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Full-Text Articles in Physical Sciences and Mathematics

Enhanced Presentation Of Tomographic Data, Carmen Watts Clayton, Bernice Mills, George Beffleben, Thien Vu-Nguyen Jul 2015

Enhanced Presentation Of Tomographic Data, Carmen Watts Clayton, Bernice Mills, George Beffleben, Thien Vu-Nguyen

STAR Program Research Presentations

X-ray tomography yields a very large amount of data in three dimensions. Effectively displaying this data to a broad audience is a challenge. Techniques are discussed to improve presentation of movies of both 2D and 3D tomographic data using commercially available softwares.


Plotting The Van Der Waals Fluid In Pseudo-3d And The Maxwell Construction, Carl W. David Jul 2015

Plotting The Van Der Waals Fluid In Pseudo-3d And The Maxwell Construction, Carl W. David

Chemistry Education Materials

The van der Waals (from his thesis of 1873) equation is a cubic in the molar volume. Plotting the equation in pseudo 3 dimensions is quite simple to do, but including tie lines is quite difficult. Employing the solutions to the cubic van der Waals equation, the tie lines are readily available and can be easily incorporated into the aforementioned 3D plots.


Evolutionary Computation For Digital Artefact Design, Prasad Gade Jan 2015

Evolutionary Computation For Digital Artefact Design, Prasad Gade

Masters

This thesis presents novel systems for the automatic and semi-automatic design of digital artefacts. Currently, users wanting to create digital models, such as three-dimensional (3D) digital landscapes and website colour schemes, need to possess significant expertise, as the tools involved demand a high level of knowledge and skill. By developing an intuitive algorithmic process, founded on evolutionary computation (EC), this research enables non-specialist human designers to create digital assets more efficiently. This is achieved by replacing design activities that require significant manual input with algorithmic functions, thereby greatly improving the efficiency and accessibility of the practices involved.

This research places …


An Investigation In Implementing A C++ Voxel Game Engine With Destructible Terrain, Michael W. Wilder Jan 2015

An Investigation In Implementing A C++ Voxel Game Engine With Destructible Terrain, Michael W. Wilder

Williams Honors College, Honors Research Projects

In video games today, world geometry is often represented as a polygon mesh. While this representation is able to represent terrain, it must be done so using an elevation grid. For each X and Z location, an elevation grid stores the height of the terrain at that location. This has a major drawback: it is unable to allow terrain with overhangs and caves, and is unable to allow for destructible terrain. In this project, an alternative technique using voxels is explored to overcome these limitations for a game engine. A voxel is the 3D equivalent of a pixel and allows …