Current Search: Computer graphics (x)
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- Title
- A Computer Graphics Analysis of a Freeway Merge Control System.
- Creator
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Risher, Thomas A., Bauer, Christian, Engineering
- Abstract / Description
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Florida Technological University College of Engineering Thesis; In 1975, C.S. Bauer completed a doctoral dissertation at the University of Florida which treated the Green Band Merging Control System on I-75 in Tampa, Florida. In this work, Bauer suggested the possibility for the use of computer graphics as a toll for analysis of the bands generated by the Green Band Control System Simulation developed in his dissertation. The use of computer generated movies of the bands displayed to ramp...
Show moreFlorida Technological University College of Engineering Thesis; In 1975, C.S. Bauer completed a doctoral dissertation at the University of Florida which treated the Green Band Merging Control System on I-75 in Tampa, Florida. In this work, Bauer suggested the possibility for the use of computer graphics as a toll for analysis of the bands generated by the Green Band Control System Simulation developed in his dissertation. The use of computer generated movies of the bands displayed to ramp drivers by the system allows the comparison of various band control strategies without the need for field implementation and testing. With the goal of producing such films in mind, the research topic discussed in this paper was undertaken. The report introduces the reader to some of the basic aspects of computer graphics and presents specialized computer software and interface hardware for producing automated computer graphics movies from a Tektronix 4010 storage display. A brief discussion of the Tampa System and its associated simulation program is presented, and representative frames from the moves of the Tampa System produced in the research are discussed. Suggestions for additional work that could be undertaken in the research area conclude the report.
Show less - Date Issued
- 1976
- Identifier
- CFR0011597, ucf:53042
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFR0011597
- Title
- OF GODS, BEASTS AND MEN: DIGITAL SCULPTURE.
- Creator
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Salisbury, Brian, Kovach, Keith, University of Central Florida
- Abstract / Description
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My most recent body of work explores the synthesis of my influences, interests and life experiences into imagery of common themes: The expression of dynamic figures and forms and colors in digital 3d space, cinematic composition, and vibrant color, expressed through a semblance of Aztec culture and wildlife. My sculptures of nature and ancient culture are created using contemporary digital art creation technologies and techniques. I examine the art and religion of the Aztecs and the universal...
Show moreMy most recent body of work explores the synthesis of my influences, interests and life experiences into imagery of common themes: The expression of dynamic figures and forms and colors in digital 3d space, cinematic composition, and vibrant color, expressed through a semblance of Aztec culture and wildlife. My sculptures of nature and ancient culture are created using contemporary digital art creation technologies and techniques. I examine the art and religion of the Aztecs and the universal search for understanding and purpose in the world and the forces around and beyond us.
Show less - Date Issued
- 2009
- Identifier
- CFE0002587, ucf:48278
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002587
- Title
- PHYSICALLY-BASED VISUALIZATION OF RESIDENTIAL BUILDING DAMAGE PROCESS IN HURRICANE.
- Creator
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Liao, Dezhi, Kincaid, J. Peter, University of Central Florida
- Abstract / Description
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This research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses Quick Collision Response Calculation. This is an iterative method, which can tune the accuracy and the performance to calculate collision response between building components. Secondly, the damage...
Show moreThis research provides realistic techniques to visualize the process of damage to residential building caused by hurricane force winds. Three methods are implemented to make the visualization useful for educating the public about mitigation measures for their homes. First, the underline physics uses Quick Collision Response Calculation. This is an iterative method, which can tune the accuracy and the performance to calculate collision response between building components. Secondly, the damage process is designed as a Time-scalable Process. By attaching a damage time tag for each building component, the visualization process is treated as a geometry animation allowing users to navigate in the visualization. The detached building components move in response to the wind force that is calculated using qualitative rather than quantitative techniques. The results are acceptable for instructional systems but not for engineering analysis. Quick Damage Prediction is achieved by using a database query instead of using a Monte-Carlo simulation. The database is based on HAZUS® engineering analysis data which gives it validity. A reasoning mechanism based on the definition of the overall building damage in HAZUS® is used to determine the damage state of selected building components including roof cover, roof sheathing, wall, openings and roof-wall connections. Exposure settings of environmental aspects of the simulated environment, such as ocean, trees, cloud and rain are integrated into a scene-graph based graphics engine. Based on the graphics engine and the physics engine, a procedural modeling method is used to efficiently render residential buildings. The resulting program, Hurricane!, is an instructional program for public education useful in schools and museum exhibits.
Show less - Date Issued
- 2007
- Identifier
- CFE0001609, ucf:47190
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001609
- Title
- MY MIND IS A HOLE IN THE UNIVERSE.
- Creator
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Gramling, Glen, Hall, Scott, University of Central Florida
- Abstract / Description
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Today, science and creative fiction are closer than ever. The current unified theory of physics is bringing parallel worlds and infinite realities into the light of truth, proving that we have the creative power to build worlds with grandiose landscapes, uncanny characters, and miraculous events that exists throughout the vast plane of reality. My life experiences become a skewed alternate reality absorbing all of my thoughts, fears, and fascinations without control. As I glimpse into my own...
Show moreToday, science and creative fiction are closer than ever. The current unified theory of physics is bringing parallel worlds and infinite realities into the light of truth, proving that we have the creative power to build worlds with grandiose landscapes, uncanny characters, and miraculous events that exists throughout the vast plane of reality. My life experiences become a skewed alternate reality absorbing all of my thoughts, fears, and fascinations without control. As I glimpse into my own mind, I record the imagery of my imagined worlds and chronicle its events. I am not conceptualizing; I'm not asking what if. I am giving you a looking glass allowing you to see for yourself.
Show less - Date Issued
- 2009
- Identifier
- CFE0002554, ucf:47652
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002554
- Title
- REAL-TIME CINEMATIC DESIGN OF VISUAL ASPECTS IN COMPUTER-GENERATED IMAGES.
- Creator
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Obert, Juraj, Pattanaik, Sumanta, University of Central Florida
- Abstract / Description
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Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a...
Show moreCreation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repeated rendering and parameter tweaking. Our work shifts the attention away from the rendering problem and focuses on the design. We propose to combine non-physical editing with real-time feedback and provide artists with efficient ways of designing complex visual aspects such as global illumination or all-frequency shadows. We conform to existing pipelines by inserting our editing components into existing stages, hereby making editing of visual aspects an inherent part of the design process. Many of the examples showed in this work have been, until now, extremely hard to achieve. The non-physical aspect of our work enables artists to express themselves in more creative ways, not limited by the physical parameters of current renderers. Real-time feedback allows artists to immediately see the effects of applied modifications and compatibility with existing workflows enables easy integration of our algorithms into production pipelines.
Show less - Date Issued
- 2010
- Identifier
- CFE0003250, ucf:48559
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003250
- Title
- Online, Supervised and Unsupervised Action Localization in Videos.
- Creator
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Soomro, Khurram, Shah, Mubarak, Heinrich, Mark, Hu, Haiyan, Bagci, Ulas, Yun, Hae-Bum, University of Central Florida
- Abstract / Description
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Action recognition classifies a given video among a set of action labels, whereas action localization determines the location of an action in addition to its class. The overall aim of this dissertation is action localization. Many of the existing action localization approaches exhaustively search (spatially and temporally) for an action in a video. However, as the search space increases with high resolution and longer duration videos, it becomes impractical to use such sliding window...
Show moreAction recognition classifies a given video among a set of action labels, whereas action localization determines the location of an action in addition to its class. The overall aim of this dissertation is action localization. Many of the existing action localization approaches exhaustively search (spatially and temporally) for an action in a video. However, as the search space increases with high resolution and longer duration videos, it becomes impractical to use such sliding window techniques. The first part of this dissertation presents an efficient approach for localizing actions by learning contextual relations between different video regions in training. In testing, we use the context information to estimate the probability of each supervoxel belonging to the foreground action and use Conditional Random Field (CRF) to localize actions. In the above method and typical approaches to this problem, localization is performed in an offline manner where all the video frames are processed together. This prevents timely localization and prediction of actions/interactions - an important consideration for many tasks including surveillance and human-machine interaction. Therefore, in the second part of this dissertation we propose an online approach to the challenging problem of localization and prediction of actions/interactions in videos. In this approach, we use human poses and superpixels in each frame to train discriminative appearance models and perform online prediction of actions/interactions with Structural SVM. Above two approaches rely on human supervision in the form of assigning action class labels to videos and annotating actor bounding boxes in each frame of training videos. Therefore, in the third part of this dissertation we address the problem of unsupervised action localization. Given unlabeled videos without annotations, this approach aims at: 1) Discovering action classes using a discriminative clustering approach, and 2) Localizing actions using a variant of Knapsack problem.
Show less - Date Issued
- 2017
- Identifier
- CFE0006917, ucf:51685
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006917
- Title
- Automatic 3D human modeling: an initial stage towards 2-way inside interaction in mixed reality.
- Creator
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Xiong, Yiyan, Hughes, Charles, Pattanaik, Sumanta, Laviola II, Joseph, Moshell, Michael, University of Central Florida
- Abstract / Description
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3D human models play an important role in computer graphics applications from a wide range of domains, including education, entertainment, medical care simulation and military training. In many situations, we want the 3D model to have a visual appearance that matches that of a specific living person and to be able to be controlled by that person in a natural manner. Among other uses, this approach supports the notion of human surrogacy, where the virtual counterpart provides a remote presence...
Show more3D human models play an important role in computer graphics applications from a wide range of domains, including education, entertainment, medical care simulation and military training. In many situations, we want the 3D model to have a visual appearance that matches that of a specific living person and to be able to be controlled by that person in a natural manner. Among other uses, this approach supports the notion of human surrogacy, where the virtual counterpart provides a remote presence for the human who controls the virtual character's behavior. In this dissertation, a human modeling pipeline is proposed for the problem of creating a 3D digital model of a real person. Our solution involves reshaping a 3D human template with a 2D contour of the participant and then mapping the captured texture of that person to the generated mesh. Our method produces an initial contour of a participant by extracting the user image from a natural background. One particularly novel contribution in our approach is the manner in which we improve the initial vertex estimate. We do so through a variant of the ShortStraw corner-finding algorithm commonly used in sketch-based systems. Here, we develop improvements to ShortStraw, presenting an algorithm called IStraw, and then introduce adaptations of this improved version to create a corner-based contour segmentatiuon algorithm. This algorithm provides significant improvements on contour matching over previously developed systems, and does so with low computational complexity. The system presented here advances the state of the art in the following aspects. First, the human modeling process is triggered automatically by matching the participant's pose with an initial pose through a tracking device and software. In our case, the pose capture and skeletal model are provided by the Microsoft Kinect and its associated SDK. Second, color image, depth data, and human tracking information from the Kinect and its SDK are used to automatically extract the contour of the participant and then generate a 3D human model with skeleton. Third, using the pose and the skeletal model, we segment the contour into eight parts and then match the contour points on each segment to a corresponding anchor set associated with a 3D human template. Finally, we map the color image of the person to the 3D model as its corresponding texture map. The whole modeling process only take several seconds and the resulting human model looks like the real person. The geometry of the 3D model matches the contour of the real person, and the model has a photorealistic texture. Furthermore, the mesh of the human model is attached to the skeleton provided in the template, so the model can support programmed animations or be controlled by real people. This human control is commonly done through a literal mapping (motion capture) or a gesture-based puppetry system. Our ultimate goal is to create a mixed reality (MR) system, in which the participants can manipulate virtual objects, and in which these virtual objects can affect the participant, e.g., by restricting theirmobility. This MR system prototype design motivated the work of this dissertation, since a realistic 3D human model of the participant is an essential part of implementing this vision.
Show less - Date Issued
- 2014
- Identifier
- CFE0005277, ucf:50543
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005277