Refine
Year of publication
- 2019 (38) (remove)
Document Type
- Bachelor Thesis (25)
- Master's Thesis (12)
- Part of Periodical (1)
Has Fulltext
- yes (38) (remove)
Keywords
- Immersion (2)
- 3D-Scan (1)
- AR (1)
- Augmented Reality (1)
- BRDF (1)
- Computergraphik (1)
- Cybersickness (1)
- Datenschutz (1)
- ECSA (1)
- Echtzeit (1)
Institute
- Institut für Computervisualistik (38) (remove)
A gonioreflectometer is a device to measure the reflection properties of arbitrary materials. In this work, such an apparatus is being built from easily obtainable parts. Therefore three stepper-motors and 809 light-emitting diodes are controlled by an Arduino microcontroller. RGB-images are captured with an industrial camera which serve as refelction data. Furthermore, a control software with several capture programs and a renderer for displaying the measured materials are implemented. These allow capturing and rendering entire bidirectional reflection distribution functions (BRDFs) by which also complex anisotropic material properties can be represented. Although the quality of the results has some artifacts due to shadows of the camera, these artifacts can be largely removed by using special algorithms like inpainting. In addition, the goniorefelctometer is applied to other use cases. One can perform 3D scans, light field capturing and light staging without altering the construction. The quality of these processes also meet the expectations in a positive way. Thus, the gonioreflectometer built in this work can be seen as a widely applicable and economical alternative to other publications.
This Bachelor thesis describes the conception, implementation and evaluation of a playful augmented reality application for mobile devices. Building on the ARCore SDK, the game pARcours was developed, where the player can place virtual objects in the real environment to build their own parcours. This must be flown through with a likewise virtual aircraft. The main focus in the implementation of the game was on the interaction with the virtual objects and the collision detection of these with real surfaces. Furthermore, various input methods for building the parcours and controlling the aircrafts were examined. In a final evaluation both the game and the various input methods could be evaluated, as well as ARCore with regard to the development of augmented reality applications.
With the appearance of modern virtual reality (VR) headsets on the consumer market, there has been the biggest boom in the history of VR technology. Naturally, this was accompanied by an increasing focus on the problems of current VR hardware. Especially the control in VR has always been a complex topic.
One possible solution is the Leap Motion, a hand tracking device that was initially developed for desktop use, but with the last major software update it can be attached to standard VR headsets. This device allows very precise tracking of the user’s hands and fingers and their replication in the virtual world.
The aim of this work is to design virtual user interfaces that can be operated with the Leap Motion to provide a natural method of interaction between the user and the VR environment. After that, subject tests are performed to evaluate their performance and compare them to traditional VR controllers.
Raytracing von NURBS
(2019)
NURBS sind eine Art von Splines, die besondere Eigenschaften besitzen.
Das ray tracen von NURBS ist eine der Darstellungsmöglichkeiten von NURBS.
Dies ist durch das konkrete berechnen von Schnittpunkten mit Strahlen
möglich. Durch die vielseitige Möglichkeiten der Modellierung mittels NURBS
sind diese beliebt in Anwendungen die im Maschinenbau verwendet werden
und auch anderen CAD-Programmen. Diese Arbeit befasst sich mit der
Berechnung von NURBS-Kurven und -Oberflächen, dem direkten rendern
von diesen und wägt ab ob sich der Aufwand dafür im Vergleich zu Tesselierung
lohnt.
Unterschiedliche Quellen (Print-Medien, Fernsehberichte u. Ä.) berichten immer wieder davon, dass es mit der Datenschutzkompetenz bei Kindern und Jugendlichen schlecht bestellt ist. Daher ist dem Thema Datenschutz im Informatikunterricht eine besondere Bedeutung zuzuschreiben.
Im Rahmen der Dissertation von Herrn Hug wird ein Datenschutzkompetenzmodell [Quelle INFOS17] entwickelt, anhand dessen die Datenschutzkompetenz von Schülerinnen und Schülern im Altern von 10 bis 13 Jahren gemessen werden kann.
Im Rahmen dieser Masterarbeit werden existierende Unterrichtsmaterialien zum Thema Datenschutz gesammelt und dazu eine Unterrichtsreihe entwickelt. Hierbei werden auch eigene Zugänge aufzeigt, um ein kohärentes und abgeschlossenes Projekt zu entwerfen, bei dem aktuelle Gefahren für Schülerinnen und Schüler aufgezeigt werden. Ziel ist es, dass die Schülerinnen und Schüler dazu befähigt werden, ihr Verhalten bezüglich Datenschutz besser einzuschätzen und verantwortungsvoller mit ihren persönlichen Daten umzugehen. Im Rahmen eines Feldversuches in einer 6. Klasse eines Gymnasiums wurde die Unterrichtsreihe erprobt.
In this master's thesis the principle of hybrid ray tracing, consisting of a rasterization pipeline which includes ray tracing techniques for certain effects, is explained and the implementation of an application which uses a hybrid approach in which ray tracing is used to calculate shadows, ambient occlusion, and reflections and combines those with direct lighting is documented and explained. Hybrid ray tracing is based on the idea of combining the performance and flexibility of rasterization-based approaches with ray tracing to overcome the limitation of not being able to access the complete surrounding geometry at any point in the scene.
While describing the implementation of said application, the RTX API which is being used for ray tracing is explained as well Vulkan, the graphics API used.
Based on the results and the insights gained while using the RTX API, it is assessed in regards of its usage scenarios and technical sophistication.
Deformable Snow Rendering
(2019)
Accurate snow simulation is key to capture snow's iconic visuals. Intricate
methods exist that attempt to grasp snow behaviour in a holistic manner. Computational complexity prevents them from reaching real-time performance. This thesis presents three techniques making use of the GPU that focus on the deformation of a snow surface in real-time. The approaches are examined by their ability to scale with an increasing number of deformation actors and their visual portrayal of snow deformation. The findings indicate that the approaches maintain real-time performance well into several hundred individual deformation actors. However, these approaches each have their individual restrictions handicapping the visual results. An experimental approach is to combine the techniques at reduced deformation actor count to benefit from the detailed, merged deformation pattern.
The aim of this work is to develop a simple concept for monitoring dogs that are alone at home for several hours. The prototypical implementation of such a "DogCam" can be considered as proof of concept. The basis for the prototype‘s implementation are the requirements identified within a conducted requirement analysis. Furthermore, the present work shows which improvements and extensions of the prototypical "DogCam" are possible and which similar projects already exist.
The goal of this bachelor thesis was to add an image processing step to the music recognition software AudiVeris, in order to extract data even from faulty music sheet images. The procedure starts with a binarization using a regional version of Otsu's method. Following this the music sheet is searched for possible bendings, similar to those a hardcover book would cause. To achieve this the Hough transform is used for line detection and the k-means algorithm for cluster detection. Thereafter the music image is straightened using the discovered curvature.