Sökning: "tessellation"

Visar resultat 1 - 5 av 26 uppsatser innehållade ordet tessellation.

  1. 1. Analysis of Mutable Game Environments Built on a Tetrahedral Mesh : Tetras, a Potential Alternative to Voxels

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Noah Tell; [2023]
    Nyckelord :Voxels; Tetrahedron; Tetrahedral Mesh; Tetrahedralization; Tessellation; Mutable Environment; Editable Terrain; Deformable Environment; Boolean Operations; Real-Time; Computer Games; Computational Geometry; Voxlar; Tetrahedror; Tetrahedralisering; Tessellering; Formbar Terräng; Booliska Operationer; Realtid; Datorspel; Beräkningsgeometri;

    Sammanfattning : Historically 3D game environments have almost always been immutable. Mutable environments are a technical challenge that will affect performance. For games of the future to continue approaching realism, mutable environments are an essential step. LÄS MER

  2. 2. Design of a grating lobe mitigated antenna array architecture integrated with low loss PCB filtering structures

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Eduardo Salvador Lopez; [2023]
    Nyckelord :Band-pass filters; Beam forming networks; Irregular subarrays; Particle Swarm Optimization; PCB; Penrose tessellation; Planar phased arrays; Quantization lobes; Scanning; Suspended stripline; Bandpassfilter; lobformning; matningsnätverk; Irreguljära gruppantenner; Particle Swarm Optimization; PCB; Penrose tessellation; Plana fasade gruppantenner; sidlober; Utstyrningsvinkel; Suspended stripline;

    Sammanfattning : Massive multiple input multiple output - MIMO systems are a reality and modern communication systems rely upon this technology to cope with the increasing need for capacity and network usage. Antenna arrays are at the heart of the of the massive-MIMO system and are the enabling technology. LÄS MER

  3. 3. A performance comparison between quadtree and tessellation LOD solutions for planetary terrain

    Kandidat-uppsats, Blekinge Tekniska Högskola

    Författare :Julius Wendt; [2023]
    Nyckelord :level of detail; planetary; rendering; quadtree; tessellation;

    Sammanfattning : Background. Rendering planets with high detail from orbit to surface level is becoming increasingly common in video games. In this thesis, two solutions to achieving this will be compared, a quadtree solution and a tessellation solution. These solutions both implement an adaptive level of detail on a spherical shape. LÄS MER

  4. 4. A comparison between tomographic and generated open cell metal foam structures

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Hållfasthetslära; Lunds universitet/Institutionen för byggvetenskaper

    Författare :Jonathan Ebbesson; [2023]
    Nyckelord :Technology and Engineering;

    Sammanfattning : This master thesis project presents steps on the image processing and reconstruction of an aluminium open-cell metal foam from $\mu$CT tomographic data. In addition, it also considers the generation of architecture foams using Voronoi Tessellation in combination with sphere packing algorithms. LÄS MER

  5. 5. Phong Grass: A dynamic LOD approach to grass rendering

    Kandidat-uppsats, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Oliver Klingspor; [2023]
    Nyckelord :Grass rendering; Level-of-detail; Phong tessellation;

    Sammanfattning : Background: Recreating nature in a virtual environment comes with many aspects and challenges. Grass rendering is a part of this area, and both performance and visual results must be taken into consideration. A common optimization approach is through static level-of-detail (LOD), however, a certain visual loss comes with the use of this. LÄS MER