Browsing by Author "Gain, James"

Now showing items 1-19 of 19

  • Accelerated coplanar facet radio synthesis imaging 

    Hugo, Benjamin (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2016)
    Imaging in radio astronomy entails the Fourier inversion of the relation between the sampled spatial coherence of an electromagnetic field and the intensity of its emitting source. This inversion is normally computed by ...

  • Accelerating radio transient detection using the Bispectrum algorithm and GPGPU 

    Lin, Tsu-Shiuan (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2015)
    Modern radio interferometers such as those in the Square Kilometre Array (SKA) project are powerful tools to discover completely new classes of astronomical phenomena. Amongst these phenomena are radio transients. Transients ...

  • An Adjectival Interface for procedural content generation 

    Hultquist, Carl (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2008)
    In this thesis, a new interface for the generation of procedural content is proposed, in which the user describes the content that they wish to create by using adjectives. Procedural models are typically controlled by ...

  • Comparison of layered surface visualization through animated particles and rocking 

    Lane, James (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2010)
    Visualizations that show the shape of and spatial relationships between layers of surfaces are useful to oceanographers studying water masses or oncologists planning radiation treatments. The shape of and distances between ...

  • A comparison of statistical and geometric reconstruction techniques : guidelines for correcting fossil hominin crania 

    Neeser, Rudolph (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2007)
    The study of human evolution centres, to a large extent, around the study of fossil morphology, including the comparison and interpretation of these remains within the context of what is known about morphological variation ...

  • Digital reconstruction of District Six architecture from archival photographs 

    De Kadt, Christopher R J (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2007)
    In this thesis we present a strategy for reconstructing instances of District Six Architecture from small sets of old. uncalibrated photographs that are located in the District Six Museum photographic archive. Our ...

  • Distributed texture-based terrain synthesis 

    Tasse, Flora Ponjou (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2011)
    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes ...

  • Enhancing colour-coded poll sheets using computer vision as a viable Audience Response System (ARS) in Africa 

    Muchaneta, Irikidzai Zorodzai (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2018)
    Audience Response Systems (ARS) give a facilitator accurate feedback on a question posed to the listeners. The most common form of ARS are clickers; Clickers are handheld response gadgets that act as a medium of communication ...

  • Evolving controllable emergent crowd behaviours with Neuro-Evolution 

    Wang, Sunrise (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2015)
    Crowd simulations have become increasingly popular in films over the past decade, appearing in large crowd shots of many big name block-buster films. An important requirement for crowd simulations in films is that they ...

  • Fast, realistic terrain synthesis 

    Crause, Justin (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2015)
    The authoring of realistic terrain models is necessary to generate immersive virtual environments for computer games and film visual effects. However, creating these landscapes is difficult - it usually involves an artist ...

  • High-level control of agent-based crowds by means of general constraints 

    Jacka, David (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2009)
    The use of computer-generated crowds in visual effects has grown tremendously since the warring armies of virtual ores and elves were seen in The Lord of the Rings. These crowds are generated by agent-based simulations, ...

  • Lattice Boltzmann liquid simulations on graphics hardware 

    Clough, Duncan (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2014)
    Fluid simulation is widely used in the visual effects industry. The high level of detail required to produce realistic visual effects requires significant computation. Usually, expensive computer clusters are used in order ...

  • Multitouch-based collaborative pre-visualisation for computer animation 

    Lwabona, Kwegyir (Bilo) (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2016)
    Computer animated pre-visualisation occurs at an early stage of visualising scenes in low-fidelity. This is a collaborative process, in which directors communicate with animators how shot sequences will occur. Producers ...

  • Parallel fluid dynamics for the film and animation industries 

    Reid, Ashley (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2009)
    The creation of automated fluid effects for film and media using computer simulations is popular, as artist time is reduced and greater realism can be achieved through the use of numerical simulation of physical equations. ...

  • Procedurally generated realistic virtual rural worlds 

    Long, Harry (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2016)
    Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment ...

  • Procedurally generating surface detail for 3D models using voxel-based cellular automata 

    Mazzolini, Ryan (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2016)
    Procedural generation is used extensively in the field of computer graphics to automate content generation and speed up development. One particular area often automated is the generation of additional colour and structural ...

  • Real-time generation of procedural forests 

    Kenwood, Julian (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2013)
    The creation of 3D models for games and simulations is generally a time-consuming and labour intensive task. Forested landscapes are an important component of many large virtual environments in games and film. To create ...

  • Typing training through gamification 

    Chomunorwa, Silence (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2018)

  • Volumetric cloud generation using a Chinese brush calligraphy style 

    Wei, Chen (University of Cape TownFaculty of ScienceDepartment of Computer Science, 2014)
    Clouds are an important feature of any real or simulated environment in which the sky is visible. Their amorphous, ever-changing and illuminated features make the sky vivid and beautiful. However, these features increase ...