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Graphics and Human Computer Interfaces Commons™
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Articles 31 - 60 of 96
Full-Text Articles in Graphics and Human Computer Interfaces
Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz
Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz
Computer Engineering
Elaborate 3D fractals, such as the mandelbulb, offer fascinating depths and structures that bear self-similarity as one zooms in closer and closer. Traditional rendering techniques focus on pre-rendering the fractal, to bypass the need for real-time display. To display and explore the mandelbulb in VR, this real-time display is needed, and can be provided through the use of “Raymarching”, a technique that allows for the rendering of scenes within the GPU. This paper explores various techniques and systems used to provide, augment, and accelerate this process.
Real-Time Object Removal In Augmented Reality, Tyler Dahl
Real-Time Object Removal In Augmented Reality, Tyler Dahl
Master's Theses
Diminished reality, as a sub-topic of augmented reality where digital information is overlaid on an environment, is the perceived removal of an object from an environment. Previous approaches to diminished reality used digital replacement techniques, inpainting, and multi-view homographies. However, few used a virtual representation of the real environment, limiting their domains to planar environments.
This thesis provides a framework to achieve real-time diminished reality on an augmented reality headset. Using state-of-the-art hardware, we combine a virtual representation of the real environment with inpainting to remove existing objects from complex environments.
Our work is found to be competitive with previous …
Tessellated Voxelization For Global Illumination Using Voxel Cone Tracing, Sam Thomas Freed
Tessellated Voxelization For Global Illumination Using Voxel Cone Tracing, Sam Thomas Freed
Master's Theses
Modeling believable lighting is a crucial component of computer graphics applications, including games and modeling programs. Physically accurate lighting is complex and is not currently feasible to compute in real-time situations. Therefore, much research is focused on investigating efficient ways to approximate light behavior within these real-time constraints.
In this thesis, we implement a general purpose algorithm for real-time applications to approximate indirect lighting. Based on voxel cone tracing, we use a filtered representation of a scene to efficiently sample ambient light at each point in the scene. We present an approach to scene voxelization using hardware tessellation and compare …
Jupyterlab_Voyager: A Data Visualization Enhancement In Jupyterlab, Ji Zhang
Jupyterlab_Voyager: A Data Visualization Enhancement In Jupyterlab, Ji Zhang
Master's Theses
With the emergence of big data, scientific data analysis and visualization (DAV) tools are critical components of the data science software ecosystem; the usability of these tools is becoming extremely important to facilitate next-generation scientific discoveries. JupyterLab has been considered as one of the best polyglot, web-based, open-source data science tools. As the next phase of extensible interface for the classic iPython Notebooks, this tool supports interactive data science and scientific computing across multiple programming languages with great performances. Despite these advantages, previous heuristics evaluation studies have shown that JupyterLab has some significant flaws in the data visualization side. The …
Topographic Maps: Image Processing And Path-Finding, Calin Washington
Topographic Maps: Image Processing And Path-Finding, Calin Washington
Master's Theses
Topographic maps are an invaluable tool for planning routes through unfamiliar terrain. However, accurately planning routes on topographic maps is a time- consuming and error-prone task. One factor is the difficulty of interpreting the map itself, which requires prior knowledge and practice. Another factor is the difficulty of making choices between possible routes that have different trade-offs between length and the terrain they traverse.
To alleviate these difficulties, this thesis presents a system to automate the process of finding routes on scanned images of topographic maps. The system allows users to select any two points on a topographic map and …
Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson
Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson
Master's Theses
A company, Unanimous AI, has created a software platform that allows individuals to come together as a group or a human swarm to make decisions. These human swarms amplify the decision-making capabilities of both the individuals and the group. One way Unanimous AI increases the swarm’s collective decision-making capabilities is by limiting the swarm to more informed individuals on the given topic. The previous way Unanimous AI selected users to enter the swarm was improved upon by a new methodology that is detailed in this study. This new methodology implements a new type of survey that collects data that is …
Procedurally Generating Genetic Keys, Adam A. Levasseur
Procedurally Generating Genetic Keys, Adam A. Levasseur
Computer Engineering
This project presents a method for creating multi-part models based on input keys to generate new, variant models via genetic algorithms. By utilizing 3D models as modular parts, this method allows for the generation of a unique, compound model based on one or multiple input keys. This paper explains the process of creating and testing such generation styles using simple geometry to create more complex, compound models.
Unreal Engine 4 Rpg, Jacob W. Russ, Jeffrey J. Nunez
Unreal Engine 4 Rpg, Jacob W. Russ, Jeffrey J. Nunez
Computer Engineering
Classic RPG videogames have become few and far between in the Western market over the years as modern RPG systems have gained popularity. The purpose of this project is to present a vertical slice of a hybrid RPG game that takes the gameplay mechanics and styles of classic RPG videogames and infuses them with a modern presentation. Through the use of the powerful Unreal Engine 4 graphics engine, this project is able to combine impressive graphical fidelity with modernized systems to fuel a videogame that is undeniably a classic RPG at heart. This is not a full game, but a …
Eulerian On Lagrangian Cloth Simulation, Kyle C. Piddington
Eulerian On Lagrangian Cloth Simulation, Kyle C. Piddington
Master's Theses
This thesis introduces a novel Eulerian-on-Lagrangian (EoL) approach for simulating cloth. This approach allows for the simulation of traditionally difficult cloth scenarios, such as draping and sliding cloth over sharp features like the edge of a table. A traditional Lagrangian approach models a cloth as a series of connected nodes. These nodes are free to move in 3d space, but have difficulty with sliding over hard edges. The cloth cannot always bend smoothly around these edges, as motion can only occur at existing nodes. An EoL approach adds additional flexibility to a Lagrangian approach by constructing special Eulerian on Lagrangian …
Probabilistic Roadmaps For Virtual Camera Pathing With Cinematographic Principles, Katherine Davis
Probabilistic Roadmaps For Virtual Camera Pathing With Cinematographic Principles, Katherine Davis
Master's Theses
As technology use increases in the world and inundates everyday life, the visual aspect of technology or computer graphics becomes increasingly important. This thesis presents a system for the automatic generation of virtual camera paths for fly-throughs of a digital scene. The sample scene used in this work is an underwater setting featuring a shipwreck model with other virtual underwater elements such as rocks, bubbles and caustics. The digital shipwreck model was reconstructed from an actual World War II shipwreck, resting off the coast of Malta. Video and sonar scans from an autonomous underwater vehicle were used in a photogrammetry …
Music Times: A Music Learning Game, Emily Woo
Music Times: A Music Learning Game, Emily Woo
Computer Science and Software Engineering
Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.
Using Intel Realsense Depth Data For Hand Tracking In Unreal Engine 4, Granger Lang
Using Intel Realsense Depth Data For Hand Tracking In Unreal Engine 4, Granger Lang
Liberal Arts and Engineering Studies
This project describes how to build a hand tracking method for VR/AR using the raw data from a depth sensing camera.
Accelerating Hash Grid And Screen-Space Photon Mapping In 3d Interactive Applications With Opencl, Nikolai Shkurkin
Accelerating Hash Grid And Screen-Space Photon Mapping In 3d Interactive Applications With Opencl, Nikolai Shkurkin
Computer Science and Software Engineering
Achieving interactive and realistic rendering is only possible with a combination of rendering algorithms, rendering pipelines, multi-core hardware, and parallelization APIs. This project explores and implements two photon mapping pipelines based on the work of Mara et. al [5] and Singh et. al [7] to achieve interactive rendering performance for a set of simple scenes using OpenCL and C++ to work with a GPU. In particular, both a 3D hash grid and a screen-space tiling algorithm are parallelized to accelerate photon lookup in order to compute direct and indirect lighting on visible surfaces in a scene. By using OpenCL with …
Real-Time, Non-Contact Heart Rate Monitor, Daniel Blike
Real-Time, Non-Contact Heart Rate Monitor, Daniel Blike
Computer Engineering
No abstract provided.
Visual Code: Breaking The Binary, Jacob Johannesen, Andrew Adriance
Visual Code: Breaking The Binary, Jacob Johannesen, Andrew Adriance
Liberal Arts and Engineering Studies
This project seeks to create an accessible programming language that is more visually based. Although some solutions exist, namely MIT’s Scratch, nothing has caught up to the mobile age. This proj- ect aims to reframe creating a game or app into the context of tell- ing a story, putting character creation first. By researching sto- ry-telling and how people learn, and by applying technical and user interface design knowledge, this project intends to deliver a soft- ware solution that opens introductory coding education to more people.
Co-Rotational Finite Element Solid Simulation With Collisions, Patrick Riordan
Co-Rotational Finite Element Solid Simulation With Collisions, Patrick Riordan
Computer Science and Software Engineering
This paper is a tutorial on how to implement a deformable solid simulation with collisions based off of Matthias Mueller's Real Time Physics Course Notes. It covers the topics continuum mechanics, finite element analysis, implicit Euler integration, and handling collision.
Rfid Microscope Lab, Patricia Carranza
Rfid Microscope Lab, Patricia Carranza
Computer Engineering
The RFID Microscope Lab is a new exhibit created for the San Luis Obispo Children's Museum. The goal of the project is to create a modern, interactive exhibit that will teach children about different natural specimens through the use of technology. A computer, custom software, and RFID technology, will be used to display facts, microscopic images, and short videos of ten different specimens.
An Interactive User Interface Improves Data Visualization In R, Nathan Sweem
An Interactive User Interface Improves Data Visualization In R, Nathan Sweem
STAR Program Research Presentations
An interactive user interface application was created using the R statistical computing environment and the Shiny package to visualize historical data on the performance of mutual funds and exchange-traded funds (ETFs). Historical data for these funds is scraped from the Yahoo! Finance webpage. The application allows the user to analyze this historical data by category and fund family, which are also scraped from Yahoo! Finance. The application generates interactive plots to compare the performance of selected mutual funds and ETFs given the baseline and center determined by the user. The application has been modified to attentively match the data with …
Dynamic Voxel Based Terrain Generation, Thomas Sanford
Dynamic Voxel Based Terrain Generation, Thomas Sanford
Computer Science and Software Engineering
This project is an implementation of an editable terrain system. By maintaining an octree of volumetric data and performing the mesh creation on the GPU, the program can allow for free editing of the surroundings which is then reflected in real time. This allows for real time applications to have terrain that can change depending on how the user interacts with it.
Multiplayer Browser-Based Game Utilizing Javascript And Webgl Frameworks, Cy Tan, Benjamin Naftali, Matthew Tong, Vincent Chan
Multiplayer Browser-Based Game Utilizing Javascript And Webgl Frameworks, Cy Tan, Benjamin Naftali, Matthew Tong, Vincent Chan
Computer Science and Software Engineering
The goal of our project is to make an online large-scale multiplayer game with persistent user data. This will involve real-time player interaction and many customization options. This game will be a massively-multiplayer online tactics role-playing game (MMOTRPG), a genre that has been insufficiently explored. This area of browser-based massive multiplayer games is also a platform of gaming that has yet to realize the capabilities of modern browsers and the level of interaction and graphics they now support.
The scope of our project does not encompass the complete feature set we have intended for the game, but rather a technical …
'Fo Fighter: 2d Real-Time Game, Cary Dobeck
'Fo Fighter: 2d Real-Time Game, Cary Dobeck
Computer Engineering
‘FO Fighter is a 2D real-time game for Android and iOS mobile devices. The game utilizes the motion sensors and touch screens built within these devices to give the player a great amount of control over their character’s position and firing direction. This control allows for a reactive environment set in outer space, where gravity is determined by the device’s orientation, while the player must dodge, fight and destroy multiple enemy fighters on each planet in the solar system. ‘FO Fighter has been tested throughout its development cycle on numerous devices on both the Android and iOS platforms, with testers …
Drill Design Suite, Neil Nordhof
Drill Design Suite, Neil Nordhof
Computer Science and Software Engineering
Drill Design Suite is a lightweight tool for creating drill for marching band programs.
Moxel Dags: Connecting Material Information To High Resolution Sparse Voxel Dags, Brent Robert Williams
Moxel Dags: Connecting Material Information To High Resolution Sparse Voxel Dags, Brent Robert Williams
Master's Theses
As time goes on, the demand for higher resolution and more visually rich images only increases. Unfortunately, creating these more realistic computer graphics is pushing our computational resources to their limits.
In realistic rendering, one of the common ways 3D objects are represented is as volumetric elements called voxels. Traditionally, voxel data structures are known for their high memory requirements. One of the standard ways these requirements are minimized is by storing the voxels in a sparse voxel octree (SVO). Very recently, a method called High Resolution Sparse Voxel DAGs was presented that can store binary voxel data orders of …
Development Of A Tridimensional Measuring Application For Ipads, Michael Casebolt, Nicolas Kouatli, Jack Mullen
Development Of A Tridimensional Measuring Application For Ipads, Michael Casebolt, Nicolas Kouatli, Jack Mullen
Computer Science and Software Engineering
In today’s fast-paced distribution centers workers and management alike are constantly searching for the quickest and most efficient way to package items for distribution. Even with the advancement of app-oriented solutions to a variety of problems across many industries there is a distinct unmet need in distribution environments for an application capable of increasing the efficiency and accuracy of packaging items. This senior project focused on the development and testing of an application utilizing the Structure Three Dimensional Sensor and a 4th generation iPad to scan an object or group of objects to be packaged and determine the overall dimensions …
Designing A Goal Journaling Application, Kevin Lufkin
Designing A Goal Journaling Application, Kevin Lufkin
Liberal Arts and Engineering Studies
Achieving a personal goal and making a positive change in one’s life can be a difficult and elusive task. Everyday people are creating and setting new goals for themselves, but more often than not these goals are never realized. Motivation, determination, and discipline are all key elements when it comes to accomplishing a goal, but if there is no clear idea as to how to connect the dots from where one is to where one wants to be these important qualities lose their effectiveness.
The applications that exist today largely fit in the realm of goal/task management and planners. This …
A Proof Of Concept For Crowdsourcing Color Perception Experiments, Ryan Nathaniel Mcleod
A Proof Of Concept For Crowdsourcing Color Perception Experiments, Ryan Nathaniel Mcleod
Master's Theses
Accurately quantifying the human perception of color is an unsolved prob- lem. There are dozens of numerical systems for quantifying colors and how we as humans perceive them, but as a whole, they are far from perfect. The ability to accurately measure color for reproduction and verification is critical to indus- tries that work with textiles, paints, food and beverages, displays, and media compression algorithms. Because the science of color deals with the body, mind, and the subjective study of perception, building models of color requires largely empirical data over pure analytical science. Much of this data is extremely dated, …
Virtual Reality Engine Development, Varun Varahamurthy
Virtual Reality Engine Development, Varun Varahamurthy
Master's Theses
With the advent of modern graphics and computing hardware and cheaper sensor and display technologies, virtual reality is becoming increasingly popular in the fields of gaming, therapy, training and visualization. Earlier attempts at popularizing VR technology were plagued by issues of cost, portability and marketability to the general public. Modern screen technologies make it possible to produce cheap, light head-mounted displays (HMDs) like the Oculus Rift, and modern GPUs make it possible to create and deliver a seamless real-time 3D experience to the user. 3D sensing has found an application in virtual and augmented reality as well, allowing for a …
Coffee: Context Observer For Fast Enthralling Entertainment, Anthony M. Lenz
Coffee: Context Observer For Fast Enthralling Entertainment, Anthony M. Lenz
Master's Theses
Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. …
Smarticles: A Method For Identifying And Correcting Instability And Error Caused By Explicit Integration Techniques In Physically Based Simulations, Susan Aileen Marano
Smarticles: A Method For Identifying And Correcting Instability And Error Caused By Explicit Integration Techniques In Physically Based Simulations, Susan Aileen Marano
Master's Theses
Using an explicit integration method in physically based animations has many advantages including conceptual and computational simplicity, however, it re- quires small time steps to ensure low numerical instability. Simulations with large numbers of individually interacting components such as cloth, hair, and fluid models, are limited by the sections of particles most susceptible to error. This results in the need for smaller time steps than required for the majority of the system. These sections can be diverse and dynamic, quickly changing in size and location based on forces in the system. Identifying and handling these trou- blesome sections could allow …
Juiciness In Citizen Science Computer Games: Analysis Of A Prototypical Game, Eric D. Ebucktha Buckthal
Juiciness In Citizen Science Computer Games: Analysis Of A Prototypical Game, Eric D. Ebucktha Buckthal
Master's Theses
Incorporating the collective problem-solving skills of non-experts could ac- celerate the advancement of scientific research. Citizen science games leverage puzzles to present computationally difficult problems to players. Such games typ- ically map the scientific problem to game mechanics and visual feed-back helps players improve their solutions. Like games for entertainment, citizen science games intend to capture and retain player attention. “Juicy” game design refers to augmented visual feedback systems that give a game personality without modi- fying fundamental game mechanics. A “juicy” game feels alive and polished. This thesis explores the use of “juicy” game design applied to the citizen …