Network simulation for professional audio networks
- Authors: Otten, Fred
- Date: 2015
- Subjects: Sound engineers , Ethernet (Local area network system) , Computer networks , Computer simulation
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:4713 , http://hdl.handle.net/10962/d1017935
- Description: Audio Engineers are required to design and deploy large multi-channel sound systems which meet a set of requirements and use networking technologies such as Firewire and Ethernet AVB. Bandwidth utilisation and parameter groupings are among the factors which need to be considered in these designs. An implementation of an extensible, generic simulation framework would allow audio engineers to easily compare protocols and networking technologies and get near real time responses with regards to bandwidth utilisation. Our hypothesis is that an application-level capability can be developed which uses a network simulation framework to enable this process and enhances the audio engineer’s experience of designing and configuring a network. This thesis presents a new, extensible simulation framework which can be utilised to simulate professional audio networks. This framework is utilised to develop an application - AudioNetSim - based on the requirements of an audio engineer. The thesis describes the AudioNetSim models and implementations for Ethernet AVB, Firewire and the AES- 64 control protocol. AudioNetSim enables bandwidth usage determination for any network configuration and connection scenario and is used to compare Firewire and Ethernet AVB bandwidth utilisation. It also applies graph theory to the circular join problem and provides a solution to detect circular joins.
- Full Text:
- Date Issued: 2015
- Authors: Otten, Fred
- Date: 2015
- Subjects: Sound engineers , Ethernet (Local area network system) , Computer networks , Computer simulation
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:4713 , http://hdl.handle.net/10962/d1017935
- Description: Audio Engineers are required to design and deploy large multi-channel sound systems which meet a set of requirements and use networking technologies such as Firewire and Ethernet AVB. Bandwidth utilisation and parameter groupings are among the factors which need to be considered in these designs. An implementation of an extensible, generic simulation framework would allow audio engineers to easily compare protocols and networking technologies and get near real time responses with regards to bandwidth utilisation. Our hypothesis is that an application-level capability can be developed which uses a network simulation framework to enable this process and enhances the audio engineer’s experience of designing and configuring a network. This thesis presents a new, extensible simulation framework which can be utilised to simulate professional audio networks. This framework is utilised to develop an application - AudioNetSim - based on the requirements of an audio engineer. The thesis describes the AudioNetSim models and implementations for Ethernet AVB, Firewire and the AES- 64 control protocol. AudioNetSim enables bandwidth usage determination for any network configuration and connection scenario and is used to compare Firewire and Ethernet AVB bandwidth utilisation. It also applies graph theory to the circular join problem and provides a solution to detect circular joins.
- Full Text:
- Date Issued: 2015
Gasification characteristics of sugarcane bagasse
- Authors: Anukam, Anthony Ike
- Date: 2013
- Subjects: Bagasse -- Bagasse industry , Sugarcane -- Biotechnology , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc (Chemistry)
- Identifier: vital:11343 , http://hdl.handle.net/10353/d1016170 , Bagasse -- Bagasse industry , Sugarcane -- Biotechnology , Computer simulation
- Description: Sugarcane is a major crop in many countries. It is the most abundant lignocellulosic material in tropical countries such as South Africa. It is one of the plants with the highest bioconversion efficiency. The sugarcane crop is able to efficiently fix solar energy, yielding some 55 tons of dry matter per hectare of land annually. After harvest, the crop produces sugar juice and bagasse. Sugarcane bagasse is a residue that results from the crushing of sugarcane in the sugar industry. It is a renewable feedstock that can be used for power generation and manufacturing cellulosic ethanol. As biomass, sugarcane bagasse holds promise as a fuel source since it can produce more than enough electricity and heat energy to supply the needs of a common sugar factory. However, in the sugarcane industry the bagasse is currently burnt inefficiently in boilers that provide the heating for the industry. This project seeks to investigate the possibility of gasifying sugarcane bagasse as an efficient conversion technology. The investigation is necessary because fuel properties govern the gasifier design and ultimately, the gasification efficiency. Proximate and ultimate analysis of sugarcane bagasse was conducted after which the results were used to conduct a computer simulation of the mass and energy balance during gasification. The kinetic investigation undertaken through the TGA and DTG analyses revealed the activation energy and pre – exponential factor which were obtained by the model – free Kissinger method of kinetic analysis and were found to be 181.51 kJ/mol and 3.1 × 103/min respectively. The heating value of sugarcane bagasse was also measured and found to be 17.8 MJ/kg, which was used in the calculation of the conversion efficiency of the gasification process. Fuel properties, including moisture content and gasifier operating parameters were varied in order to determine optimum gasifier operating conditions that results in maximum conversion efficiency. The highest conversion efficiency was achieved at low moisture content after computer simulation of the gasification process. Moisture content also affected the volume of CO and H2 as the former decreases with increasing moisture content while the latter increases with increasing moisture content, accelerating the water – gas reaction. Scanning electron microscope fitted to an Energy dispersive X – ray spectroscopy was also used in order to view the shape and size distribution as well as determine the elemental composition of sugarcane bagasse. The results obtained established that the fuel properties and gasification conditions affect the conversion efficiency. During computer simulation, it was established that smaller particle size resulted in higher conversion efficiency. The smaller throat diameter also resulted in higher conversion efficiency. The throat angle of 25° also resulted in higher conversion efficiency. The temperature of input air was also found to be one of the major determining factors in terms of conversion efficiency. The dissertation presents the proximate and ultimate analysis results as well as the kinetic analysis results. The SEM/EDX analysis as well as the computer simulation results of the gasification process is also presented. The major contribution of this project was on the investigation of the gasification characteristics of sugarcane bagasse and the utilization of these in the design of a laboratory scale sugarcane bagasse gasifier with enhanced conversion efficiency through computer simulation.
- Full Text:
- Date Issued: 2013
- Authors: Anukam, Anthony Ike
- Date: 2013
- Subjects: Bagasse -- Bagasse industry , Sugarcane -- Biotechnology , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc (Chemistry)
- Identifier: vital:11343 , http://hdl.handle.net/10353/d1016170 , Bagasse -- Bagasse industry , Sugarcane -- Biotechnology , Computer simulation
- Description: Sugarcane is a major crop in many countries. It is the most abundant lignocellulosic material in tropical countries such as South Africa. It is one of the plants with the highest bioconversion efficiency. The sugarcane crop is able to efficiently fix solar energy, yielding some 55 tons of dry matter per hectare of land annually. After harvest, the crop produces sugar juice and bagasse. Sugarcane bagasse is a residue that results from the crushing of sugarcane in the sugar industry. It is a renewable feedstock that can be used for power generation and manufacturing cellulosic ethanol. As biomass, sugarcane bagasse holds promise as a fuel source since it can produce more than enough electricity and heat energy to supply the needs of a common sugar factory. However, in the sugarcane industry the bagasse is currently burnt inefficiently in boilers that provide the heating for the industry. This project seeks to investigate the possibility of gasifying sugarcane bagasse as an efficient conversion technology. The investigation is necessary because fuel properties govern the gasifier design and ultimately, the gasification efficiency. Proximate and ultimate analysis of sugarcane bagasse was conducted after which the results were used to conduct a computer simulation of the mass and energy balance during gasification. The kinetic investigation undertaken through the TGA and DTG analyses revealed the activation energy and pre – exponential factor which were obtained by the model – free Kissinger method of kinetic analysis and were found to be 181.51 kJ/mol and 3.1 × 103/min respectively. The heating value of sugarcane bagasse was also measured and found to be 17.8 MJ/kg, which was used in the calculation of the conversion efficiency of the gasification process. Fuel properties, including moisture content and gasifier operating parameters were varied in order to determine optimum gasifier operating conditions that results in maximum conversion efficiency. The highest conversion efficiency was achieved at low moisture content after computer simulation of the gasification process. Moisture content also affected the volume of CO and H2 as the former decreases with increasing moisture content while the latter increases with increasing moisture content, accelerating the water – gas reaction. Scanning electron microscope fitted to an Energy dispersive X – ray spectroscopy was also used in order to view the shape and size distribution as well as determine the elemental composition of sugarcane bagasse. The results obtained established that the fuel properties and gasification conditions affect the conversion efficiency. During computer simulation, it was established that smaller particle size resulted in higher conversion efficiency. The smaller throat diameter also resulted in higher conversion efficiency. The throat angle of 25° also resulted in higher conversion efficiency. The temperature of input air was also found to be one of the major determining factors in terms of conversion efficiency. The dissertation presents the proximate and ultimate analysis results as well as the kinetic analysis results. The SEM/EDX analysis as well as the computer simulation results of the gasification process is also presented. The major contribution of this project was on the investigation of the gasification characteristics of sugarcane bagasse and the utilization of these in the design of a laboratory scale sugarcane bagasse gasifier with enhanced conversion efficiency through computer simulation.
- Full Text:
- Date Issued: 2013
An investigation into the design and implementation of an internet-scale network simulator
- Authors: Richter, John Peter Frank
- Date: 2009
- Subjects: Computer simulation , Computer network resources , Computer networks , Internet
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4597 , http://hdl.handle.net/10962/d1004840 , Computer simulation , Computer network resources , Computer networks , Internet
- Description: Simulation is a complex task with many research applications - chiey as a research tool, to test and evaluate hypothetical scenarios. Though many simulations execute similar operations and utilise similar data, there are few simulation frameworks or toolkits that allow researchers to rapidly develop their concepts. Those that are available to researchers are limited in scope, or use old technology that is no longer useful to modern researchers. As a result of this, many researchers build their own simulations without a framework, wasting time and resources on a system that could already cater for the majority of their simulation's requirements. In this work, a system is proposed for the creation of a scalable, dynamic-resolution network simulation framework that provides scalable scope for researchers, using modern technologies and languages. This framework should allow researchers to rapidly develop a broad range of semantically-rich simulations, without the necessity of superor grid-computers or clusters. Design and implementation are discussed and alternative network simulations are compared to the proposed framework. A series of simulations, focusing on malware, is run on an implementation of this framework, and the results are compared to expectations for the outcomes of those simulations. In conclusion, a critical review of the simulator is made, considering any extensions or shortcomings that need to be addressed.
- Full Text:
- Date Issued: 2009
- Authors: Richter, John Peter Frank
- Date: 2009
- Subjects: Computer simulation , Computer network resources , Computer networks , Internet
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4597 , http://hdl.handle.net/10962/d1004840 , Computer simulation , Computer network resources , Computer networks , Internet
- Description: Simulation is a complex task with many research applications - chiey as a research tool, to test and evaluate hypothetical scenarios. Though many simulations execute similar operations and utilise similar data, there are few simulation frameworks or toolkits that allow researchers to rapidly develop their concepts. Those that are available to researchers are limited in scope, or use old technology that is no longer useful to modern researchers. As a result of this, many researchers build their own simulations without a framework, wasting time and resources on a system that could already cater for the majority of their simulation's requirements. In this work, a system is proposed for the creation of a scalable, dynamic-resolution network simulation framework that provides scalable scope for researchers, using modern technologies and languages. This framework should allow researchers to rapidly develop a broad range of semantically-rich simulations, without the necessity of superor grid-computers or clusters. Design and implementation are discussed and alternative network simulations are compared to the proposed framework. A series of simulations, focusing on malware, is run on an implementation of this framework, and the results are compared to expectations for the outcomes of those simulations. In conclusion, a critical review of the simulator is made, considering any extensions or shortcomings that need to be addressed.
- Full Text:
- Date Issued: 2009
Non-interactive modeling tools and support environment for procedural geometry generation
- Authors: Morkel, Chantelle
- Date: 2006
- Subjects: Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4644 , http://hdl.handle.net/10962/d1006589 , Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Description: This research examines procedural modeling in the eld of computer graphics. Procedural modeling automates the generation of objects by representing models as procedures that provide a description of the process required to create the model. The problem we solve with this research is the creation of a procedural modeling environment that consists of a procedural modeling language and a set of non-interactive modeling tools. A goal of this research is to provide comparisons between 3D manual modeling and procedural modeling, which focus on the modeling strategies, tools and model representations used by each modeling paradigm. A procedural modeling language is presented that has the same facilities and features of existing procedural modeling languages. In addition, features such as caching and a pseudorandom number generator is included, demonstrating the advantages of a procedural modeling paradigm. The non-interactive tools created within the procedural modeling framework are selection, extrusion, subdivision, curve shaping and stitching. In order to demonstrate the usefulness of the procedural modeling framework, human and furniture models are created using this procedural modeling environment. Various techniques are presented to generate these objects, and may be used to create a variety of other models. A detailed discussion of each technique is provided. Six experiments are conducted to test the support of the procedural modeling benets provided by this non- interactive modeling environment. The experiments test, namely parameterisation, re-usability, base-shape independence, model complexity, the generation of reproducible random numbers and caching. We prove that a number of distinct models can be generated from a single procedure through the use parameterisation. Modeling procedures and sub-procedures are re-usable and can be applied to different models. Procedures can be base-shape independent. The level of complexity of a model can be increased by repeatedly applying geometry to the model. The pseudo-random number generator is capable of generating reproducible random numbers. The caching facility reduces the time required to generate a model that uses repetitive geometry.
- Full Text:
- Date Issued: 2006
- Authors: Morkel, Chantelle
- Date: 2006
- Subjects: Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4644 , http://hdl.handle.net/10962/d1006589 , Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Description: This research examines procedural modeling in the eld of computer graphics. Procedural modeling automates the generation of objects by representing models as procedures that provide a description of the process required to create the model. The problem we solve with this research is the creation of a procedural modeling environment that consists of a procedural modeling language and a set of non-interactive modeling tools. A goal of this research is to provide comparisons between 3D manual modeling and procedural modeling, which focus on the modeling strategies, tools and model representations used by each modeling paradigm. A procedural modeling language is presented that has the same facilities and features of existing procedural modeling languages. In addition, features such as caching and a pseudorandom number generator is included, demonstrating the advantages of a procedural modeling paradigm. The non-interactive tools created within the procedural modeling framework are selection, extrusion, subdivision, curve shaping and stitching. In order to demonstrate the usefulness of the procedural modeling framework, human and furniture models are created using this procedural modeling environment. Various techniques are presented to generate these objects, and may be used to create a variety of other models. A detailed discussion of each technique is provided. Six experiments are conducted to test the support of the procedural modeling benets provided by this non- interactive modeling environment. The experiments test, namely parameterisation, re-usability, base-shape independence, model complexity, the generation of reproducible random numbers and caching. We prove that a number of distinct models can be generated from a single procedure through the use parameterisation. Modeling procedures and sub-procedures are re-usable and can be applied to different models. Procedures can be base-shape independent. The level of complexity of a model can be increased by repeatedly applying geometry to the model. The pseudo-random number generator is capable of generating reproducible random numbers. The caching facility reduces the time required to generate a model that uses repetitive geometry.
- Full Text:
- Date Issued: 2006
The use of interactive computer simulations to engender conceptual changes about wave motion
- Authors: Jacob, Sunny
- Date: 2001
- Subjects: Computer simulation
- Language: English
- Type: Thesis , Masters , MEd
- Identifier: vital:1921 , http://hdl.handle.net/10962/d1007409
- Description: Computers are expensive equipment which most schools in South Africa cannot afford to use as an instructional tool in the same way as they are being used in affluent schools in the countly and in the western world. In this study a computer was used as a demonstration tool to help learners to visualise the different aspects of wave motion with the aid of interactive computer simulations. The study investigated how learners alter their intuitive notions of wave motion after experiencing the common teaching techniques in township schools, and then by observing interactive computer simulations. Data was collected by means of field notes, observation, questionnaires and in-depth semi-structured interviews with the participation of twelve Grade 9 learners in a secondary school over a three-week period. A combination of qualitative and quantitative methods was used in the study and the data was analysed within an interpretive framework. A detailed analysis revealed that interactive computer simulations could bring about positive conceptual changes in learners, especially in the micro level aspects of wave motion. The inexperience of the learners in a discovery method of learning and a learner centred approach of teaching seemed to interfere with the teaching techniques. To a considerable extent, language problems also hindered the revelation of conceptualisation.In writing this report of the research study J agree wilh Squires and McDougall (1994: 12) that it is difficult to use a non-interactive medium (paper-based text) to report on the interactive medium of computer simulations, as written words cannot bring out all the essential aspects of interactive computer simulations.
- Full Text:
- Date Issued: 2001
- Authors: Jacob, Sunny
- Date: 2001
- Subjects: Computer simulation
- Language: English
- Type: Thesis , Masters , MEd
- Identifier: vital:1921 , http://hdl.handle.net/10962/d1007409
- Description: Computers are expensive equipment which most schools in South Africa cannot afford to use as an instructional tool in the same way as they are being used in affluent schools in the countly and in the western world. In this study a computer was used as a demonstration tool to help learners to visualise the different aspects of wave motion with the aid of interactive computer simulations. The study investigated how learners alter their intuitive notions of wave motion after experiencing the common teaching techniques in township schools, and then by observing interactive computer simulations. Data was collected by means of field notes, observation, questionnaires and in-depth semi-structured interviews with the participation of twelve Grade 9 learners in a secondary school over a three-week period. A combination of qualitative and quantitative methods was used in the study and the data was analysed within an interpretive framework. A detailed analysis revealed that interactive computer simulations could bring about positive conceptual changes in learners, especially in the micro level aspects of wave motion. The inexperience of the learners in a discovery method of learning and a learner centred approach of teaching seemed to interfere with the teaching techniques. To a considerable extent, language problems also hindered the revelation of conceptualisation.In writing this report of the research study J agree wilh Squires and McDougall (1994: 12) that it is difficult to use a non-interactive medium (paper-based text) to report on the interactive medium of computer simulations, as written words cannot bring out all the essential aspects of interactive computer simulations.
- Full Text:
- Date Issued: 2001
Designing and implementing a virtual reality interaction framework
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environment
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
Parallel implementation of a virtual reality system on a transputer architecture
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
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