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dc.contributor.advisorHillier, Karen
dc.creatorParks, Hunter Guymin
dc.date.accessioned2004-09-30T02:01:31Z
dc.date.available2004-09-30T02:01:31Z
dc.date.created2005-05
dc.date.issued2004-09-30
dc.identifier.urihttps://hdl.handle.net/1969.1/452
dc.description.abstractCeltic art contains mysterious and fascinating aesthetic elements including complex knot work motifs. The problem is that creating and exploring these motifs require substantial human effort. One solution to this problem is to create a process that collaboratively uses interactive and procedural methods within a computer graphic environment. Spline models of Celtic knot work can be interactively modeled and used as input into procedural shaders. Procedural shaders are computer programs that describe surface, light, and volumetric appearances to a renderer. The control points of spline models can be used to drive shading procedures such as the coloring and displacement of surface meshes. The result of this thesis provides both an automated and interactive process that is capable of producing complex interlaced structures such as Celtic knot work within a three-dimensional environment.en
dc.format.extent1825219 bytesen
dc.format.extent54682 bytesen
dc.format.mediumelectronicen
dc.format.mimetypeapplication/pdf
dc.format.mimetypetext/plain
dc.language.isoen_US
dc.publisherTexas A&M University
dc.subjectRendermanen
dc.subjectshaderen
dc.subjectComputer Graphicsen
dc.subjectCelticen
dc.subjectKnotsen
dc.subjectInterlaceden
dc.titleA process for creating Celtic knot worken
dc.typeBooken
dc.typeThesisen
thesis.degree.departmentArchitectureen
thesis.degree.disciplineVisualization Sciencesen
thesis.degree.grantorTexas A&M Universityen
thesis.degree.nameMaster of Scienceen
thesis.degree.levelMastersen
dc.contributor.committeeMemberSmith, Wayne
dc.contributor.committeeMemberHouse, Donald
dc.type.genreElectronic Thesisen
dc.type.materialtexten
dc.format.digitalOriginborn digitalen


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