Дисертації з теми "Texture (Art) Computer simulation"
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Opfermann, Martina. "Contenu en ADN et texture de la chromatine des cellules tumorales mammaires humaines." Phd thesis, Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37608542m.
Повний текст джерелаSu, Ying-fung, and 蘇盈峰. "Role of temporal texture in visual system: exploration with computer simulations." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B43703768.
Повний текст джерелаLi, Hualong. "Computer simulation of oxide texture and microstructure formation and their effects on oxidation kinetics." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0014/NQ50208.pdf.
Повний текст джерелаLi, Hualong 1967. "Computer simulation of oxide texture and microstructure formation and their effects on oxidation kinetics." Thesis, McGill University, 1998. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=35467.
Повний текст джерелаTwo examples of Ni single crystal and polycrystalline, Zr-2.5%Nb are used to illustrate the proposed computer models. Simplified oxidation mechanisms on Ni and Zr have been proposed.
In the first system, the simulation of oxide texture and oxidation kinetics on the {100} and {111} oriented single crystal Nickel substrate is analyzed. At the nucleation stage the oxide grain orientation is determined by lattice matching between the oxide and the metal substrate. At the stage of oxide grain growth, oxide surface free energy plays an important role. The simulated oxide textures are in good agreement with experimental results. The observed difference in the oxidation kinetics of the two samples is explained by difference in oxide textures formed on the two single crystal substrates. The high percentage of Sigma3 twin boundaries found in the oxide formed on the {111} substrate indicates that the presence of these boundaries significantly improves oxidation resistance.
In the second system where oxidation on Zr-2.5%Nb is simulated and analyzed, lattice matching between the oxide and the metal substrate is used to determine the oxide orientation at the nucleation stage. At the stage of oxide grain growth, oxide orientation is determined by minimizing the compressive stress that is parallel to the metal/oxide interface. Four samples with different substrate orientations have been used in study. The simulated oxide textures and microstructures are in good agreement with experimental results. During the simulation of oxidation kinetics, it is found that oxygen transport through Zr oxide film takes place mainly through two diffusion paths. The first diffusion path is through oxide grain boundaries formed in the bulk alpha-Zr grain region and the second one is through oxide grain boundaries formed at the alpha-Zr grain boundaries and beta-Zr grain region.
Jamadagni, Navaneeth Prasannakumar. "3-D modelling of IC interconnect using OpenAccess and Art of Illusion." PDXScholar, 2010. https://pdxscholar.library.pdx.edu/open_access_etds/28.
Повний текст джерелаAronsson, Peter. "Automatic Parallelization of Simulation Code from Equation Based Simulation Languages." Licentiate thesis, Linköping University, Linköping University, PELAB - Programming Environment Laboratory, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5720.
Повний текст джерелаModern state-of-the-art equation based object oriented modeling languages such as Modelica have enabled easy modeling of large and complex physical systems. When such complex models are to be simulated, simulation tools typically perform a number of optimizations on the underlying set of equations in the modeled system, with the goal of gaining better simulation performance by decreasing the equation system size and complexity. The tools then typically generate efficient code to obtain fast execution of the simulations. However, with increasing complexity of modeled systems the number of equations and variables are increasing. Therefore, to be able to simulate these large complex systems in an efficient way parallel computing can be exploited.
This thesis presents the work of building an automatic parallelization tool that produces an efficient parallel version of the simulation code by building a data dependency graph (task graph) from the simulation code and applying efficient scheduling and clustering algorithms on the task graph. Various scheduling and clustering algorithms, adapted for the requirements from this type of simulation code, have been implemented and evaluated. The scheduling and clustering algorithms presented and evaluated can also be used for functional dataflow languages in general, since the algorithms work on a task graph with dataflow edges between nodes.
Results are given in form of speedup measurements and task graph statistics produced by the tool. The conclusion drawn is that some of the algorithms investigated and adapted in this work give reasonable measured speedup results for some specific Modelica models, e.g. a model of a thermofluid pipe gave a speedup of about 2.5 on 8 processors in a PC-cluster. However, future work lies in finding a good algorithm that works well in general.
Report code: LiU-Tek-Lic-2002:06.
Dong, Weiming. "Algorithmes pour la Simulation Visuelle de Scènes Naturelles." Phd thesis, Université Henri Poincaré - Nancy I, 2007. http://tel.archives-ouvertes.fr/tel-00152346.
Повний текст джерелаPour atteindre cet objectif, nous proposons des algorithmes permettant de résoudre divers problèmes. Nous proposons tout d'abord un algorithme qui permet de combiner, pour une image de donnée, des systèmes de visualisation conventionnels et une représentation spectrale. Cette technique permet de simuler visuellement une scène où se produisent partiellement des effets optiques complexes (diffraction, interférence, etc.), en quelques secondes. Nous introduisons ensuite un algorithme permettant de modéliser et visualiser des motifs de couleur, des motifs de fleurs, par exemple. Une application de cet algorithme aux variations saisonnières des feuilles est également présente.
Pour les scènes d'une complexité qui n'est pas à la portée des techniques de simulation et de visualisation, nous présentons un algorithme qui permet de synthétiser des scènes naturelles à l'aide d'échantillons d'images. ous présentons ainsi d'abord une approche dite "Tile-based texture synthesis", fondée sur l'optimisation de la qualité de l'échantillon sélectionné à l'aide de techniques d'intelligence artificielle. Ensuite, nous présentons une technique de génération de textures guidée par des cartes présentant les caractéristiques perceptuelles globales de l'échantillon retenu. Mots-clés: Coulrtus structurelles, motifs de couleur, texture synthétisée, synthétiser des écosystèmes.
Koblik, Katerina. "Simulation of rain on a windshield : Creating a real-time effect using GPGPU computing." Thesis, Umeå universitet, Institutionen för fysik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185027.
Повний текст джерелаSeevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.
Знайти повний текст джерелаMassot, Corentin. "Texture et Perception 3D dans les Scènes Naturelles : Modèles d'Inspiration Biologique et Expérimentations Psychophysiques." Phd thesis, Université Joseph Fourier (Grenoble), 2006. http://tel.archives-ouvertes.fr/tel-00207512.
Повний текст джерелаNous présentons d'abord des expérimentations psychophysiques où nous avons cherché à évaluer la contribution relative des indices de variation de fréquence et de perspective linéaire pour la perception 3D.
Pour cela nous avons créé des stimuli spécifiques représentant des textures homogènes composées de masques de Gabor disposés sur une surface plane.
Le plan est vu en projection perspective suivant une inclinaison (slant) et une orientation (tilt) particulière.
La fréquence et l'orientation de chaque masque de Gabor sont déterminées en fonction du gradient de fréquence local et de la perspective linéaire locale définis par la projection.
Nous synthétisons ainsi des textures présentant uniquement une variation de fréquence ou une variation d'orientation ou les deux types de variation (en combinaison ou en conflit).
Pour chaque texture, une tâche de discrimination du slant et du tilt est effectuée. L'indice de variation de fréquence apparaît prépondérant dans l'estimation de l'inclinaison d'une surface par rapport à la perspective linéaire.
Par contre les deux indices jouent un role dans l'estimation de l'orientation.
Ces résultats valident l'utilisation de nos stimuli pour la perception 3D et permettent de préciser la décomposition de l'indice de texture en composantes élémentaires.
Basé sur cette approche, nous présentons un modèle biologiquement plausible d'analyse de la variation de fréquence au niveau de V1.
Nous modélisons la réponse des cellules complexes par des filtres log-normaux à variables séparables présentant différents avantages théoriques et pratiques par rapport aux filtres de Gabor classiquement utilisés.i
L'algorithme se compose d'une étape de prétraitement composé d'un filtrage rétinien pour ne conserver que les informations de texture et d'une décomposition de l'image en un ensemble d'imagettes similairement aux champs récepteurs des cellules corticales.
Une technique robuste d'estimation de la fréquence moyenne locale, indépendante de l'information d'orientation et correspondant à une combinaison simple de lensemble des filtres est appliquée à chaque imagette.
La mesure de la variation locale de fréquence entre chaque imagette permet d'estimer le tilt et le slant de la surface étudiée ainsi que sa forme.
La méthode est évaluée sur différentes bases d'images et de textures. Elle s'avère comparable en précision aux autres techniques et s'applique à des textures irrégulières avec une moindre complexité calculatoire.
Rodriguez, Fernandez Johnnatan 1983. "Caracterização microestrutural de juntas de aço ASTM A516 - liga de Ni 625 soldadas por atrito com pino não consumível." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/265064.
Повний текст джерелаTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecânica
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Resumo: Neste trabalho foram realizadas juntas soldadas dissimilares de aço ASTM A516 Gr 60 e da liga de Ni 625, com 6,6 mm de espessura, empregando o processo de soldagem por atrito com pino não consumível (SAPNC) conhecida em inglês como Friction Stir Welding (FSW). Juntas consolidadas foram obtidas com os parâmetros de soldagem de 300 rpm, 100 mm.min-1, 30 kN de força axial e o deslocamento tangencial (DT) de +2,0 mm. Dentre os parâmetros estudados encontrou-se que velocidades de rotação superiores de 300 rpm apresentaram um incremento dos defeitos volumétricos (vazios) e para velocidades menores de 300 rpm, observou-se uma relação entre a oscilação da ferramenta e o incremento das forças axiais. A avaliação da microestrutura foi realizada por meio de microscopia óptica e eletrônica de varredura e transmissão, espectroscopia de raios X dispersiva em energia (XEDS) e difração de elétrons retroespalhados (EBSD). Foi possível estudar a evolução microestrutural e entender as transformações de fases e mecanismos de recuperação e recristalização após o processo de SAPNC. No aço A516, o mecanismo de rearranjo e eliminação de defeitos cristalinos foi por recristalização dinâmica contínua e na liga de Ni observou-se que durante o processo ocorre recristalização dinâmica contínua e descontínua. Na interface entre o aço A516 e a liga Ni 625, com um tamanho de 2 ?m, foi observada a presença de precipitados do tipo NbC o que sugere que estes precipitados foram arrastrados desde a zona misturada. As simulações termodinâmicas dos precipitados durante o processo de soldagem encontram-se de acordo com as observações microestruturais. A análise mostrou texturas de cisalhamento simples em todas as regiões afetadas pela deformação durante o processo de soldagem. Além disso, foi possível determinar por meio das figuras de polo, as rotações das células cristalinas para atingir as orientações cristalográficas finais observadas na junta soldada a partir do estado inicial do material de base
Abstract: Dissimilar 6 mm thick butt joints of steel ASTM A516 Gr 60 and Ni-based alloy 625, were produced by friction stir welding (FSW). Fully consolidated joints were produced using rotational speed of 300 rpm, travel speed of 100 mm.min-1, tangent offset of 2.0 mm, and axial force of 30 kN. Among the parameters studied, it was found that rotational speeds higher than 300 rpm promoted an increase on the macro-voids size. On the other hand, rotational speeds lower than 300 rpm resulted on an undesirable and correlated tool and axial force oscillation. Microstructural characterization was performed using optical microscopy, scanning and transmission electron microscopy, energy dispersive X-ray spectroscopy (XEDS), and electron backscattering diffraction (EBSD). The microstructural evolution, phase transformations, and recovery and recrystallization mechanisms associated to the FSW process were investigated. In the steel A516, continuous dynamic recrystallization characterized by the rearrange and elimination of crystalline defects was identified as the main softening mechanism. In the Ni-based alloy, continuous and discontinuous dynamic recrystallization were the main mechanisms observed, with bulging of the original grain boundaries and progressive subgrain rotation. The NbC precipitates observed at the interface between the steel and the Ni-based alloy are thought to have been dragged from the Nibased alloy stir zone. Thermodynamic/kinetic simulations are in agreement with the above mentioned microstructural observation. The micro-texture analysis showed simple shear textures in all the welding zones affected by deformation during FSW. In addition, it was possible to determine the average crystalline cells rotations undergone by the base material to reach preferential orientations on the stir zone
Doutorado
Materiais e Processos de Fabricação
Doutor em Engenharia Mecânica
Lanman, Jeremy Thomas. "A governance reference model for service-oriented architecture-based common data initialization a case study of military simulation federation systems." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4516.
Повний текст джерелаID: 029094323; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 253-261).
Ph.D.
Doctorate
Department of Modeling and Simulation
Engineering and Computer Science
Hutzler, Guillaume. "Le Has(Art) et la néce(Cité) - Une approche (auto-)poïétique des systèmes complexes." Habilitation à diriger des recherches, Université d'Evry-Val d'Essonne, 2011. http://tel.archives-ouvertes.fr/tel-00676912.
Повний текст джерелаElliott, Jason Lynn. "AquaMOOSE 3D: a Constructionist Approach to Math Learning Motivated by Artistic Expression." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7469.
Повний текст джерелаIvani, Iván. "Parmbsc1: Parameterization and Validation of a new State-of-the-art Force Field for DNA Simulations." Doctoral thesis, Universitat de Barcelona, 2016. http://hdl.handle.net/10803/402737.
Повний текст джерелаBoudissa, Mehdi. "Réduction virtuelle des fractures complexes du bassin à l'aide du premier simulateur biomécanique patient-spécifique Computer-assisted surgery in acetabular fractures: Virtual reduction of acetabular fracture using the first patient-specific biomechanical model simulator Computer Assisted Surgery in Preoperative Planning of Acetabular Fracture Surgery: State of the Art." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAS038.
Повний текст джерелаL’objectif de cette thèse est de développer et valider une nouvelle méthode de planification pré-opératoire en chirurgie traumatique de l’acetabulum reposant sur un modèle biomécanique patient-spécifique. La première partie de ce travail a consisté en l’élaboration et l’amélioration progressive de ce nouvel outil de planification. La première étape était de générer des modèles tri-dimensionnels de plusieurs fractures acétabulaires à l’aide d’une méthode de segmentation semi-automatique. Dans le même temps, nous avons démontré que les fragments osseux segmentés pouvaient être utile pour classer correctement les fractures acétabulaires par des internes non expérimentés. La seconde étape était de générer un modèle biomécanique patient-spécifique, le plus simplement possible pour pouvoir être compatible avec une pratique clinique régulière. Une revue de la littérature à propos des différentes méthodes de planifications péri-opératoire en traumatologie de l’acetabulum a été réalisée afin d’identifier qu’un nouveau paradigme était nécessaire du fait des limites des méthodes existantes. Une fois les objectifs d’une modélisation biomécanique patient-spécifique définis, une revue de la littérature des différents modèles biomécanique de la hanche a été réalisée pour définir les propriétés biomécaniques des différents éléments à modéliser. Un compromis entre simplicité et comportement réaliste du modèle a été trouvé pour générer un modèle biomécanique patient-spécifique, dans un temps limité, compatible avec une utilisation courante en pratique clinique. Des études cliniques portant sur 14 cas de fractures acétabulaires opérées, puis 29 et finalement 39 cas ont été réalisées pour valider rétrospectivement les simulations biomécaniques. Les résultats montraient une parfaite adéquation avec la réalité. Seuls des logiciels en libre accès, avec leurs faiblesses, étaient utilisés car la fiabilité et la validité de la simulation étaient nécessaires avant d’envisager plus d’investissements. La preuve de concept était donnée. Enfin, une étude clinique prospective a démontré l’efficacité de la simulation biomécanique patient-spécifique et sa faisabilité en pratique clinique quotidienne. Ce travail ouvre la porte à de nouvelles approches en matière de planification chirurgicale et de modélisation patient-spécifique
Thurnauer, Mark H. "Lightscape as a Design Tool for Thematic Daylighting Design." Miami University / OhioLINK, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=miami988735302.
Повний текст джерелаMolinier, Thierry. "Approche coopérative pour l'acquisition et l'observation de formes tridimensionnelles." Phd thesis, Université de Bourgogne, 2009. http://tel.archives-ouvertes.fr/tel-00465787.
Повний текст джерелаDecourselle, Thomas. "Etude et modélisation du comportement des gouttelettes de produits phytosanitaires sur les feuilles de vignes par imagerie ultra-rapide et analyse de texture." Phd thesis, Université de Bourgogne, 2013. http://tel.archives-ouvertes.fr/tel-00949360.
Повний текст джерелаLIMA, NELSON B. de. "Influencia da textura em medidas de tensao residual." reponame:Repositório Institucional do IPEN, 1991. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10293.
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Tese (Doutoramento)
IPEN/T
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
Shafiee, Sasan. "Simulation numérique du comportement des sols cloués. Interaction sol-renforcement et comportement de l'ouvrage." Phd thesis, Ecole Nationale des Ponts et Chaussées, 1986. http://tel.archives-ouvertes.fr/tel-00520679.
Повний текст джерелаKim, Leejin. "Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/567.
Повний текст джерелаDe, Jager Madia (Madia Martie). "Usability within the digital battlefield : usability issues as applied to the digitised battlefield within a Southern African military context." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/53210.
Повний текст джерелаENGLISH ABSTRACT: Defence forces around the world are experiencing a period of dynamic change with new force structures being combined with new technologies in an effort to enhance effectiveness. Present day resources and technology available to the modern society, have facilitated the evolution of warfare as a technologically advanced enterprise, with the decided emphasis on the digitisation of the battlefield. With rapid development in the field of battlefield digitisation there is an increasing need to address the important issues and challenges facing the military. In order to meet strategic defence guidelines, it is necessary to integrate the capabilities of defence forces with modern technology. In this regard the South African Defence Force is striving towards the digitisation of the battlefield. This digitisation can potentially satisfy the many requirements set for the Defence Force, in a more timely and cost-effective manner than traditional methods of functioning and training would be able to achieve. Effective situational awareness and command and control structures are essential for any military operation, especially with increasingly complex military demands. Key areas of importance are the collection, dissemination and management of information, which if executed skilfully, will result in forces capable of operating more effectively and with greater flexibility. Decision makers on the battlefield continually suffer from information overload due to the extremely rapid inflow of information. This is likely to worsen with the continued introduction of new information technologies. The technology level of any defence force should therefore be appropriate, driven by usefulness and cost-effectiveness. The digitised battlefield allows for the execution of near realistic military exercises, while conserving material and reducing the detrimental impact on environment and personnel, as is the case with traditional exercises. A key issue of focus is the usability and integration of related technologies within the digital battlefield. Promoting optimal usability through continuous and comprehensive user-based evaluation is crucial and will result in increased human performance through interaction with technology. Optimal usability must be engineered into any product (defined as something produced by means of either human or mechanical work) from the inception of the product's life cycle. Within today's technology orientated society, the digitisation of the battlefield and the usability thereof have become increasingly important issues. Most research has investigated the concepts of battlefield digitisation and usability in isolation, and little co-ordinated effort has been made to integrate digitisation and usability, even though the relation is important and necessary. A study of this nature has not hitherto been conducted within the South African military context. The purpose of this study is to provide a theoretical background of the issues of military digitisation and usability, in order to determine the significance of this relation. This research aims specifically to promote the viewpoint that usability is central to military digitisation, as well as to emphasise the importance of user-centred approaches to system development and utilization. The result will be enhanced human performance and satisfaction when interacting with digital battlefield applications. The theoretical perspective is provided by way of a literature review of the relevant military and usability concepts. Military functioning is discussed, highlighting the importance of situational awareness and effective command and control capabilities. The digitisation in the military is examined with specific reference to Virtual Reality and simulation. An overview of usability (within a human-computer interaction and user-centred design context) and usability evaluation methods are provided. This research was conducted during a military exercise conducted by the South African National Defence Force. A usability inquiry approach was followed with questionnaires distributed to participants involved with the Command and Control Digital Battlefield System. Information was obtained concerning participants' characteristics, likes, dislikes, needs, and understanding of the digital battlefield system. The analyses of the information consisted of descriptive statistics as the research aimed to illustrate the attitudes concerning usability and the digital battlefield. The results provide an understanding of the perceptions of the users regarding the digital battlefield system and its usability. Conclusions are drawn from results obtained and recommendations are made for future research.
AFRIKAANSE OPSOMMING: Moderne weermagte deur die wereld ervaar tans 'n peri ode van dinamiese verandering met nuwe magstrukture wat met nuwe tegnologiee gekombineer word ter bevordering van doeltreffendheid. Die hedendaagse hulpbronne en tegnologie tot die moderne samelewing se beskikking, het meegebring dat oorlogvoering ontwikkel het in 'n tegnologies gevorderde aksie met die klem op gevegsterrein-digitalisering. Die betreding van 'n era van tegnologies gevorderde oorlogvoering met die gepaardgaande snelle ontwikkelings in die veld van gevegsterrein digitalisering, het 'n toenemend groeiende behoefte laat ontstaan vir die indringende aanspreking van belangrike strydvrae en uitdagings wat 'n moderne weermag in die gesig staar.Tiit is noodsaaklik dat die vermoens van weermagte geintegreer word met moderne tegnologie ten einde aan strategiese verdedigingsvereistes te kan voldoen. Die Suid-Afrikaanse Nasionale Weermag het digitalisering van die gevegsterrein ten doel. Sodanige digitalisering kan potensieel die talle vereistes gestel aan 'n weermag op 'n meer tydige en koste-effektiewe wyse bevredig as wat met tradisionele metodes van funksionering en opleiding gedoen kan word. Effektiewe situasionele bewustheid en bevel en beheer strukture, is onontbeerlik in enige militere operasie, veral in die lig van toenemende komplekse eise gestel aan die moderne weermag. Sleutelareas van belang is die insameling, disseminasie en bestuur van inligting, wat as dit met die nodige insig en kundigheid uitgevoer word, aanleiding sal gee tot die verhoogde doeltreffendheid en buigsaamheid van 'n weermag. Die tegnologiese vlak van enige weermag behoort dus toepaslik en bruikbaar te wees, sowel as koste-effektief gedrewe. Die gedigitaliseerde gevegsterrein maak vcorsiening vir die uitvoering van bykans-realistiese militere oefeninge met behoud van material en grootskaalse uitskakeling van die negatiewe invloede op die omgewing en personeel, meer so as wat andersins die geval sou wees met tradisionele oefeninge. 'n Sleutel-aspek is die bruikbaarheid en integrasie van verwante tegnologiee in 'n gedigitaliseerde gevegsterrein. Die bevordering van optimale bruikbaarheid deur aaneenlopende en omvattende gebruikersbaseerde evaluasies, is deurslaggewend en sal lei tot verhoogde gebruiker prestasie betreffende interaksie met tegnologie. Optimale bruikbaarheid moet reeds vanaf die aanvang van 'n produk se lewenssiklus, bewerkstellig word. In die hedendaagse tegnologie-gebaseerde moderne same lewing, het digitalisering van die gevegsterrein en die bruikbaarheid daarvan, toenemend belangrik geword. In die meeste navorsmg word gevegsterrein digitalisering, asook bruikbaarheid, afsonderlik ondersoek, onafgesien van die belangrike verwantskap daartussen, en slegs geringe gekoordineerde pogings is van stapel gestuur om digitalisering en bruikbaarheid te integreer. In die Suid-Afrikaanse rnilitere konteks is so 'n studie nog nie uitgevoer nie en derhalwe het hierdie studie ten doel om 'n teoretiese agtergrond te voorsien van militere digitalisering- en bruikbaarheidskwessies, asook die vasstelling van die verwantskap daartussen. Hierdie navorsing het spesifiek ten doel om die standpunt te bevorder dat bruikbaarheid sentraal staan tot militere digitalisering sowel as om die gebruiker-gebaseerde benadering tot sisteem ontwikkeling en benutbaarheid, te bevorder. Die resultaat sal verhoogde gebruikerprestasie en tevredenheid wees wanneer interaksie met gedigitaliseerde gevegsterrein toepassings plaasvind. Die teoretiese perspektief word voorsien deur 'n literatuur-oorsig van die relevante rnilitere- en bruikbaarheidskonsepte. Militere funksionering word bespreek met beklemtoning van die belang van situasionele bewustheid en doeltreffende bevel en beheer vermoens, Militere digitalisering word ondersoek met spesifieke verwysing na virtuele realiteit en simulasie. 'n Oorsig van bruikbaarheid (binne die konteks van mens-rekenaar interaksie en gebruikersgeorienteerde ontwerp) sowel as bruikbaarheidsevaluasie-metodes word voorsien. Hierdie navorsing is uitgevoer tydens 'n militere oefening van die Suid-Afrikaanse Nasionale Weermag. 'n Bruikbaarheidsondersoek-benadering is gevolg deur vraelyste uit te deel aan die deelnemers wat betrokke was by die gedigitaliseerde bevel en beheer stelsel. Informasie is ingewin betreffende die deelnemers se kenmerke, persepsies, voorkeure, afkeure, behoeftes en begrip van die gedigitaliseerde gevegsterrein-stelsel. Die analise van die informasie het beskrywende statistieke behels omdat die navorsing ten doe I gehad het om ingesteldhede betreffende bruikbaarheid en die gedigitaliseerde gevegsterrein, uit te lig. Die resultate voorsien 'n begrip van die persepsies van die gebruikers rakende die gedigitaliseerde gevegsterrein, en die bruikbaarheid daarvan. Gevolgtrekkings word gemaak vanuit die resultate verkry en aanbevelings word voorsien vir verdere toekomstige navorsing.
Appadoo, Owen Kevin. "Recherches et expérimentations artistiques en images numériques à base d'interférences : concevoir des personnages tridimensionnels grâce aux illusions visuelles des franges d'interférence volontairement perturbées." Phd thesis, Paris 8, 2006. http://octaviana.fr/document/119079542#?c=0&m=0&s=0&cv=0.
Повний текст джерелаThe ability to conceive in total abstraction calls upon the faculty that has our brain to fill what is not visible by the nearest image. That creates a visual illusion and then our imagination bring forward mental images. My research consists in presenting an artistic concept using interferences and illusions to create three-dimensional characters. Also this thesis is composed in two sections. The first section is a general study on the properties of light, optical and the method to create interferences. The second section is based on my practical work. I explain, step by step, how to conceive three-dimensional characters due to visual illusions obtained through interference rings disturbed on purpose
Narasimha, Rajesh. "Application of Information Theory and Learning to Network and Biological Tomography." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19889.
Повний текст джерелаToulgoat, Isabelle. "Modélisation du comportement humain dans les simulations de combat naval." Phd thesis, Université du Sud Toulon Var, 2011. http://tel.archives-ouvertes.fr/tel-00626811.
Повний текст джерелаBernaud, Denise. "Tunnels profonds dans les milieux viscoplastiques : approches expérimentale et numérique." Phd thesis, Ecole Nationale des Ponts et Chaussées, 1991. http://tel.archives-ouvertes.fr/tel-00529719.
Повний текст джерелаTchiyep, Piepi Guy. "Comportement viscoplastique avec rupture des argiles raides. Applications aux ouvrages souterrains." Phd thesis, Ecole Nationale des Ponts et Chaussées, 1995. http://tel.archives-ouvertes.fr/tel-00523616.
Повний текст джерелаSaint-Cyr, Baptiste. "Modélisation des matériaux granulaires cohésifs à particules non convexes : Application à la compaction des poudres d'UO2." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2011. http://tel.archives-ouvertes.fr/tel-00660146.
Повний текст джерелаWade, Richard Peter. "A systematics for interpreting past structures with possible cosmic references in Sub-Saharan Africa." Diss., Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-05052009-174557/.
Повний текст джерелаYengui, Mohamed Yessine. "Simulation des fonctions de texture bidirectionnelles." Thèse, 2014. http://hdl.handle.net/1866/10617.
Повний текст джерелаThe realism of objects in computer graphics requires adequate simulation of their appearence under different light/view directions and at various scales. A solution commonly adopted by researchers consists in measuring the reflectance of a real surface by means of calibrated devices. The measured data is encoded in the form of a reflectance model (BRDF) or a texture of reflectance (BTF). Despite significant progress in this area, the measured appearence data remain very infrequently used. This reluctance could be explained by two main reasons: (1) the limited number of high-quality measured materials and (2) the huge storage space required by the data. In this work, we suggest resolving these two problems from the angle of simulation. We consider that the level of realism in rendered images already produces satisfactory results with current techniques. Therefore, we propose to precompute and encode the effects of lighting on a completely synthetic micro-geometry, which will be applied on surfaces. This production pipeline being already well adopted by artists, it should better fit into their realizations. To ensure that this model also respects the requirements of multi-scale representations, we also propose an adaptation of the BTF to a MIP map encoding.
(10703088), Yiyun Wang. "Art-directable cloud animation." Thesis, 2021.
Знайти повний текст джерелаChen, Yu-Wen, and 陳鈺雯. "Measurements and Computer Simulation of Reflection Properties of Bistable Reflective Polymer-Stabilized Cholesteric Texture Films." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/hug466.
Повний текст джерела國立成功大學
物理學系碩博士班
90
Applying a high/low voltage pulse, we can switch a bistable reflective polymer-stabilized cholesteric texture (PSCT) device between the reflective and transparent states. These two states are stable for years in the absence of voltage. In addition, this device is operated under the reflective mode without a polarizer. No backlight is required. As a result, it has potential for use as a display. This thesis researches this PSCT device. Tasks include the fabrication of PSCT devices and the measurements of their reflection characteristics. In addition, using Berreman’s 4x4 matrix, we simulate the reflection characteristics of PSCT devices. It shows that the simulated results fit well with the measured ones. Thus this simulation provides us a good approach to predict the properties of PSCT devices, and save us not only money but also effort and time. Finally in Chapter 5, I propose some ideas which deserve to carry out further with PSCT devices.
姚盈仲. "An Experimental Study on Applying Computer-Image-Processing Technology to An Instructional Model of Art Painting Simulation." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/46335182876380854581.
Повний текст джерела國立屏東師範學院
視覺藝術教育研究所
91
There are four purposes of the study : 1. to investigate the problems associated with current methods of painting instruction. 2. to investigate functions and contents where computer-image-processing technology can be used to simulate painting, 3. to develop a teaching model that uses computer-image-processing technology to simulate the tools, materials, strokes, styles and other techniques of painting. 4. to assess the feasibility of a teaching model which uses computer-image-processing technology to simulate painting, and to assess the effects of this model on the learning attitude and motivation of students. Data was collected by interviewing naïve participants and the amended “equivalent-time-sample design” quasi-experimental study method was used to analyze results. The participants were 91 pre-service teachers from National Ping-Tung Teachers College. Five senior art teachers were also interviewed in order to obtain their opinions about the instructional model. The findings and conclusions of the study are as follows : 1.Problems associated with current painting instruction include insufficient equipment, lack of resources, few painting teachers continue to learn, and painting teachers seldom use the information media in their teaching works. 2.The functions and contents which computer-image-processing technology can be used to simulate: a.functions include the tools, strokes, techniques, styles, materials and special effects. b.the contents : no need to prepare the paraphernalia and materials, save a lot of time and energy, can complete the simulation immediately, can deal with the special effects, and can simulate at any time. 3.Instructional model: a.Preparation for teaching is comprised of getting the sample files, using computer image-processing technology to create image files, using word-processing software to arrange the files based on teaching order, creating computer files of “teaching topics”, testing the working situation of computer and projector and arranging the classroom. b.Teaching activities include brief instruction, introduction of topics, presentation of examples, explaining, presentation of different painting effects, phased test and conclusion. 4.Feasibility study and effects on students : a.The feasibility : The contents and functions were accepted by the senior art teachers. These teachers thought students will be anxious but also liked the concept. They feel students will be highly confidential and have more worthiness in their learning attitude. The senior art teachers also expressed the belief that the concept will have positive effects on students’ learning motivation and will improve overall learning outcomes. b.Effects of this model on learning attitude of students were less positive. The model also can not give rise to students’ learning motivation; a relatively higher score only appeared in the aspects of “ inter-object orientation”, “work value”, and “controlling belief of learning”. c.The opinions of students and senior art teachers : (1)In learning attitude, it appeared that the senior art teachers were more confident than the students. The senior art teachers thought that although the teaching model will cause anxiety, it would be worthwhile to popularize. (2)In learning motivation, the senior art teachers thought the teaching model more worthy than the students did. Both the senior art teachers and the students, however, thought that the work worthiness in the learning motivation can not guarantee that students can achieve learning goals.
Radovan, Mauricio. "Facial Modelling and animation trends in the new millennium : a survey." Diss., 2008. http://hdl.handle.net/10500/2765.
Повний текст джерелаFacial modelling and animation is considered one of the most challenging areas in the animation world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire field of facial animation has been published. This thesis covers Parke and Waters’s work, while also providing a survey of the developments in the field since 1996. The thesis describes, analyses, and compares (where applicable) the existing techniques and practices used to produce the facial animation. Where applicable, the related techniques are grouped in the same chapter and described in a chronological fashion, outlining their differences, as well as their advantages and disadvantages. The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools primarily designed for English.
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