythm control methods, tested with several control interfaces. An objective evaluation showed that one of our methods allows for very accurate control of rhythm. New strategies for voice pitch and quality control with a graphic tablet have been established. A reflexion about the pertinence of graphic tablets for pitch control, regarding the rise of new continuous musical interfaces, lead us to the conclusion that they best fit intonation control (speech), but that PMC (Polyphonic Multidimensional controllers) are better for melodic control (singing, or other instruments).The development of Vokinesis also required the implementation of the VoPTiQ (Voice Pitch, Time and Quality modification) signal processing method, which combines an adaptation of the RT-PSOLA algorithm and some specific filtering techniques for voice quality modulations. The use of Vokinesis as a musical instrument has been successfully evaluated in public representations of the Chorus Digitalis ensemble, for various singing styles (from pop to contemporary music). Its use for electro music has also been explored by interfacing the Ableton Live composition environnment with Vokinesis. Application perspectives are diverse: scientific studies (research in prosody, expressive speech, neurosciences), sound and music production, language learning and teaching, speech therapies
Cura, Rémi. "Inverse procedural Street Modelling : from interactive to automatic reconstruction." Thesis, Paris Est, 2016. http://www.theses.fr/2016PESC1034/document.
Повний текст джерелаWorld urban population is growing fast, and so are cities, inducing an urgent need for city planning and management.Increasing amounts of data are required as cities are becoming larger, "Smarter", and as more related applications necessitate those data (planning, virtual tourism, traffic simulation, etc.).Data related to cities then become larger and are integrated into more complex city model.Roads and streets are an essential part of the city, being the interface between public and private space, and between urban usages.Modelling streets (or street reconstruction) is difficult because streets can be very different from each other (in layout, functions, morphology) and contain widely varying urban features (furniture, markings, traffic signs), at different scales.In this thesis, we propose an automatic and semi-automatic framework to model and reconstruct streets using the inverse procedural modelling paradigm.The main guiding principle is to generate a procedural generic model and then to adapt it to reality using observations.In our framework, a "best guess" road model is first generated from very little information (road axis network and associated attributes), that is available in most of national databases.This road model is then fitted to observations by combining in-base interactive user edition (using common GIS software as graphical interface) with semi-automated optimisation.The optimisation approach adapts the road model so it fits observations of urban features extracted from diverse sensing data.Both street generation (StreetGen) and interactions happen in a database server, as well as the management of large amount of street Lidar data (sensing data) as the observations using a Point Cloud Server.We test our methods on the entire Paris city, whose streets are generated in a few minutes, can be edited interactively (<0.3 s) by several concurrent users.Automatic fitting (few m) shows promising results (average distance to ground truth reduced from 2.0 m to 0.5m).In the future, this method could be mixed with others dedicated to reconstruction of buildings, vegetation, etc., so an affordable, precise, and up to date City model can be obtained quickly and semi-automatically.This will also allow to such models to be used in other application areas.Indeed, the possibility to have common, more generic, city models is an important challenge given the cost an complexity of their construction
BSIRI, NADIA. "Synthese de derives 9 - thioarylacridiniques : criblage de leurs proprietes antiparasitaires et anticancereuses ; etude conformationnelle et evaluation de leur interaction dans l'acide desoxyribonucleique." Aix-Marseille 2, 1993. http://www.theses.fr/1993AIX22959.
Повний текст джерелаKhan, Muhammad Kamran. "Polyphénols d’agrumes (flavanones) : extraction de glycosides de la peau d’orange, synthèse de métabolites chez l’homme (glucuronides) et étude physico-chimique de leur interaction avec la sérum albumine." Thesis, Avignon, 2010. http://www.theses.fr/2010AVIG0238/document.
Повний текст джерелаA bunch of epidemiological studies provides good evidence on the inverse relationship associated with the consumption of fruits and vegetables and the chronic diseases importantly cardiovascular diseases and some types of cancers. After the long years of study on phytomacronutrients, the role of phytomicronutrients such as polyphenols is now highly studied and appreciated in the control of such degenerative diseases. The present study combines the extraction, synthetic and analytical studies on the major polyphenols of citrus fruits, FLAVANONES.Awareness of nutritional and health facts has increased the production of citrus fruits from last few decades. These higher productions generate higher by-products. For their alternative utilisation to have antioxidants rich extracts, the ultrasound-assisted extraction (UAE) of polyphenols especially flavanones from orange (Citrus sinensis L.) peel by using ethanol as afood grade solvent has been proved its efficiency when compared with the conventional method. A central composite design (CCD) approach revealed that the optimized conditions for UAE were a temperature of 40°C, a sonication power of 150W and a 4:1 (v/v) ethanol:water ratio. Furthermore, the antioxidant activity determined by the DPPH and ORAC tests confirmed the suitability of UAE for the preparation of antioxidant-rich plant extracts. Flavanone glucuronides are the major phenolic metabolites detected in human plasma after consumption of citrus fruits. Up to now all cell studies related to cancer or cardiovascular diseases were conducted either on the aglycones or on their glycosides. Hence, there is great need of pure flavanone glucuronides to demonstrate the real potential of flavanones in the prevention of these diseases. In this work, glucuronides of naringenin (4′- and 7-O-β-D-glucuronides) and hesperetin (3′- and 7-O-β-D-glucuronides), the major flavanone aglycones in grapefruit and orange respectively, have been chemically synthesized by selective protection and deprotection of flavanone and glucuronic acid moieties. The complete structural characterisation of purified compounds were realised by nuclear magnetic resonance and mass spectrometry.The affinity of the four glucuronides for human serum albumin (HSA) was tested via their ability to quench the intrinsic fluorescence of HSA (single Trp residue in sub-domain IIA). Their binding constants (K) were estimated in the range of 30 – 60 × 103 M-1 and compared with those of the aglycones (70 – 90 × 103 M-1). Investigations of competitive or noncompetitive binding of the glucuronides in the presence of fluorescent probes (dansyl sarcosine) allowed us to get some insight in the binding sites. The study was also extended to the hesperetin and naringenin chalcones (synthesised using optimized alkaline conditions), which are the biosynthetic precursors of flavanones
Cabral, Marcio. "Remodelage et Re-eclairage Pour La Création et Manipulation de Contenu Interactif." Phd thesis, Université Nice Sophia Antipolis, 2011. http://tel.archives-ouvertes.fr/tel-01062521.
Повний текст джерелаJohnson, Philip E. "Interaction of subcellular compartments during lipid synthesis in oilseed rape (Brassica napus L.)." Thesis, University of East Anglia, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302211.
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