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Full-Text Articles in Graphics and Human Computer Interfaces

Perceptual And Geometric Advances In Crowd Simulation, Bilas Talukdar May 2026

Perceptual And Geometric Advances In Crowd Simulation, Bilas Talukdar

Dissertations

Simulating realistic crowd motion remains a fundamental challenge in computer graphics and multi-agent systems, as it requires modeling both physically plausible interactions and perceptually natural behaviors. Existing crowd simulation methods typically employ simplified geometric abstractions, most commonly circular agent representations, and model navigation using either analytical interaction formulations (e.g., force, velocity, or constraint-based methods) or learned policies derived through reinforcement learning. Despite their effectiveness, these approaches often overlook detailed geometric structure and do not explicitly account for perceptual realism. This dissertation addresses these challenges by improving the realism of virtual crowd simulation through two key advancements: perceptual preference learning and …


Toward Learning-Based Reconstruction And Part Decomposition Of Man-Made 3d Geometry: Neural Implicit Representations And Scalable Supervision, Shen Fan May 2026

Toward Learning-Based Reconstruction And Part Decomposition Of Man-Made 3d Geometry: Neural Implicit Representations And Scalable Supervision, Shen Fan

Dissertations

Digital three-dimensional (3D) models are central to engineering design, analysis, and manufacturing, but learning pipelines for man-made geometry often operate on sampled carriers that do not preserve all of the structure present in exact CAD representations. This dissertation studies learning-based reconstruction and part decomposition for structured man-made 3D geometry, from general object benchmarks to CAD-derived datasets, with a focus on neural implicit representations trained from signed-distance samples, point clouds, and tessellated meshes. The goal is to make these models more accurate, more part-aware, and more consistently supervised.

First, signed distance function (SDF) reconstruction with implicit neural representations is improved through …


A System And Method For Measuring Spatially Varying Surface Appearances With A Study Of Feathers, Jessica Baron-Lis May 2025

A System And Method For Measuring Spatially Varying Surface Appearances With A Study Of Feathers, Jessica Baron-Lis

All Dissertations

Real-world materials, particularly biological structures such as feathers exhibit complex appearances that vary spatially across their surfaces. The field of computer graphics provides a means of understanding such surfaces through material modeling which uses both analytical models and data acquired from light-surface interactions. There are many efforts within the past decade in measuring materials for graphics, but common limitations in these works include not accounting for spatially varying properties and reliance on neural networks and synthetic datasets.

Feathers from modern birds present diverse appearances due to how light interacts with their unique hierarchical microstructures. Variations in those structures lead to …


Polarimetric Capture And Differentiable Rendering, Katherine Anne Salesin Jan 2025

Polarimetric Capture And Differentiable Rendering, Katherine Anne Salesin

Dartmouth College Ph.D Dissertations

Many scientific fields rely on the capture and modeling of light to extract underlying information about the world. Often, more information can be extracted by capturing more about the nature of the light, such as its spectral shape or polarization state. While polarization is a relatively unexplored topic in computer graphics, when used in tandem with other recent advancements in the field it has enormous potential to improve both forward and inverse models in other scientific disciplines. We demonstrate this potential in two distinct settings in this thesis.

First, we apply the capture of polarized light to an inverse problem …


Fast And High-Resolution View Synthesis From A Single Input Panorama, Nam Nguyen, Angela V. Chen, Theresa Zhu, Seth Johnson, Pranav Dumpa, Benjamin Geil Oct 2024

Fast And High-Resolution View Synthesis From A Single Input Panorama, Nam Nguyen, Angela V. Chen, Theresa Zhu, Seth Johnson, Pranav Dumpa, Benjamin Geil

College of Engineering Summer Undergraduate Research Program

We introduce a novel method to convert a single input panorama into a 3D colored mesh representation of the scene. Unlike recent methods based on neural rendering, which are limited to low-resolution inputs and offline rendering, our approach supports 4k resolution inputs and real time rendering in a virtual reality headset. We first estimate a depth map and produce an initial layered depth image (LDI) representation. We fill unseen regions behind objects by iteratively cutting and inpainting the LDI. We then convert the LDI into an optimized, texture mapped mesh to achieve a compact representation


How Photorealistic Images Are Generated, Nahom Ketema Jun 2023

How Photorealistic Images Are Generated, Nahom Ketema

University Honors Theses

The field of computer graphics looks into how computers can be used to generate images. From using some trigonometry to plot 3D objects to using rays to calculate the lighting of an object, there are a variety of ways that we can use to draw objects onto a screen. For this thesis, we will be looking at a few of those methods to determine how photorealistic images are generated.


Simulating Incompressible Thin-Film Fluid With A Moving Eulerian-Lagrangian Particle Method, Yitong Deng Jan 2023

Simulating Incompressible Thin-Film Fluid With A Moving Eulerian-Lagrangian Particle Method, Yitong Deng

Dartmouth College Master’s Theses

In this thesis, we introduce a Moving Eulerian-Lagrangian Particle (MELP) method, a mesh-free method to simulate incompressible thin-film fluid systems: soap bubbles, bubble clusters, and foams. The realistic simulation of such systems depends upon the successful treatment of three aspects: (1) the soap film's deformation due to the tendency to minimize the surface energy, giving rise to the bouncy characteristics of soap bubbles, (2) the tangential fluid flow on the thin film, causing the thickness to vary spatially, which in conjunction with thin-film interference creates evolving and highly sophisticated iridescent color patterns, (3) the topological changes due to collision, separation, …


Temporally Sliced Photon Primitives For Volumetric Time-Of-Flight Rendering, Yang Liu Jan 2022

Temporally Sliced Photon Primitives For Volumetric Time-Of-Flight Rendering, Yang Liu

Dartmouth College Master’s Theses

Traditional steady-state rendering assumes that the light transport has already reached equilibrium. In contrast, time-of-flight rendering removes this assumption and recovers the pattern of light at extremely high temporal resolutions. This novel rendering modality not only provides a way to visualize the propagation of light, but can also empower the advances in time-of-flight imaging and its corresponding applications.

Building on previous work in steady-state volumetric rendering, this thesis introduces a novel framework for deriving new Monte Carlo estimators for solving the time-of-flight rendering problem in participating media. Conceptually, our method starts with any steady-state photon primitive, like a photon plane …


Virtual Temari: Artistically Inspired Mathematics, Carl Giuffre, Lee Stemkoski Jul 2020

Virtual Temari: Artistically Inspired Mathematics, Carl Giuffre, Lee Stemkoski

Journal of Humanistic Mathematics

Technology can be a significant aide in understanding and appreciating geometry, beyond theoretical considerations. Both fiber art and technology have been employed as a significant aide and an inspiring vessel in education to explore geometry. The Japanese craft known as temari, or "hand-balls", combines important artistic, spiritual, and familial values, and provides one such approach to exploring geometry. Mathematically, the artwork of temari may be classified based on whether they are inspired by polyhedra and discrete patterns or by periodic functional curves. The resulting designs of these categories provide an ancient vantage for displaying spherical patterns. We illustrate a …


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 …


We Have Always Been Virtual: Gilles Deleuze And The Computer-Generated Image, Hugh Mccabe Jan 2019

We Have Always Been Virtual: Gilles Deleuze And The Computer-Generated Image, Hugh Mccabe

Conference papers

The use of computer-generated imagery is becoming increasingly ubiquitous across many fields including media, advertising, architecture and art. This represents a fundamental shift within visual culture, as imagery can now be produced routinely by means of rendering algorithms based on spatial representations. We propose that the account of the image provided by Gilles Deleuze in his books on cinema provides a rich philosophical framework for understanding such contemporary imaging practices. By providing a Deleuzian reading of James Kajiya's 1986 rendering equation we argue that there is a tacit ontology of the image underwriting both Deleuze’s work on cinema and current …


Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson Apr 2018

Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson

Computer Science and Information Technology Faculty

Creative coding is the act of computer programming intended to create aesthetic artifacts in one or more digital media such as graphical images, animated videos, computer games, or musical performances. Visual artists and musicians use computers to compose, to render, and to perform. Algorithms remain as important as they are for any computer program, but their intent is to inspire, or at least to entertain, in contrast to more utilitarian applications of algorithms. This paper outlines the software structures and aesthetic perspectives of two novel algorithms for the creative manipulation of pixels in the Processing language. The first algorithm focuses …


Linear Algebra Applications In 3d Computer Graphics, Albert A. Antero, Chris Choung, Chris Goff Jan 2018

Linear Algebra Applications In 3d Computer Graphics, Albert A. Antero, Chris Choung, Chris Goff

Math 365 Class Projects

Linear Transformations, Homogenous Coordinates, World Matrix, Project Matrices, Normalized Device Coordinates, View Matrix


Distance Perception In Virtual Environment Through Head-Mounted Displays, Bochao Li Jan 2017

Distance Perception In Virtual Environment Through Head-Mounted Displays, Bochao Li

Dissertations, Master's Theses and Master's Reports

Head-mounted displays (HMDs) are popular and affordable wearable display devices which facilitate immersive and interactive viewing experience. Numerous studies have reported that people typically underestimate distances in HMDs.

This dissertation describes a series of research experiments that examined the influence of FOV and peripheral vision on distance perception in HMDs and attempts to provide useful information to HMD manufacturers and software developers to improve perceptual performance of HMD-based virtual environments.

This document is divided into two main parts. The first part describes two experiments that examined distance judgments in Oculus Rift HMDs. Unlike numerous studies found significant distance compression, our …


Efficient Ray Tracing For Mobile Devices, Rafael De Melo Aroxa May 2014

Efficient Ray Tracing For Mobile Devices, Rafael De Melo Aroxa

Graduate Theses and Dissertations

The demand for mobile devices with higher graphics performance has increased substantially in the past few years. Most mobile applications that demand 3D graphics use commonly available frameworks, such as Unity and Unreal Engine. In mobile devices, these frameworks are built on top of OpenGL ES and use a graphics technique called rasterization, a simple concept that yields good performance without sacrificing graphic quality. However, rasterization cannot easily handle some physical phenomena of light (i.e. reflection and refraction). In order to support such effects, the graphics framework has to emulate them, thereby leading to suboptimal results in term of quality. …


Computer Sketch Recognition, Richard Steigerwald Jun 2013

Computer Sketch Recognition, Richard Steigerwald

Master's Theses

Tens of thousands of years ago, humans drew sketches that we can see and identify even today. Sketches are the oldest recorded form of human communication and are still widely used. The universality of sketches supersedes that of culture and language. Despite the universal accessibility of sketches by humans, computers are unable to interpret or even correctly identify the contents of sketches drawn by humans with a practical level of accuracy.

In my thesis, I demonstrate that the accuracy of existing sketch recognition techniques can be improved by optimizing the classification criteria. Current techniques classify a 20,000 sketch crowd-sourced dataset …


Data Visualization On Interactive Surfaces: A Research Agenda, Petra Isenberg, Tobias Isenberg, Tobias Hesselmann, Bongshin Lee, Ulrich Von Zadow, Anthony Tang Mar 2013

Data Visualization On Interactive Surfaces: A Research Agenda, Petra Isenberg, Tobias Isenberg, Tobias Hesselmann, Bongshin Lee, Ulrich Von Zadow, Anthony Tang

Research Collection School Of Computing and Information Systems

Interactive tabletops and surfaces (ITSs) provide rich opportunities for data visualization and analysis and consequently are used increasingly in such settings. A research agenda of some of the most pressing challenges related to visualization on ITSs emerged from discussions with researchers and practitioners in human-computer interaction, computer-supported collaborative work, and a variety of visualization fields at the 2011 Workshop on Data Exploration for Interactive Surfaces (Dexis 2011)


Gpu-Accelerated Point-Based Color Bleeding, Ryan Daniel Schmitt Jun 2012

Gpu-Accelerated Point-Based Color Bleeding, Ryan Daniel Schmitt

Master's Theses

Traditional global illumination lighting techniques like Radiosity and Monte Carlo sampling are computationally expensive. This has prompted the development of the Point-Based Color Bleeding (PBCB) algorithm by Pixar in order to approximate complex indirect illumination while meeting the demands of movie production; namely, reduced memory usage, surface shading independent run time, and faster renders than the aforementioned lighting techniques.

The PBCB algorithm works by discretizing a scene’s directly illuminated geometry into a point cloud (surfel) representation. When computing the indirect illumination at a point, the surfels are rasterized onto cube faces surrounding that point, and the constituent pixels are combined …


Simulation Visualization Rhetoric And It's Practical Implications, D'An Knowles Ball, Andrew J. Collins Jan 2012

Simulation Visualization Rhetoric And It's Practical Implications, D'An Knowles Ball, Andrew J. Collins

Engineering Management & Systems Engineering Faculty Publications

Modeling and simulation has moved far beyond simple data representation into the world of visual communication over the past 15 years; ultimately, the acceptance of M&S within mainstream science and society will depend on the results that are produced visually. A simulation’s function is of primary importance to its end result, but it cannot be denied that the discipline of M&S now prizes fancy graphics to communicate. Rhetorical methodological decisions have the greatest impact on the end user, and considerations that bring visual rhetoric to modeling and simulation should be examined as a necessity to application. This paper will expose …


Procedural Wound Geometry And Blood Flow Generation For Medical Training Simulators, Rifat Aras, Yuzhong Shen, Jiang Li, David R. Holmes Iii (Ed.), Kenneth H. Wong (Ed.) Jan 2012

Procedural Wound Geometry And Blood Flow Generation For Medical Training Simulators, Rifat Aras, Yuzhong Shen, Jiang Li, David R. Holmes Iii (Ed.), Kenneth H. Wong (Ed.)

Electrical & Computer Engineering Faculty Publications

Efficient application of wound treatment procedures is vital in both emergency room and battle zone scenes. In order to train first responders for such situations, physical casualty simulation kits, which are composed of tens of individual items, are commonly used. Similar to any other training scenarios, computer simulations can be effective means for wound treatment training purposes. For immersive and high fidelity virtual reality applications, realistic 3D models are key components. However, creation of such models is a labor intensive process. In this paper, we propose a procedural wound geometry generation technique that parameterizes key simulation inputs to establish the …


Engineering A 3 Dimensional Model Of The Bridgewater Campus Using 3ds Max, Jean-Leman Rusangiza Oct 2011

Engineering A 3 Dimensional Model Of The Bridgewater Campus Using 3ds Max, Jean-Leman Rusangiza

Senior Seminars

Computers are a revolutionary part of daily life. Today computers are everywhere and used by everyone. The popularity of computers is mainly due to computer graphics. Graphics make computers easier to use and understand, by just about anybody. Today computer graphics are everywhere, on television, in films, training simulators and video games. In this paper a computer scientist decided to explore the field of computer graphics to learn how they are made and how they can help and educate people. In doing so a 3D computer model was engineered using a 3D modeling software system called 3ds MAX and a …


Investigating Intrinsic And Extrinsic Variables During Simulated Internet Search, Molly M. Liechty, Poornima Madhaven Jan 2011

Investigating Intrinsic And Extrinsic Variables During Simulated Internet Search, Molly M. Liechty, Poornima Madhaven

Psychology Faculty Publications

Using an eye tracker we examined decision-making processes during an internet search task. Twenty experienced homebuyers and twenty-five undergraduates from Old Dominion University viewed homes on a simulated real estate website. Several of the homes included physical properties that had the potential to negatively impact individual perceptions. These negative externalities were either easy to change (Level 1) or impossible to change (Level 2). Eye movements were analyzed to examine the relationship between participants' "stated preferences"[verbalized preferences], "revealed preferences" [actual decisions[, and experience. Dwell times, fixation durations/counts, and saccade counts/amplitudes were analyzed. Results revealed that experienced homebuyers demonstrated a more refined …


An Open Source Graphics Engine For Three-Dimensional Video Games, David Lee Gardner Stover Jan 2010

An Open Source Graphics Engine For Three-Dimensional Video Games, David Lee Gardner Stover

Theses Digitization Project

The focus of this project is creating a new three dimensional (3D) game called Mythic which was developed at CSUSB. To support Mythic, a new game engine called Geng which is derived from "game" and "engine" is also being developed in the School of Computer Science and Engineering at CSUSB. MAGE, called the Multi-platform All purpose Graphics Engine provides support for keyframe animation, Cg, vertex and fragment shaders GLSL vertex and fragment shaders, loading static models stored in the Collada file format. The architecture of MAGE is based on a unified 3D graphics API that hides the specific implementation details …


Networks - I: Collaborative 3d Digital Content Creation Exploiting A Grid Network, M. Gkion, M. Z. Patoli, A. Al-Barakati, W. Zhang, P. Newbury, M. White Aug 2009

Networks - I: Collaborative 3d Digital Content Creation Exploiting A Grid Network, M. Gkion, M. Z. Patoli, A. Al-Barakati, W. Zhang, P. Newbury, M. White

International Conference on Information and Communication Technologies

The increase in ease of the production of computer simulated graphics has opened new opportunities in the 3D industry. There are unlimited applications for the delivery of 3D Graphics especially concerning 3D multimedia presentation of digital content. Apart from aesthetic and entertaining reasons, experts apply computer simulations to visualize environments and to identify early errors or costs in order to limit the need of making real prototypes. Thus, 3D Graphics also minimize the time required for developing the final product. Existing 3D applications give partial support to users to engage in collaborative contribution for the production of a 3D model. …


Image Processing For Multiple-Target Tracking On A Graphics Processing Unit, Michael A. Tanner Mar 2009

Image Processing For Multiple-Target Tracking On A Graphics Processing Unit, Michael A. Tanner

Theses and Dissertations

Multiple-target tracking (MTT) systems have been implemented on many different platforms, however these solutions are often expensive and have long development times. Such MTT implementations require custom hardware, yet offer very little flexibility with ever changing data sets and target tracking requirements. This research explores how to supplement and enhance MTT performance with an existing graphics processing unit (GPU) on a general computing platform. Typical computers are already equipped with powerful GPUs to support various games and multimedia applications. However, such GPUs are not currently being used in desktop MTT applications. This research explores if and how a GPU can …


Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee Jan 2007

Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee

Conference papers

The Snooker Extraction and 3D Builder (SE3DB) is designed to be used as a viewer aid in televised snooker broadcasting. Using a single camera positioned over a snooker table, the system creates a virtual 3D model of the table which can be used to allow audiences view the table from any angle. This would be particularly useful in allowing viewers to determine if particular shots are possible or not. This paper will describe the design, development and evaluation of this system. Particular focus in the paper will be given to the techniques used to recognise and locate the balls on …


A New Approach For Anti-Aliasing Raster Data In Air Borne Imagery, Fahim Arif, Muhammad Akbar Aug 2005

A New Approach For Anti-Aliasing Raster Data In Air Borne Imagery, Fahim Arif, Muhammad Akbar

International Conference on Information and Communication Technologies

Air borne sensed data is in the form of raster data. Aliasing is always present in a sampled image causing artifact error. To reduce possible aliasing effects, it is a good idea to blur an image slightly before applying a resampling method on it. This paper presents a technique for anti-aliasing remotely sensed images. The technique uses Gaussian low pass filter (GLPF) for generation of slight blur. Then resampling of raster data is performed with the help of bilinear interpolation. Algorithm is developed in MATLAB using some inbuilt functions.


A Study Of The Influences Of Computer Interfaces And Training Approaches On End User Training Outcomes, Raj Gururajan Jan 2002

A Study Of The Influences Of Computer Interfaces And Training Approaches On End User Training Outcomes, Raj Gururajan

Theses: Doctorates and Masters

Effective and efficient training is a key factor in determining the success of end user computing (EUC) in organisations. This study examines the influences of two application interfaces, namely icons and menus, on training outcomes. The training outcomes are measured in terms of effectiveness, efficiency and perceived ease of use. Effectiveness includes the keystrokes used to accomplish tasks, the accuracy of correct keystrokes, backtracks and errors committed. Efficiency includes the time taken to accomplish the given tasks. Perceived ease of use rates the ease of the training environment including training materials, operating system, application software and associated resources provided to …


The Design Of 3d Cyberspace As User Interface: Advantages And Limitations, Maria Borisovna Quick Jan 2001

The Design Of 3d Cyberspace As User Interface: Advantages And Limitations, Maria Borisovna Quick

Theses : Honours

Virtual reality propagandists, technologists and the Internet community have long debated the issue of the usability of online three-dimensional (3D) environments. A lot of work was published about the benefits of 3D spaces for human-computer interaction and information visualisation due to their realism (Anders, Kalawsky, Crossley, Davies, McGrath, Rejman-Greene, 1998, Hamit, 1993, Heim, 1992, Aukstakalnis, Blatner, Roth, 1992). This topic also receives continuous industry support including standardisation of Virtual Reality Modeling Language ( VRML, VRML Consortium, 1997) and the more recent Macromedia & Intel alliance "to bring web 3D to the mainstream" (200 1, Intel Corporation). The actual implementation …


Three-Dimensional Data Visualization Of Electronic Military Intelligence Using The Project Broadsword System, Michael L. Goeringer Mar 2000

Three-Dimensional Data Visualization Of Electronic Military Intelligence Using The Project Broadsword System, Michael L. Goeringer

Theses and Dissertations

Today's military electronic infrastructure solves many problems while creating others. Using computers, battlefield and global awareness is brought to bear through the near real-time linking of sensor platforms from around the globe. These intelligence networks produce vast amounts of data that must be parsed, interpreted, digested and stored by information gathering systems. As the amount of intelligence data continues to increase, these text-based systems become cumbersome and inadequate. To ensure vital information is not overlooked or discovered too late, other forms of intelligence product management and data navigation need to be investigated. This thesis explores procedures for enhancing the capabilities …