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    Web based 3D graphics using Dart : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Albany, New Zealand
    (Massey University, 2019) McMullen, Timothy
    The proportion of the population that has grown up with unlimited access to the internet and portable digital devices is ever increasing. Accompanying this growth are advances in web-based and mobile technologies that make platform independent applications more viable. Graphical applications, in particular, are popular with users but as of yet have remained relatively underdeveloped for platform independence due to their complex nature, and device requirements. This research combines web-based technologies to create a framework for developing scalable graphical environments while ensuring a suitable level of performance across all device types. The web programming language Dart provides a method for achieving execution across a range of devices with a single implementation. Working alongside Dart, WebGL manages the processing needs for the graphical elements, which are provided by content generative algorithms: the diamond square algorithm, Perlin noise, and the shallow water simulation. The content algorithms allow for some exibility in the scale of the application, which is expanded upon by benchmarking device performance and the inclusion of the asset controller that manages what algorithm is used to generate content, and at what quality and size. This allows the application to achieve optimal performance on a range of devices from low-end mobile devices to high-end PCs. An input controller further supports platform independence by allowing for a range of input types and the addition of new input types as technology develops. The combination of these technologies and functionalities result in a framework that generates 3d scenes on any given device, and can alter automatically for optimal performance, or according to prede ned developer metrics for emphasis on particular criteria. Input management functionality and web-based computing mean that as technology advances and new devices are developed and improved, applications do not need redevelopment, and compromises in features and functionality are only limited by device processing power and on an individual basis. This framework serves as an example of how a range of technologies and algorithms can be knitted together to design performant solutions for platform independent applications.
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    Displaying real 3-D object images using a computer-generated hologram : a thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science at Massey University
    (Massey University, 1998) Yuan, Jingzhou
    The magic of an optical hologram that produced by optical system offer us a never ending sense of wonderment. The images reconstructed from an optical hologram exhibit all of the three dimensional properties with full, rich perspective effects, enabling us to catch sight of an object behind another by mere tilt of the head. Computer-generated holograms, synthetic holograms and computer holograms are terms used to refer to a class of holograms that are produced as graphical output from a digital computer. It has been reported that a computer-generated hologram can also yield a three dimensional image. The main advantage of the computer-generated hologram is that it can be used to generate a three dimensional image of an object that may not physically exist. But can a computer-generated hologram be used as a three dimensional display device? This thesis examines the ability of a computer-generated hologram as a three dimensional display device. Many techniques have been used to produce computer-generated holograms. Mathematical descriptions of computer-generated holograms are discussed. The quality of the images reconstructed from these computer-generated holograms are examined. The computation time for producing these computer-generated holograms are compared.
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    GPU accelerated particle methods for simulating and rendering fire and water effects : a thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Albany, New Zealand
    (Massey University, 2015) Lyes, Timothy
    The simulation of complex natural phenomena such as fire and water is a complicated problem and with the surge in popularity of video games and other interactive media, it has become an area of interest in computer graphics to be able to simulate these phenomena in real-time. The challenge exists not only to simulate as accurately as possible for the best degree of visual realism, but also to use a method which allows for this real-time interaction. In this thesis, the use of particle systems as a method for simulating fire and water effects is explored, as well as the rendering methods used to visualize them. Particle systems are well suited to this type of problem as they can be parallelized and provide many methods of behavioural customization in order to produce a wide range of different effects. Realistic looking results can be achieved when a sufficient number of particles are able to be simulated within an adequate time frame. It can be shown that particle system methods such as Smoothed Particle Hydrodynamics and Velocity-Vortex methods are able to simulate these phenomena well. These methods are implemented using NVIDIA CUDA to parallelize the governing algorithms on the graphics processor, and with the use of spatial grid division techniques to reduce the computational complexity, they are able to run at real-time interactive rates. Additionally, when utilizing point-based approaches for rendering fire, and a surface generation approach using the Marching Cubes algorithm for rendering water, it can be shown that these particle systems are able to be rendered with realistic-looking visualizations while maintaining interactivity. Combining both the computational aspects of the particle system and the rendering aspects directly on the graphics device produces good quality rendered fire and water effects at speeds fast enough to be used with interactive media applications.
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    Novel technologies for the manipulation of meshes on the CPU and GPU : a thesis presented in partial fulfilment of the requirements for the degree of Masters of Science in Computer Science at Massey University, Palmerston North, New Zealand
    (Massey University, 2007) Rountree, Richard John
    This thesis relates to research and development in the field of 3D mesh data for computer graphics. A review of existing storage and manipulation techniques for mesh data is given followed by a framework for mesh editing. The proposed framework combines complex mesh editing techniques, automatic level of detail generation and mesh compression for storage. These methods work coherently due to the underlying data structure. The problem of storing and manipulating data for 3D models is a highly researched field. Models are usually represented by sparse mesh data which consists of vertex position information, the connectivity information to generate faces from those vertices, surface normal data and texture coordinate information. This sparse data is sent to the graphics hardware for rendering but must be manipulated on the CPU. The proposed framework is based upon geometry images and is designed to store and manipulate the mesh data entirely on the graphics hardware. By utilizing the highly parallel nature of current graphics hardware and new hardware features, new levels of interactivity with large meshes can be gained. Automatic level of detail rendering can be used to allow models upwards of 2 million polygons to be manipulated in real time while viewing a lower level of detail. Through the use of pixels shaders the high detail is preserved in the surface normals while geometric detail is reduced. A compression scheme is then introduced which utilizes the regular structure of the geometry image to compress the floating point data. A number of existing compression schemes are compared as well as custom bit packing. This is a TIF funded project which is partnered with Unlimited Realities, a Palmerston North software development company. The project was to design a system to create, manipulate and store 3D meshes in a compressed and easy to manipulate manner. The goal is to create the underlying technologies to allow for a 3D modelling system to become integrated into the Umajin engine, not to create a user interface/stand alone modelling program. The Umajin engine is a 3D engine created by Unlimited Realities which has a strong focus on multimedia. More information on the Umajin engine can be found at www.umajin.com. In this project we propose a method which gives the user the ability to model with the high level of detail found in packages aimed at creating offline renders but create models which are designed for real time rendering.