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Master's Theses

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Full-Text Articles in Graphics and Human Computer Interfaces

Ai Interview Helper: A Tool For Assisting Search And Rescue Long-Profile Interviews, Dylan P. Starink Jun 2026

Ai Interview Helper: A Tool For Assisting Search And Rescue Long-Profile Interviews, Dylan P. Starink

Master's Theses

In Search and Rescue (SAR) operations, time pressure and limited interviewer experience can lead to missed opportunities when interviewing a missing person’s friends and family. This thesis presents a real-time, end-to-end system that provides context-aware follow-up question suggestions as interviews unfold. Leveraging large language models (LLMs) and agentic design patterns, the system is intended to support interviewers by helping them identify relevant follow-up questions and pursue potentially overlooked lines of inquiry.

The system was evaluated through three mock interviews with two SAR interviewer participants across two events. Given the limited sample size, the results provide early insights into the feasibility …


Designing For Trust In Chat-Based Question Answering Systems: An Exchange-Based Retrieval Approach, Nathan Mccutchen Mar 2026

Designing For Trust In Chat-Based Question Answering Systems: An Exchange-Based Retrieval Approach, Nathan Mccutchen

Master's Theses

Community chat platforms such as Discord and Slack support spontaneous, collaborative communication but make it difficult to retrieve previously discussed information. As conversations accumulate, valuable exchanges become buried, leading to repeated questions and sustained burden on experienced community members.

This work contributes a set of design requirements for question-answering systems operating over unstructured chat data, a Discord bot prototype implementing those requirements named Echo, and an empirical evaluation of how such a system affects user trust. Rather than encoding discrete question-answer pairs or generating synthetic responses with a language model, Echo indexes conversation topics for semantic retrieval and presents results …


Marsanywhere: Dataset And Cross-View Diffusion Model For Satellite-To-Ground View Synthesis With Mars Data, Benjamin T. Hinchliff Dec 2025

Marsanywhere: Dataset And Cross-View Diffusion Model For Satellite-To-Ground View Synthesis With Mars Data, Benjamin T. Hinchliff

Master's Theses

Satellite-to-ground view synthesis aims to create a realistic ground view image from a corresponding satellite view image. This is a well-studied problem for street level imagery, with good results being achieved by using modern image synthesis techniques such as diffusion models. However, despite the public availability of satellite and ground level imagery on Mars, these techniques have yet to be applied to the domain due to difficulties in collating and processing the data into a usable form. We address this deficiency by creating a dataset consisting of ground view panorama imagery from the Perseverance rover, along with associated satellite view …


The Impact Of Accessibility Features On Player Experience In Video Games, Christine M. Widden Jun 2025

The Impact Of Accessibility Features On Player Experience In Video Games, Christine M. Widden

Master's Theses

While video game accessibility is a growing research topic, few studies investigate how players perceive the presence versus the absence of accessibility features, or how non-disabled players react to the option of accessibility features. This study explores these research gaps, investigating how access to accessibility features affects the experience of both disabled and non-disabled players. For the purposes of this study, a small platformer game was developed with as many accessibility features as feasible for the scope of the project. An A vs.\ B study was conducted in the game, with anonymous participants randomly assigned to version A, with all …


Real-Time Feedback-Driven Framework For Automated Cybersickness Mitigation, Md Jahirul Islam Dec 2024

Real-Time Feedback-Driven Framework For Automated Cybersickness Mitigation, Md Jahirul Islam

Master's Theses

As technologies are becoming more advanced day by day, the embracement of virtual reality (VR) technology among users is also increasing in daily activities for various purposes, and subsequently, the barrier between the real and virtual world is fading. Despite the versatile uses, cybersickness (CS) is a major problem which is induced among users due to the immersive VR experience. There is a plethora of research findings and methods to measure the users’ CS such as virtual reality sickness questionnaire (VRSQ), simulator sickness questionnaire (SSQ), fast motion scale questionnaire (FMS), and others. Recently, machine learning approaches have also been adopted …


Balancing Darkness And Visibility: An Algorithmic Approach To Light Placement In Low-Light, Ray-Traced Scenes, Briana Kuo Jun 2024

Balancing Darkness And Visibility: An Algorithmic Approach To Light Placement In Low-Light, Ray-Traced Scenes, Briana Kuo

Master's Theses

In recent years, digital media has seen incredible advancements in rendering visually stunning computer graphics scenes. Photo-realistic games, animated films, and more leave viewers blown away by the sheer beauty of their graphics. However, challenges arise when depicting dark scenes, often resulting in visual monotony and difficulty in comprehension due to insufficient detail within the scene. In order to enhance readability and visual interest of a scene, additional, artificial lights can be placed throughout a scene to enhance the aesthetic. These lights, however, must be strategically placed in order to retain an essence of darkness and maintain the delicate balance …


Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold Jun 2022

Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold

Master's Theses

We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney's Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory …


Artist-Configurable Node-Based Approach To Generate Procedural Brush Stroke Textures For Digital Painting, Keavon Chambers Jun 2022

Artist-Configurable Node-Based Approach To Generate Procedural Brush Stroke Textures For Digital Painting, Keavon Chambers

Master's Theses

Digital painting is the field of software designed to provide artists a virtual medium to emulate the experience and results of physical drawing. Several hardware and software components come together to form a whole workflow, ranging from the physical input devices, to the stroking process, to the texture content authorship. This thesis explores an artist-friendly approach to synthesize the textures that give life to digital brush strokes.

Most painting software provides a limited library of predefined brush textures. They aim to offer styles approximating physical media like paintbrushes, pencils, markers, and airbrushes. Often these are static bitmap textures that are …


Exploring Material Representations For Sparse Voxel Dags, Steven Pineda Jun 2021

Exploring Material Representations For Sparse Voxel Dags, Steven Pineda

Master's Theses

Ray tracing is a popular technique used in movies and video games to create compelling visuals. Ray traced computer images are increasingly becoming more realistic and almost indistinguishable from real-word images. Due to the complexity of scenes and the desire for high resolution images, ray tracing can become very expensive in terms of computation and memory. To address these concerns, researchers have examined data structures to efficiently store geometric and material information. Sparse voxel octrees (SVOs) and directed acyclic graphs (DAGs) have proven to be successful geometric data structures for reducing memory requirements. Moxel DAGs connect material properties to these …


Applying Facial Emotion Recognition To Usability Evaluations To Reduce Analysis Time, Gavin Kam Chao Jun 2021

Applying Facial Emotion Recognition To Usability Evaluations To Reduce Analysis Time, Gavin Kam Chao

Master's Theses

Usability testing is an important part of product design that offers developers insight into a product’s ability to help users achieve their goals. Despite the usefulness of usability testing, human usability evaluations are costly and time-intensive processes. Developing methods to reduce the time and costs of usability evaluations is important for organizations to improve the usability of their products without expensive investments. One prospective solution to this is the application of facial emotion recognition to automate the collection of qualitative metrics normally identified by human usability evaluators.

In this paper, facial emotion recognition (FER) was applied to mock usability recordings …


A Performance Survey Of Text-Based Sentiment Analysis Methods For Automating Usability Evaluations, Kelsi Van Damme Jun 2021

A Performance Survey Of Text-Based Sentiment Analysis Methods For Automating Usability Evaluations, Kelsi Van Damme

Master's Theses

Usability testing, or user experience (UX) testing, is increasingly recognized as an important part of the user interface design process. However, evaluating usability tests can be expensive in terms of time and resources and can lack consistency between human evaluators. This makes automation an appealing expansion or alternative to conventional usability techniques.

Early usability automation focused on evaluating human behavior through quantitative metrics but the explosion of opinion mining and sentiment analysis applications in recent decades has led to exciting new possibilities for usability evaluation methods.

This paper presents a survey of modern, open-source sentiment analyzers’ usefulness in extracting and …


Real-Time Stylized Rendering For Large-Scale 3d Scenes, Jack Pietrok Jun 2021

Real-Time Stylized Rendering For Large-Scale 3d Scenes, Jack Pietrok

Master's Theses

While modern digital entertainment has seen a major shift toward photorealism in animation, there is still significant demand for stylized rendering tools. Stylized, or non-photorealistic rendering (NPR), applications generally sacrifice physical accuracy for artistic or functional visual output. Oftentimes, NPR applications focus on extracting specific features from a 3D environment and highlighting them in a unique manner. One application of interest involves recreating 2D hand-drawn art styles in a 3D-modeled environment. This task poses challenges in the form of spatial coherence, feature extraction, and stroke line rendering. Previous research on this topic has also struggled to overcome specific performance bottlenecks, …


An Analysis Of Real-Time Ray Tracing Techniques Using The Vulkan® Explicit Api, Elleis C. Souza Jun 2021

An Analysis Of Real-Time Ray Tracing Techniques Using The Vulkan® Explicit Api, Elleis C. Souza

Master's Theses

In computer graphics applications, the choice and implementation of a rendering technique is crucial when targeting real-time performance. Traditionally, rasterization-based approaches have dominated the real-time sector. Other algorithms were simply too slow to compete on consumer graphics hardware. With the addition of hardware support for ray-intersection calculations on modern GPUs, hybrid ray tracing/rasterization and purely ray tracing approaches have become possible in real-time as well. Industry real-time graphics applications, namely games, have been exploring these different rendering techniques with great levels of success. The addition of ray tracing into the graphics developer’s toolkit has without a doubt increased what level …


Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui Mar 2021

Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui

Master's Theses

Any kind of graphics simulation can be thought of like a fancy flipbook. This notion is, of course, nothing new. For instance, in a game, the central computing unit (CPU) needs to process frame by frame, figuring out what is happening, and then finally issues draw calls to the graphics processing unit (GPU) to render the frame and display it onto the monitor. Traditionally, the CPU has to process a lot of things: from the creation of the window environment for the processed frames to be displayed, handling game logic, processing artificial intelligence (AI) for non-player characters (NPC), to the …


Gpu High-Performance Framework For Pic-Like Simulation Methods Using The Vulkan® Explicit Api, Kolton Jacob Yager Mar 2021

Gpu High-Performance Framework For Pic-Like Simulation Methods Using The Vulkan® Explicit Api, Kolton Jacob Yager

Master's Theses

Within computational continuum mechanics there exists a large category of simulation methods which operate by tracking Lagrangian particles over an Eulerian background grid. These Lagrangian/Eulerian hybrid methods, descendants of the Particle-In-Cell method (PIC), have proven highly effective at simulating a broad range of materials and mechanics including fluids, solids, granular materials, and plasma. These methods remain an area of active research after several decades, and their applications can be found across scientific, engineering, and entertainment disciplines.

This thesis presents a GPU driven PIC-like simulation framework created using the Vulkan® API. Vulkan is a cross-platform and open-standard explicit API for graphics …


Envrment: Investigating Experience In A Virtual User-Composed Environment, Matthew Key Dec 2020

Envrment: Investigating Experience In A Virtual User-Composed Environment, Matthew Key

Master's Theses

Virtual Reality is a technology that has long held society's interest, but has only recently began to reach a critical mass of everyday consumers. The idea of modern VR can be traced back decades, but because of the limitations of the technology (both hardware and software), we are only now exploring its potential. At present, VR can be used for tele-surgery, PTSD therapy, social training, professional meetings, conferences, and much more. It is no longer just an expensive gimmick to go on a momentary field trip; it is a tool, and as with the automobile, personal computer, and smartphone, it …


Intelligent Cinematic Camera Control For Real-Time Graphics Applications, Ian Harris Meeder Jan 2020

Intelligent Cinematic Camera Control For Real-Time Graphics Applications, Ian Harris Meeder

Master's Theses

E-sports is currently estimated to be a billion dollar industry which is only growing in size from year to year. However the cinematography of spectated games leaves much to be desired. In most cases, the spectator either gets to control their own freely-moving camera or they get to see the view that a specific player sees. This thesis presents a system for the generation of cinematically-pleasing views for spectating real-time graphics applications. A custom real-time engine has been built to demonstrate the effect of this system on several different game modes with varying visual cinematic constraints, such as the rule …


Real-Time Ray Traced Global Illumination Using Fast Sphere Intersection Approximation For Dynamic Objects, Reed Phillip Garmsen Feb 2019

Real-Time Ray Traced Global Illumination Using Fast Sphere Intersection Approximation For Dynamic Objects, Reed Phillip Garmsen

Master's Theses

Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates.

We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for …


Polyxpress+: Using Social Networking To Enhance The User Experience Of An Interactive Location-Based Storytelling Application, Desiree Creel Jan 2019

Polyxpress+: Using Social Networking To Enhance The User Experience Of An Interactive Location-Based Storytelling Application, Desiree Creel

Master's Theses

There’s no denying the ever increasing presence of social networking in our daily lives. Every day, people share what they are thinking, doing, and experiencing. But even more so, they check their favorite networks to see what the people in their lives are sharing. Social networking has become so prevalent that most applications incorporate it since it keeps users engaged and beckons them back to the application again and again.

PolyXpress is an interactive, location-based storytelling mobile application that functions as a platform for creating and experiencing stories. Written as a research project at California Polytechnic State University, it allows …


Topographic Maps: Image Processing And Path-Finding, Calin Washington Jun 2018

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 …


Jupyterlab_Voyager: A Data Visualization Enhancement In Jupyterlab, Ji Zhang Jun 2018

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 …


Real-Time Object Removal In Augmented Reality, Tyler Dahl Jun 2018

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 Jun 2018

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 …


Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson May 2018

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 …


Eulerian On Lagrangian Cloth Simulation, Kyle C. Piddington Jun 2017

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 Apr 2017

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 …


Moxel Dags: Connecting Material Information To High Resolution Sparse Voxel Dags, Brent Robert Williams Jun 2015

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 …


Smarticles: A Method For Identifying And Correcting Instability And Error Caused By Explicit Integration Techniques In Physically Based Simulations, Susan Aileen Marano Jun 2014

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 Jun 2014

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 …


A Proof Of Concept For Crowdsourcing Color Perception Experiments, Ryan Nathaniel Mcleod Jun 2014

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, …