Bachelor Thesis
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In dieser Arbeit wird das Echtzeitrendering von Wolken von der Theorie bis hin zur Entwicklung derselben behandelt. Dabei sollen die visuellen Eigenschaften der Wolken sowie die unterschiedliche Wolkentypen simuliert werden. Dabei ist die Berechnung der Beleuchtung essentiell für ein glaubwürdiges Ergebnis. Die Rendertechniken nutzen dabei unterschiedliche Noise-Texturen; für die Modulierung der Wolken sind es hauptsächlich Perlin- und Perlin-Worley-Texturen. Das Rendern der Wolken wird per Compute-Shader durchgeführt um die Echtzeitfähigkeit zu gewährleisten. Um die Performance zu steigern, werden Temporal Reprojektion und andere Optimierungstechniken angewendet.
In dieser Arbeit wird überprüft, ob die Befahrung mit Forstmaschinen auf Andosol-Waldstandorten Auswirkungen auf die Bodenverdichtung hat. Dazu werden Faktoren wie die Anzahl der Befahrungen, die Neigung sowie die Bodenart betrachtet und analysiert. Die Andosolböden im Untersuchungsgebiet sind durch sehr geringe Lagerungsdichten sowie hohe Porenvolumen, bedingt durch Laacher See-Tephra (LST), gekennzeichnet.
Infolge der Befahrung durch Forstmaschinen bei zum Teil ungünstiger Witterung, bildeten sich bis zu 67 cm tiefe Fahrspuren. Des Weiteren erhöht sich die Lagerungsdichte im Vergleich zum unbeeinflussten Wald im Schnitt um 17 %, im Extremfall bis zu 54 %. Einzeln betrachtet kann für die Bodenart ein starker Zusammenhang zwischen Feinboden, vor allem Schluff sowie Ton, und der Lagerungsdichte festgestellt werden. Ein Zusammenhang zwischen der Hangneigung und der Verdichtung des Bodens kann anhand der untersuchten Rückegasse nicht festgestellt werden. Die Anzahl der Befahrungen scheint im Untersuchungsgebiet mit dem Grad der Verdichtung einherzugehen.
This thesis is about the design and the implementation of a virtual reality experience. The goal is to answer two questions: Is it possible to create an immersive virtual reality experience which is mainly using impulses and triggers to scare and frighten users? Secondly, is this immersion strong enough to create an illusion in which the user can't separate the real world from the virtual world? To realise this project the design program Unity3D as well as Visual Studios 2017 were used. Furthermore, in order to verify that the experience is indeed immersive for the user, an experiment with a sample size of seven people was created. Afterwards the candidates were interviewed via a questionnaire how they felt during the virtual reality application. As a result the study showed that the application has tendencies to be immersive but the users were still aware of the situation. It can be concluded that the immersion was not strong enough to fool users regarding the separation of virtual and real world.
This bachelor thesis implements a system for camera tracking based on a particle filter. For this purpose, a marker tracking is realized and the camera position is calculated based on the marker position. The marker is to be found with a particle filter and in order to accomplish this possible marker positions are simulated, also called particles, and weighted with Likelyhood-Functions. The focus lies on the evaluation of different Likelihood-Functions of the particle filter. The Likelyhood functions were implemented in CUDA as part of the implementation.
This thesis deals with the conception and implementation of an action role-playing game using the game engine Unity. Within the context of an evaluation, the game was supposed to be evaluated with regard to the usability of the integrated control modes, the visual conviction of the animations and the user-friendliness of the tools and visualizations provided. In addition, weaknesses and problems in the game were to be identified through open feedback. The results of the evaluation showed that the game is still expandable in terms of usability and user-friendliness, but has left a good impression on the test persons.
The main goal of this paper is to ascertain, if neural networks (especially LSTM) are helpful in predicting processes by making predictions as accurately as possible.
TensorFlow is the used framework in Python to build recurrent neural networks. Two networks are built, whereby one is used for training and the other one for prediction.
Used datasets contain several processes with several events each. With those processes, the network ist trained and afterwards, the parameters are saved. The network for prediction uses these parameters to make predictions.
The neural network is able to make clear predictions about subsequent events. Even branches can be predicted.
When developed further, integration in other programs is possible. It is recommended to use unique names for the events or to rename them.
The Internet of Things is still one of the most relevant topics in the field of economics and research powered by the increasing demand of innovative services. Cost reductions in manufacturing of IoT hardware and the development of completely new communication ways has led to the point of bil-lions of devices connected to the internet. But in order to rule this new IoT landscape a standardized solution to conquer these challenges must be developed, the IoT Architecture.
This thesis examines the structure, purpose and requirements of IoT Architecture Models in the global IoT landscape and proposes an overview across the selected ones. For that purpose, a struc-tured literature analysis on this topic is conducted within this thesis, including an analysis on three existing research approaches trying to frame this topic and a tool supported evaluation of IoT Archi-tecture literature with over 200 accessed documents.
Furthermore, a coding of literature with the help of the specialised coding tool ATLAS.ti 8 is conduct-ed on 30 different IoT Architecture Models. In a final step these Architecture Models are categorized and compared to each other showing that the environment of IoT and its Architectures gets even more complex the further the research goes.
Das „Templerhaus“ in Boppard.
Kunsthistorische Untersuchung eines spätromanischen Baudenkmals
(2019)
Die vorliegende Bachelorarbeit untersucht die Namens-, Besitz- und Nutzungsgeschichte des sogenannten Templerhauses, einem massiven Profanbau der Stauferzeit in Boppard (Rheinland-Pfalz). Nach einer Beschreibung des heutigen Erscheinungsbildes und der Erarbeitung früherer Zustände erfolgt ein stilkritischer Vergleich mit ausgewählten Beispielen der Umgebung, der Rekonstruktionsversuch früherer Bauphasen und eine Einordnung in den städtischen Kontext.
Simulation von Schnee
(2019)
Using physics simulations natural phenomena can be replicated
with the computer. The aim is to calculate a physical feature as correclty as
possible in order to draw conclusions for the real world. Fields of Application
are, for example, medicine, industry, but also games or films.
Snow is a very complex natural phenomenon due to its physical structure
and properties. To simulate snow, different material properties have to be
considered.
The most important method that deals with the simulation of snow and its
dynamics is the material point method. It combines the Lagrangian particles
based on continuum mechanics with a Cartesian grid. The grid enables
communication between the snow particles, which are not actually connected.
For calculation of particles data is transferred from these particles to
the grid nodes. There, calculations are carried out with information about
neighboring particles. The results are then transferred back to the original
particles. Using GPGPU techniques, physical simulations can be implemented
on the graphics card. Procedures like the material point method
can be parallelized well with these techniques.
This paper deals with the physical basics of the material point method and
implements them on the graphics card using compute shaders. Then performance
and quality are evaluated.