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Description
In visualizing information hierarchies, icicle plots are efficient diagrams in that they provide the user a straightforward layout for different levels of data in a hierarchy and enable the user to compare items based on the item width. However, as the size of the hierarchy grows large, the items in

In visualizing information hierarchies, icicle plots are efficient diagrams in that they provide the user a straightforward layout for different levels of data in a hierarchy and enable the user to compare items based on the item width. However, as the size of the hierarchy grows large, the items in an icicle plot end up being small and indistinguishable. In this thesis, by maintaining the positive characteristics of traditional

icicle plots and incorporating new features such as dynamic diagram and active layer, we developed an interactive visualization that allows the user to selectively drill down or roll up to review different levels of data in a large hierarchy, to change the hierarchical

structure to detect potential patterns, and to maintain an overall understanding of the

current hierarchical structure.
ContributorsWu, Bi (Author) / Maciejewski, Ross (Thesis advisor) / Runger, George C. (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Quad-dominant (QD) meshes, i.e., three-dimensional, 2-manifold polygonal meshes comprising mostly four-sided faces (i.e., quads), are a popular choice for many applications such as polygonal shape modeling, computer animation, base meshes for spline and subdivision surface, simulation, and architectural design. This thesis investigates the topic of connectivity control, i.e., exploring different

Quad-dominant (QD) meshes, i.e., three-dimensional, 2-manifold polygonal meshes comprising mostly four-sided faces (i.e., quads), are a popular choice for many applications such as polygonal shape modeling, computer animation, base meshes for spline and subdivision surface, simulation, and architectural design. This thesis investigates the topic of connectivity control, i.e., exploring different choices of mesh connectivity to represent the same 3D shape or surface. One key concept of QD mesh connectivity is the distinction between regular and irregular elements: a vertex with valence 4 is regular; otherwise, it is irregular. In a similar sense, a face with four sides is regular; otherwise, it is irregular. For QD meshes, the placement of irregular elements is especially important since it largely determines the achievable geometric quality of the final mesh.

Traditionally, the research on QD meshes focuses on the automatic generation of pure quadrilateral or QD meshes from a given surface. Explicit control of the placement of irregular elements can only be achieved indirectly. To fill this gap, in this thesis, we make the following contributions. First, we formulate the theoretical background about the fundamental combinatorial properties of irregular elements in QD meshes. Second, we develop algorithms for the explicit control of irregular elements and the exhaustive enumeration of QD mesh connectivities. Finally, we demonstrate the importance of connectivity control for QD meshes in a wide range of applications.
ContributorsPeng, Chi-Han (Author) / Wonka, Peter (Thesis advisor) / Maciejewski, Ross (Committee member) / Farin, Gerald (Committee member) / Razdan, Anshuman (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Radiometric dating estimates the age of rocks by comparing the concentration of a decaying radioactive isotope to the concentrations of the decay byproducts. Radiometric dating has been instrumental in the calculation of the Earth's age, the Moon's age, and the age of our solar system. Geochronologists in the School of

Radiometric dating estimates the age of rocks by comparing the concentration of a decaying radioactive isotope to the concentrations of the decay byproducts. Radiometric dating has been instrumental in the calculation of the Earth's age, the Moon's age, and the age of our solar system. Geochronologists in the School of Earth and Space Exploration at ASU use radiometric dating extensively in their research, and have very specific procedures, hardware, and software to perform the dating calculations. Researchers use lasers to drill small holes, or ablations, in rock faces, collect the masses of various isotopes using a mass spectrometer, and scan the pit with an interferometer, which records the z heights of the pit on an x-y grid. This scan is then processed by custom-made software to determine the volume of the pit, which then is used along with the isotope masses and known decay rates to determine the age of the rock. My research has been focused on improving this volume calculation through computational geometry methods of surface reconstruction. During the process, I created an web application that reads interferometer scans, reconstructs a surface from those scans with Poisson reconstruction, renders the surface in the browser, and calculates the volume of the pit based on parameters provided by the researcher. The scans are stored in a central cloud datastore for future analysis, allowing the researchers in the geochronology community to collaborate together on scans from various rocks in their individual labs. The result of the project has been a complete and functioning application that is accessible to any researcher and reproducible from any computer. The 3D representation of the scan data allows researchers to easily understand the topology of the pit ablation and determine early on whether the measurements of the interferometer are trustworthy for the particular ablation. The volume calculation by the new software also reduces the variability in the volume calculation, which hopefully indicates the process is removing noise from the scan data and performing volume calculations on a more realistic representation of the actual ablation. In the future, this research will be used as the groundwork for more robust testing and closer approximations through implementation of different reconstruction algorithms. As the project grows and becomes more usable, hopefully there will be adoption in the community and it will become a reproducible standard for geochronologists performing radiometric dating.
ContributorsPruitt, Jacob Richard (Author) / Hodges, Kip (Thesis director) / Mercer, Cameron (Committee member) / van Soest, Matthijs (Committee member) / Department of Economics (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description

Robert (Bob) Barnhill came to ASU in 1986 as Chair of the Computer Science Department and left in 1997 as the Vice President for Research. The interview addresses a number of topics including the beginnings of Computer Graphics, moving the Computer Science Department to a more research-oriented effort, achieving Research

Robert (Bob) Barnhill came to ASU in 1986 as Chair of the Computer Science Department and left in 1997 as the Vice President for Research. The interview addresses a number of topics including the beginnings of Computer Graphics, moving the Computer Science Department to a more research-oriented effort, achieving Research 1 status, working with the University of Arizona to develop a new statewide Intellectual Property template, dodging the Unabomber and playing soccer. Common themes throughout the interview include Bob’s success at getting groups of people to actually do something other than just meet and the importance of a strategic plan.

ContributorsScheatzle, Dave (Interviewer) / Storad, Conrad (Producer)
Created2011-04-11
Description
This paper compares two approaches to implementing the Marching Cubes algorithm, a method of extracting a polygonal mesh from a 3D scalar field. One possible application of this algorithm is as a procedural terrain generation technique for use in video game development. The Marching Cubes algorithm is an easily parallelizable

This paper compares two approaches to implementing the Marching Cubes algorithm, a method of extracting a polygonal mesh from a 3D scalar field. One possible application of this algorithm is as a procedural terrain generation technique for use in video game development. The Marching Cubes algorithm is an easily parallelizable task, and as such benefits greatly from being executed on the GPU. The reason that the algorithm is so well suited for parallelization is that it breaks the problem of mesh generation into a large group of similar sub-problems that can be solved completely independently.
ContributorsLord, William (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2022-12
ContributorsLord, William (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
ContributorsLord, William (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
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Description
Vectorization is an important process in the fields of graphics and image processing. In computer-aided design (CAD), drawings are scanned, vectorized and written as CAD files in a process called paper-to-CAD conversion or drawing conversion. In geographic information systems (GIS), satellite or aerial images are vectorized to create maps. In

Vectorization is an important process in the fields of graphics and image processing. In computer-aided design (CAD), drawings are scanned, vectorized and written as CAD files in a process called paper-to-CAD conversion or drawing conversion. In geographic information systems (GIS), satellite or aerial images are vectorized to create maps. In graphic design and photography, raster graphics can be vectorized for easier usage and resizing. Vector arts are popular as online contents. Vectorization takes raster images, point clouds, or a series of scattered data samples in space, outputs graphic elements of various types including points, lines, curves, polygons, parametric curves and surface patches. The vectorized representations consist of a different set of components and elements from that of the inputs. The change of representation is the key difference between vectorization and practices such as smoothing and filtering. Compared to the inputs, the vector outputs provide higher order of control and attributes such as smoothness. Their curvatures or gradients at the points are scale invariant and they are more robust data sources for downstream applications and analysis. This dissertation explores and broadens the scope of vectorization in various contexts. I propose a novel vectorization algorithm on raster images along with several new applications for vectorization mechanism in processing and analysing both 2D and 3D data sets. The main components of the research are: using vectorization in generating 3D models from 2D floor plans; a novel raster image vectorization methods and its applications in computer vision, image processing, and animation; and vectorization in visualizing and information extraction in 3D laser scan data. I also apply vectorization analysis towards human body scans and rock surface scans to show insights otherwise difficult to obtain.
ContributorsYin, Xuetao (Author) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Femiani, John (Committee member) / Maciejewski, Ross (Committee member) / Arizona State University (Publisher)
Created2016
Description
Vulkan is a modern, low-level, and low-overhead graphics library that allows for the distribution of work across CPU cores using multithreading. This multithreading is possible due to the near full control of the GPU that Vulkan allows. The additional control makes it possible to send multiple instructions to the GPU

Vulkan is a modern, low-level, and low-overhead graphics library that allows for the distribution of work across CPU cores using multithreading. This multithreading is possible due to the near full control of the GPU that Vulkan allows. The additional control makes it possible to send multiple instructions to the GPU at the same time. There are a variety of techniques that can be used with Vulkan to effectively improve performance while multithreading instructions to the GPU. One of the challenges of multithreading is the lack of modern-day GPU hardware to support it, which leads to the purpose of this paper, to explore the practicality of multithreading techniques with Vulkan in today’s current computing environment.
ContributorsWahl, Ryan (Author) / Hansford, Dianne (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-12