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‣ Bounding information and media frontiers: short papers [de] SIACG 2002 - 1st Ibero-American Symposium in Computer Graphics

Santos, Próspero dos; Jorge, Joaquim; Marcos, Adérito
Fonte: Grupo Português de Computação Gráfica Publicador: Grupo Português de Computação Gráfica
Tipo: Conferência ou Objeto de Conferência
Publicado em /07/2002 Português
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This is the book of short papers of the 1st Ibero-American Symposium in Computer Graphics (SIACG) which was the first in a series of similar events organised every year, alternating between Europe and South America. Its mission is to foster transatlantic co-operation through the exchange of scholars, ideas, information and participation in joint projects between Computer Graphics communities in the Iberian Peninsula and Latin America.

‣ Arquitetura da imagem - processo de criação da imagem em computação gráfica como leitura da imagem cinematográfica; Architecture image - process of image creation in computer graphics like image reading film

Gabbai, Livia Escobar
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 12/09/2006 Português
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O objetivo desta dissertação é a descrição, análise e produção de um vídeo, cujo título é "Passagens do trem sobre a ponte", o qual apresenta características audiovisuais da película cinematográfica. A partir de sua concepção, é elaborada uma dissertação, que descreve os estágios de seu processo de criação. Inicialmente, houve uma preparação que implicou busca de imagens que pudessem apresentar a plástica característica de um tipo de imagem cinematográfica e pudessem suscitar uma emoção primordial. Várias técnicas foram utilizadas na criação do vídeo: desenho, modelagem e animação em computação gráfica, sendo esta a principal ferramenta para a geração das imagens. Posteriormente, estas recebem tratamentos específicos tais como adição de efeitos visuais, edição de vídeo e adição de trilha sonora e efeitos sonoros a fim de atingir um resultado que pudesse preencher a tela e resgatar, através das imagens e do som projetados, a memória dos filmes.; The objective of this text is the description, analysis and production of a video entitled "Passages of the train upon the bridge", which has all the audio and visual traits of a film. From its conception, a presentation is created, that describes levels of the process. In the beginning a preparation was necessary and it had considered image searches...

‣ Aplicação da computação gráfica na reconstrução de face para reconhecimento: um estudo de caso; Application of computer graphics in facial reconstruction for recognition: a case study

Theodoro, Matheus João Accoroni
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 06/09/2011 Português
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A reconstrução facial, também conhecida como aproximação facial, é conhecida e realizada há muito tempo por profissionais da medicina forense e de áreas antropológicas. No caso da medicina forense, por exemplo, ela pode ser bastante útil quando não existem indícios que viabilizem a identificação do individuo por meios considerados de maior precisão, como por exemplo, exame de DNA ou de arcos dentários. Outra aplicação possível é auxiliar aos investigadores na redução do número de sujeitos (soluções) possíveis em casos de indivíduos não identificados, viabilizando a aplicação de exames de maior precisão. Existem vários métodos utilizados para a reconstrução facial, que pesquisadores constantemente buscam melhorar e aperfeiçoar. Esses métodos podem ser classificados em reconstrução facial por meio de imagens 2D ou reconstrução facial por meio de objetos 3D. Dentre esses métodos, podemos encontrar a reconstrução facial que faz uso de ferramentas de computação gráfica em 3D que pode ser realizada tanto na forma manual, onde ferramentas de computação gráfica simulam ferramentas utilizadas no mundo real no processo de reconstrução facial, ou na forma automatizada, onde o usuário informa ao software alguns dados como sexo...

‣ Analise espectral de superficies e aplicações em computação grafica; Surface spectral analysis and applications in computer graphics

Fernando Ferrari de Goes
Fonte: Biblioteca Digital da Unicamp Publicador: Biblioteca Digital da Unicamp
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 08/07/2009 Português
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Em computação gráfica, diversos problemas consistem na análise e manipulação da geometria de superfícies. O operador Laplace-Beltrami apresenta autovalores e autofunções que caracterizam a geometria de variedades, proporcionando poderosas ferramentas para o processamento geométrico. Nesta dissertação, revisamos as propriedades espectrais do operador Laplace-Beltrami e propomos sua aplicação em computação gráfica. Em especial, introduzimos novas abordagens para os problemas de segmentação semântica e geração de atlas em superfícies; Many applications in computer graphics consist of the analysis and manipulation of the geometry of surfaces. The Laplace-Beltrami operator presents eigenvalues and eigenfuncitons which caracterize the geometry of manifolds, supporting powerful tools for geometry processing. In this dissertation, we revisit the spectral properties of the Laplace-Beltrami operator and apply them in computer graphics. In particular, we introduce new approaches for the problems of semantic segmentation and atlas generation on surfaces

‣ Integrating user studies into computer graphics-related courses

Santos, B.S.; Dias, P.; Silva, S.; Ferreira, C.; Madeira, J.
Fonte: IEEE Computer Society Publicador: IEEE Computer Society
Tipo: Artigo de Revista Científica
Português
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The authors argue in favor of introducing user studies into computer graphics, human-computer interaction, and information visualization courses. They discuss two sets of user studies they developed and performed over several years, with student collaboration, and the different aspects of the studies they had to consider. They also discuss a user study they designed for an information visualization course. © 2011 IEEE.

‣ The Curl Graphics2d immediate mode rendering API; Curl Graphics 2d immediate mode rendering API

McGuire, Morgan, 1976-
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 69 leaves; 4072575 bytes; 4079339 bytes; application/pdf; application/pdf
Português
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(cont.) 170 thousand lines of code in the Curl language. Morgan McGuire has worked on computer graphics and imaging at Morgan Systems, the NEC Research Institute and the IBM T. J. Watson Research Center. He is currently employed by Curl Corporation as senior architect of the computer graphics group.; The Curl Graphics2d API (Graphics2d) is a 2d immediate mode rendering API for the Curl Internet content language. The unique capabilities of the Curl language enable the API to take the form of a graphics language rather than a simple library of routines. This graphics language offers a basis set of primitives and an extension mechanism that allows 2d and 3d graphics without sacrificing performance. Graphics2d attempts to achieve minimalist simplicity by identifying fundamental concepts in 2d rendering and representing each of those concepts with a single interface class or method. These interfaces may be implemented by user (parties outside of Curl, possibly executing untrusted code) code to interact with other modules built to the API. However, user code will typically use the implementation provided with Curl to build graphics intense applications rather than extending the API directly. As with any large API, the philosophy and crucial design points comprise the essence of Graphics2d...

‣ Necesidades formativas del profesorado universitario en infografía y multimedia; Computer graphics and multimedia training needs of university teaching staff

Muñoz Carril, Pablo César; Fuentes Abeledo, Eduardo José; González Sanmamed, Mercedes
Fonte: Universidade de Múrcia Publicador: Universidade de Múrcia
Tipo: Artigo de Revista Científica Formato: application/pdf
Português
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En la educación superior se constata un renovado interés por el diseño, producción y utilización de recursos multimedia. Pero su complejidad en aspectos técnicos, gráficos o pedagógicos, puede resultar problemática y desanimar a los docentes interesados en crear materiales multimedia. Con el propósito de conocer las necesidades formativas del profesorado universitario en materia de infografía y multimedia y, de este modo, poder orientar el diseño de actividades formativas para mejorar la capacitación docente, se desarrolló un estudio ex post facto en el que participaron un total de 166 docentes universitarios de diferentes ámbitos de conocimiento. El instrumento de recogida de datos utilizado fue un cuestionario on-line.Los resultados obtenidos evidenciaron que las mayores necesidades formativas se sitúan en el "diseño y desarrollo web", el "tratamiento de imágenes" y la "edición digital de vídeo y audio".; There is a renewed interest in design, production and the use of multimedia in Higher Education. Yet, its complexity as a technical and educational tool discourages teachers interested in developing multimedia materials. We developed an ex-post-facto study in order to find out and meet the training needs of university teachers in the field of computer graphics and multimedia...

‣ Computer Graphics Teaching Support using X3D: Extensible 3D Graphics for Web Authors

Brutzman, Don
Fonte: Escola de Pós-Graduação Naval Publicador: Escola de Pós-Graduação Naval
Tipo: Artigo de Revista Científica
Português
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X3D is the ISO-standard scene-graph language for interactive 3D graphics on the Web. A new course is available for teaching the fundamentals of 3D graphics using Extensible 3D (X3D). Resources include a detailed textbook, an authoring tool, hundreds of example scenes, and detailed slidesets covering each chapter. The published book is commercially available, while all other course-module resources are provided online free under open-source licenses. Numerous other commercial and open resources are available for X3D, which also serves as an interchange format. The supported course has been taught for many years, successfully introducing masters’ students to the principles and techniques of 3D graphics without requiring programming experience. This course is now ready for undergraduate use. Expressing 3D graphics modeling within the domain of Extensible Markup Language (XML) for the Web is novel and has the potential to open up computer graphics to many new practitioners. This combined resource is intended broadly support computer graphics education and 3D skills for web authors.

‣ A computer simulation study of rule-based control of an autonomous underwater vehicle

MacPherson, David L.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado
Português
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Approved for public release; distribution is unlimited; Man has an ever-increasing desire for machines to do his work for him. Unmanned vehicles that perform routine or hazardous tasks are receJ.vJ.ng a great deal of attention. Vehicles for unmanned submersible applications are becoming more feasible as strides are made in very large scale integration of computer hardware. This work focuses on development of algorithms and ideas for the computer control of military Autonomous Underwater Vehicles (AUVs). Both a Lisp machine and a graphics workstation, communicating via an Ethernet network, were used in this thesis to develop AUV simulator software. The emphasis has been placed on developing a computer graphic simulation of the control panel of an AUV and on a family of programs that define AUV missions. An AUV mission is a complete. software plan designed to control an AUV as it executes the steps to achieve '" some goal or objective. AUV missions are executed by this simulator in a fully autonomous mode once certain mission parameters are supplied by a human user.; http://archive.org/details/computersimulati00macp; This thesis is prepared in conjunction with research funded by the Naval Postgraduate School under the cognizance of the Naval Surface Weapons Center...

‣ Editorial : Computers & Graphics journal special section on cultural heritage

Chalmers, Alan; Mudge, Mark; Santos, Luís Paulo
Fonte: Elsevier Publicador: Elsevier
Tipo: Artigo de Revista Científica
Publicado em //2012 Português
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Editorial special section; An increasing number of Cultural Heritage professionals are using Computer Graphics technology to unlock and document the secrets of humanity's legacy. Earlier this year, a recent special issue of this journal published some of the important results from the intersection of these two fields [1]. The level of interest and the quality of submissions was such that an additional special section is necessary to showcase three further exciting results. Andujar et al. [2] discuss the design of the user interface for the virtual inspection of the entrance of the Ripoll Monastery in Spain. The authors analyze the requirements from museum curators and discuss the main interface design decisions. Results of a user study comparing the proposed user interface with alternative approaches are provided together with a discussion of its benefits to the Cultural Heritage Community. Adán et al. [3] propose a semi-automatic approach for the reconstruction of archeological pieces through the integration of a set of only a few segments of the original piece. This highly complex problem is tackled by considering hybrid human/computer strategies. Hypotheses, models and integration solutions originating from both humans and computers are continuously updated until an agreement is reached. This restoration approach has been tested on a set of ancient fractured pieces belonging to the remains of Roman sculptures at the well known Mérida site. Finally...

‣ Efficient shadow algorithms on graphics hardware

Chan, Eric, 1979-
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 92 p.; 5716220 bytes; 5726683 bytes; application/pdf; application/pdf
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Shadows are important to computer graphics because they add realism and help the viewer identify spatial relationships. Shadows are also useful story-telling devices. For instance, artists carefully choose the shape, softness, and placement of shadows to establish mood or character. Many shadow generation techniques developed over the years have been used successfully in offline movie production. It is still challenging, however, to compute high-quality shadows in real-time for dynamic scenes. This thesis presents two efficient shadow algorithms. Although these algorithms are designed to run in real-time on graphics hardware, they are also well-suited to offline rendering systems. First, we describe a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of two existing techniques, shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that lie near shadow discontinuities. Then, we perform the shadow-volume computation only at these pixels to ensure accurate shadow edges. This approach simultaneously avoids the edge aliasing artifacts of standard shadow maps and avoids the high fillrate consumption of standard shadow volumes. The algorithm relies on a hardware mechanism that we call a computation mask for rapidly rejecting non-silhouette pixels during rasterization. Second...

‣ Aplicação da Teoria das Transformações de D'arcy Thompson em computação gráfica; Applying D’Arcy Thompson’s Theory of transformations in computer graphics

Balreira, Dennis Giovani
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Trabalho de Conclusão de Curso Formato: application/pdf
Português
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A Teoria das Transformações de D’Arcy Thompson argumenta que diferenças nas formas do corpo entre organismos podem ser simplesmente explicadas por transformações geométricas, ao invés de complicados esquemas de rearranjo dos componentes físicos. A forma de um peixe baiacu, por exemplo, pode ser transformada para a de um peixe lua por uma modificação do sistema de coordenadas retangular que descreve o peixe baiacu em um sistema curvilíneo para o peixe lua, que alonga a porção posterior do peixe. O objetivo deste projeto é investigar a aplicabilidade desta teoria em tarefas de modelagem geométrica para computação gráfica. Foi desenvolvido um sistema de modelagem geométrica que utiliza os princípios da Teoria de Thompson. Este método permite a síntese de novas formas a partir de modificações nos sistemas de coordenadas de uma forma original. Um teste simples de comparação entre formas foi implementado para prover uma métrica de validação dos resultados. Os resultados obtidos apontam que a Teoria das Transformações pode ser uma poderosa ferramenta em tarefas de Modelagem Geométrica onde uma grande variedade de formas similares mas com variações individuais é necessária.; The D’Arcy Thompson’s Theory of Transformations states that differences in the shapes of the bodies among organisms can be simply explained by geometric transformations...

‣ The Role of Computer Graphics in Documentary Film Production

Song, Miao
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 04/01/2011 Português
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We discuss a topic on the role of computer graphics in the production of documentaries, which is often ignored in favor of other topics. Typically, except for some rare occasions, documentary producers and computer scientists or digital artists that do computer graphics are relatively far apart in their domains and rarely intercommunicate to have a joint production; yet it happens, and perhaps more so in the present and the future. We attempt to classify the documentaries on the amount and techniques of computer graphics used for documentaries. We come up with the initial categories such as "plain" (no graphics), "in-between", "all-out" -- nearly 100% of the documentary consisting of computer-generated imagery. Computer graphics can be used to enhance the scenery, fill in the gaps in the missing storyline pieces, or animate between scenes. It can incorporate stereoscopic effects for higher viewer impression as well as interactivity aspects. It can also be used simply in old archived image and film restoration.; Comment: 35 pages; 7 figures; an April 2009 research paper

‣ Zahir: a Object-Oriented Framework for Computer Graphics

Graells-Garrido, Eduardo; Rivara, María Cecilia
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 07/09/2013 Português
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In this article we present Zahir, a framework for experimentation in Computer Graphics that provides a group of object-oriented base components that take care of common tasks in rendering techniques and algorithms, specially those of Non Photo-realistic Rendering (NPR). These components allow developers to implement rendering techniques and algorithms over static and animated meshes. Currently, Zahir is being used in a Master's Thesis and as support material in the undergraduate Computer Graphics course in University of Chile.; Comment: Tech report, 2009, Santiago, Chile

‣ How to use computer graphics to promote virtual idols based on 3D

Qin, Chuanshi
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Computer Graphics is developing rapidly day by day and 3D technology is becoming a more and more important part of art and design. 2D animation has its own beauty that I really appreciate. However, I believe that 3D cartoon characters can be the virtual idols mainly produced in the future. My thesis project is a combination of many kinds of design. The essential one is character design for sure because it is something that all the other kinds of design in this project come from. The motion graphics design and website deisgn are the key part of this project because these two aspects determine this project is successful or not. The charatcers are designed in a way that combines the Hollywood animation style and the Japanese anime style. Motion graphics pieces of this project are designed into very bright and delight ones. The motion graphics animations are done in MAYA and After Effects, while the website is done in FLASH. Thesis Website: http://www.qinchuanshi.com/thesis/index.htm

‣ Display of molecular models with interactive computer graphics

Yang, Steve Wuter
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Computer graphics devices offer a way to present images of three-dimensional objects with enough detail to aid human understanding of the structure of molecules. In this thesis, the Computer Aided Molecular Design system (CAMD system) will illustrate this idea. The CAMD system is an educational package designed for students in high school. The user of the CAMD system can create different molecules and store these molecules into a relational data base for future display. A Relational Data Base Management system was implicitly implemented for the CAMD system.

‣ Perceptually optimized real-time computer graphics

Smith, Jeffrey
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Perceptual optimization, the application of human visual perception models to remove imperceptible components in a graphics system, has been proven effective in achieving significant computational speedup. Previous implementations of this technique have focused on spatial level of detail reduction, which typically results in noticeable degradation of image quality. This thesis introduces refresh rate modulation (RRM), a novel perceptual optimization technique that produces better performance enhancement while more effectively preserving image quality and resolving static scene elements in full detail. In order to demonstrate the effectiveness of this technique, a graphics framework has been developed that interfaces with eye tracking hardware to take advantage of user fixation data in real-time. Central to the framework is a high-performance GPGPU ray-tracing engine written in OpenCL. RRM reduces the frequency with which pixels outside of the foveal region are updated by the ray-tracer. A persistent pixel buffer is maintained such that peripheral data from previous frames provides context for the foveal image in the current frame. Traditional optimization techniques have also been incorporated into the ray-tracer for improved performance. Applying the RRM technique to the ray-tracing engine results in a speedup of 2.27 (252 fps vs. 111 fps at 1080p) for the classic Whitted scene with reflection and transmission enabled. A speedup of 3.41 (140 fps vs. 41 fps at 1080p) is observed for a high-polygon scene that depicts the Stanford Bunny. A small pilot study indicates that RRM achieves these results with minimal impact to perceived image quality. A secondary investigation is conducted regarding the performance benefits of increasing physics engine error tolerance for bounding volume hierarchy based collision detection when the scene elements involved are in the user's periphery. The open-source Bullet Physics Library was used to add accurate collision detection to the full resolution ray-tracing engine. For a scene with a static high-polygon model and 50 moving spheres...

‣ Little star's journey: A Motion graphics work about the value of life

Chien, Yi-An
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Little Star's Journey is a short animated story expressing my personal explanation of the value of human life. Life is a process of learning through a mix of happiness and suffering. The essential value is to help one to become a better person who can inspire others with wisdom and compassion. Through Little Star's adventure from sea to the sky, he meets different kinds of things. Some look good, and some look bad. However, those all are the lessons from which he learns to become a real star lighting up others in the sky. The project concerns the combination of practicing motion graphics design theories and experimenting current computer graphics integration technologies. The final presentation exhibits a 2.5 minute visual story in an imagined world of my mind's eye.

‣ Volume ray casting techniques and applications using general purpose computations on graphics processing units

Romero, Michael
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a technique used to visualize information corresponding to the interior of an object, commonly used in medical imaging and other fields. Visualization of such data may be accomplished by ray casting; an embarrassingly parallel algorithm also commonly used in ray tracing. There has been growing interest in performing general purpose computations on graphics processing units (GPGPU), which are capable exploiting parallel applications and yielding far greater performance than sequential implementations on CPUs. Modern GPUs allow for rapid acceleration of volume rendering applications, offering affordable high performance visualization systems. This thesis explores volume ray casting performance and visual quality enhancements using the NVIDIA CUDA platform, and demonstrates how high quality volume renderings can be produced with interactive and real time frame rates on modern commodity graphics hardware. A number of techniques are employed in this effort, including early ray termination, super sampling and texture filtering. In a performance comparison of a sequential versus CUDA implementation on high-end hardware, the latter is capable of rendering 60 frames per second with an impressive price-performance ratio heavily favoring GPUs. A number of unique volume rendering applications are explored including multiple volume rendering capable of arbitrary placement and rigid volume registration...

‣ How to use computer graphics popularize Tai Chi

Zou, Tao
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
Português
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TAIMIC is a visual interactive exploration application involving motion capture and 3D animation. It introduces Tai Chi to young generations and could be accessed through the Internet from anywhere in the world. Tai Chi, a division of Chinese Kong Fu, has been popular in China for hundreds of years. Today Tai Chi has been spreading worldwide. Thousands of people in the world practice Tai Chi every day. However, most of the participants are senior people. As a result, I am creating a way to popularize Tai Chi among young people. My goal for this project is to use computer graphics to attract more young people to Tai Chi. Thesis URL : www.taozou.net/taimics