Bachelor Thesis
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- Bachelor Thesis (17) (remove)
Keywords
- Computervisualistik (4)
- Computergrafik (3)
- Line Space (3)
- Datenstruktur (2)
- Global Illumination (2)
- Linespace (2)
- Path Tracing (2)
- Realistische Computergrafik (2)
- Assembly (1)
- Augmented Reality (1)
- Bounding Volume Hierarchy (1)
- Dynamische Netzwerkanalyse (1)
- Echtzeit Raytracing (1)
- Enterprise Collaboration Sytems (1)
- Erweiterte Realität (1)
- HoloLens (1)
- Light Injection (1)
- Montage (1)
- Pathtracing (1)
- Raytracing (1)
- Social Network Analysis (1)
This thesis tests several methods and measures in pathtracing for selecting either the Line Space or the Bounding Volume Hierarchy data structure to make use of the advantages of both. The structures are defined locally around each object and each Line Space shaft contains one candidate ID each. All implementation is done as a C++ and OpenGL framework with compute shaders handling the pathtracing and Line Space generation. The measures include the probability distribution, the effect dependency, as well as a distance threshold and are tested against several different scenes. In most situations, the results show a noticeable increase in performance, partly only with minor visual differences, with the probability measure producing the highest quality images for a given performance. The fundamental problems of the Line Space concering the high memory consumption and a long generation time compared to the BVH still persist, despite the object local structure, a minimal amount of data per shaft and the compute shader implementation.
This thesis deals with the exploration of different interaction possibilities
for three-dimensional, virtual objects in a real environment. The focus lies
especially on interaction possibilities from new AR-technologies.
A playful prototype of an application for Microsofts HoloLens will be
designed and implemented. The prototype consists of three parts. The first
part is the scan-process of the real environment of the user. In the second
part the user can augment the real environment with three-dimensional,
virtual objects. In the third part the user is supposed to navigate a virtual
avatar through the real environment.
The interaction possibilities of the HoloLens like Gaze, Gesture and VoiceInput
will be evaluated in the following categories menu navigation, positioning
of three-dimensional objects in a real environment and controlling an
avatar.
Part-of-Speech tagging is the process of assigning words with similar grammatical properties to a part of speech (PoS). In the English language, PoS-tagging algorithms generally reach very high accuracy. This thesis undertakes the task to test against these accuracies in PoS-tagging as a qualitative measure in classification capabilities for a recently developed neural network model, called graph convolutional network (GCN). The novelty proposed in this thesis is to translate a corpus into a graph as a direct input for the GCN. The experiments in this thesis serve as a proof of concept with room for improvements.
This Work analyzes if a hardware prototype on an Arduino basis for an Adhoc Network can be created. The objective of the prototype development is, the creation of a sensor node with a modular design, where components can be easily changed. Furthermore the application area has requirements, which the node must fulfill. These requirements are derived from the Tmote Sky sensor node, therefore the new created sensor node must be a possible alternative for it and fulfill the same functions. For that purpose this study reviews some available Arduino microprocessors on their suitability for a sensor node. Later in the work the composition of the sensor node is documented. For this, the hardware and their costs are illustrated. The created hardware prototype allows, through easily changed radio modules, the covering of 433 MHz, 866 MHz and 2,40 GHz radio frequencies. At the end of the work, the sensor node prototype is used in an experiment to check for the suitability for water monitoring. For this, an experiment was performed on land and on water and the results evaluated. In the end the prototype fulfilled most of the requirements, but the cost was a little too high.
With global and distributed project teams being increasingly common Collaborative Project Management is becoming the prevalent paradigm for the work in most organisations. Software has for many years been one of the most used tools for supporting Project Management and with the focus on Collaborative Project Management and accompanied by the emergence of Enterprise Collaboration Systems (ECS), Collaborative Project Management Software (CPMS) is gaining increased attention. This thesis examines the capabilities of CPMS for the long-term management of information which not only includes the management of files within these systems, but the management of all types of digital business documents, particularly social business documents. Previous research shows that social content in collaboration software is often poorly managed which poses challenges to meeting performance and conformance objectives in a business. Based on literature research, requirements for the long-term management of information in CPMS are defined and 7 CPMS tools are analysed regarding the content they contain and the functionalities for the long-term management of this content they offer. The study shows that CPMS by and large are not able to meet the long-term information management needs of an organisation on their own and that only the tools geared towards enterprise customers have sufficient capabilities to support the implementation of an Enterprise Information Management strategy.
In the last few years the Internet of things has gained increased attention from authors as well as companies due to its innovation potential. The rising interest in the Internet of Things has also affected the logistics, which currently suffers from the effects of the globalization and the ever-increasing competitive pressure. Thus, there are efforts to discover how the logistics can profit from the use of IoT concepts, ideas and technologies to help it overcome its challenges. This research study focuses on the identification of these efforts and the corresponding research for logistics processes. For that purpose the researcher explored current literature referring to this topic. The final outcome of this paper is a structured overview of the identified IoT use-cases, their corresponding technologies and devices and finally their affected stakeholders. Whether the expectations regarding the IoT implementation in logistics processes are met, how companies can profit from these use-cases and which problems potentially arise by using IoT devices and technologies in logistics are answered at the end of this paper.
While real-time applications used to be executed on highly specialized hardware and individually developed operation systems, nowadays more often regular off-the-shelf hardware is used, with a variation of the Linux kernel running on top.
Within the scope of this thesis, test methods have been developed and implemented as a real-time application to measure several performance properties of the Linux kernel with regards to its real-time capability.
These tests have been run against three different versions of the Linux kernel. Afterwards, the results of the test series were compared to each other.
This thesis presents the use of a local linespace data structure, which is designed and implemented on the basis of an existing GPU-based raytra- cer with a global linespace data structure. For each scene object, an N-tree is generated whose nodes each have a linespace. This saves informations about existing geometry in its shafts. A shaft represents a volume between two faces on the outside of the node. This allows a faster skipping of em- pty spaces during raytracing. Identical objects can access already calcula- ted linespaces, which can reduce the memory requirement by up to 94.13% and the initialization time of the datastructure by up to 97.15%. Due to the local access possibilities dynamic scenes can be visualized. An increase in quality can also be observed.
Diese Arbeit kombiniert zwei Themengebiete, welche in unserer Gesellschaft und Wirtschaft immer präsenter und aktueller werden. Das erste Thema beinhaltet die Nachhaltigkeit, welche sich in dieser Arbeit in die drei Säulen Ökologie, Ökonomie und Soziales untergliedert. Die erste Säule, Ökologie, beschäftigt sich hauptsächlich mit der Bekämpfung von Umweltproblemen und dem nachhaltigen Erhalt der Natur. Der Bereich Ökonomie befasst sich damit, die Ressourcen nachhaltig zu nutzen, um ein langfristiges Erzielen von wirtschaftlichen Erträgen zu gewährleisten. Die letzte Säule hat den Zweck die Soziale Nachhaltigkeit zu fördern, indem der gesellschaftliche Zusammenhalt gesichert und die Chance auf Arbeit ermöglicht wird, um gleichzeitig für gute Arbeitsbedingungen zu sorgen. Alle drei Säulen sind daher auch für Unternehmen relevant und sollten von diesen stetig beachtet werden, um eine sogenannte unternehmerische Nachhaltigkeit umzusetzen. Zur Unterstützung dieser Umsetzung, soll hier das zweite Thema hinzugezogen werden, das sogenannte Internet of Things. Das Internet of Things gewinnt, wie auch das Thema Nachhaltigkeit, zunehmend an Bedeutung und bietet viele Vorteile zur Unterstützung nachhaltiger Unternehmen. Dabei sollen immer mehr Geräte zu intelligenten Geräten gewandelt werden um eine Integration in ein Informationsnetzwerk zu gewährleisten. Dort können gesammelte Daten sinnvoll analysiert und genutzt werden, wodurch viele Bereiche effizienter gestaltet und viele Handlungen erleichtert werden können.
Aufbauend auf diesen zwei Themengebiete werden, im weiteren Verlauf dieser Arbeit, IoT- Technologien vorgestellt, die der Unterstützung, in den Bereichen Ökologie, Ökonomie und Soziales, von Unternehmen dienen. Zu den aufgezeigten Technologien werden anschließend Beispiele präsentiert und, wenn vorhanden, auch die jeweiligen Anbieter.
Da eine Nutzung von IoT-Technologien nicht nur von Vorteil ist, sondern auch Herausforderungen mit sich bringt, werden diese abschließend aufgezeigt. Diesen Herausforderungen gilt es sich seitens der Unternehmen, der Gesellschaft und auch der Politik zu stellen, um eine effiziente Nutzung zu ermöglichen.
This thesis presents two methods for the computation of global illumination. The first is an extension of Reflective Shadow Maps with an additional shadow test in order to handle occlusion. The second method is a novel, bidirectional Light-Injection approach. Rays originating from the light source are traced through the scene and stored inside the shafts of the Linespace datastructure. These shafts are a discretization of the possible spatial directions. The Linespaces are embedded in a Uniform Grid. When retrieving this pre-calculated lightning information no traversal of datastructures and no additional indirection is necessary in the best-case scenario. This reduces computation time and variance compared to Pathtracing. Areas that are mostly lit indirectly and glas profit the most from this. However, the result is only approximative in nature and produces visible artifacts.