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Auswahl der wissenschaftlichen Literatur zum Thema „Procedural computer graphics“
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Zeitschriftenartikel zum Thema "Procedural computer graphics"
Bret, Michel. „Procedural Art with Computer Graphics Technology“. Leonardo 21, Nr. 1 (1988): 3. http://dx.doi.org/10.2307/1578408.
Der volle Inhalt der QuelleСherkasov, Volodymyr. „Model of formation of readyness of future teachers of fine arts for use of computer graphics in professional activity“. Academic Notes Series Pedagogical Science 1, Nr. 189 (August 2020): 85–90. http://dx.doi.org/10.36550/2415-7988-2020-1-189-85-90.
Der volle Inhalt der QuelleCouchot, Edmond. „Comments on "Procedural Art with Computer Graphics Technology"“. Leonardo 21, Nr. 3 (1988): 339. http://dx.doi.org/10.2307/1578689.
Der volle Inhalt der QuelleXiong, Lu, und Dean Bruton. „On Procedural Modeling of Urban Form - a Designer’s View and a Research Practice“. Advanced Materials Research 374-377 (Oktober 2011): 330–35. http://dx.doi.org/10.4028/www.scientific.net/amr.374-377.330.
Der volle Inhalt der QuelleTREGUBOVA, I. A. „FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION“. Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.
Der volle Inhalt der QuelleBlazek, Linda W., Peter Burger und Duncan Gillies. „Interactive Computer Graphics: Functional, Procedural and Device-Level Methods“. Technometrics 34, Nr. 1 (Februar 1992): 105. http://dx.doi.org/10.2307/1269567.
Der volle Inhalt der QuelleBak, Peter R. G. „Interactive Computer Graphics: Functional, Procedural, and Device-level Methods“. Computers & Geosciences 17, Nr. 3 (Januar 1991): 471. http://dx.doi.org/10.1016/0098-3004(91)90054-h.
Der volle Inhalt der QuelleAliaga, Daniel G. „3D Design and Modeling of Smart Cities from a Computer Graphics Perspective“. ISRN Computer Graphics 2012 (06.12.2012): 1–19. http://dx.doi.org/10.5402/2012/728913.
Der volle Inhalt der QuelleNugent, William A. „A Comparative Assessment of Computer-Based Media for Presenting Job Task Instructions“. Proceedings of the Human Factors Society Annual Meeting 31, Nr. 7 (September 1987): 696–700. http://dx.doi.org/10.1177/154193128703100701.
Der volle Inhalt der QuelleBurchill, Lloyd. „Graphics goodies #2—a simple, versatile procedural texture“. ACM SIGGRAPH Computer Graphics 22, Nr. 1 (Februar 1988): 29–30. http://dx.doi.org/10.1145/48155.48159.
Der volle Inhalt der QuelleDissertationen zum Thema "Procedural computer graphics"
Tommasi, Gianpaolo Francesco Maria. „Procedural methods in computer graphics“. Thesis, University of Cambridge, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358787.
Der volle Inhalt der QuelleVan, Horn R. Brooks III. „Procedural Reduction Maps“. Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14484.
Der volle Inhalt der QuelleBhandari, Nishchal. „Procedural synthetic data for self-driving cars using 3D graphics“. Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.
Der volle Inhalt der QuelleThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-44).
In this thesis we present CoSy, a configurable system for procedurally generating synthetic data for self-driving vehicles. To address the problem of data hungry vision-based learning algorithms used in self-driving vehicles, we develop a system that generates synthetic images, including class level annotations, of street scenes. To give researchers control over how data is generated, our system is designed to be configurable and extendable. We provide two example datasets generated by our system, and provide extensive documentation on how the system is architected, and how it can be extended.
by Nishchal Bhandari.
M. Eng.
Roden, Timothy E. „Procedural content creation and technologies for 3D graphics applications and games“. Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.
Der volle Inhalt der QuelleMorkel, Chantelle. „Non-interactive modeling tools and support environment for procedural geometry generation“. Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.
Der volle Inhalt der QuelleDunn, Ian Thomas. „Procedural Generation and Rendering of Large-Scale Open-World Environments“. DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.
Der volle Inhalt der QuelleJormedal, Martin. „Procedural Generation of Road Networks Using L-Systems“. Thesis, Linköpings universitet, Informationskodning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-169373.
Der volle Inhalt der QuelleTricaud, Martin. „Designing interactions, interacting with designs : Towards instruments and substrates in procedural computer graphics and beyond“. Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG067.
Der volle Inhalt der QuelleProcedural Computer Graphics (PCG) is an umbrella term for a variety of techniques that entail building and amending algorithmic procedures to generate graphical content. These procedural models reify the chain of operations leading to a design, turning the design process itself into an interactive object. Through manipulating such abstractions, artists and designers tap into the capacity of computers to produce outputs that require the repetitive and/or parallel application of rules to be obtained, or the storage of multiple objects in working memory. Yet, the expressiveness of PCG techniques remains constrained by how procedural models are represented and how users interact with these representations. A common frustration in PCG is the reliance on sliders to explore design spaces—what Alan Perlis would call a Turing tar-pit: everything is possible, but nothing is easy. This problem echoes a central question in Human-Computer Interaction: Which software artifacts are best suited to mediate our actions on information substrates? Direct manipulation interfaces—once considered more ergonomic from a cognitive standpoint—seem to be losing ground to conversational interactions: Generative AI models promise easy access to sophisticated results through verbal or textual commands. However, the metaphor of the interface as a "world" rather than as an interlocutor is not obsolete: Some things will always be more easily done than said. Recent research in cognitive science on tool-based action and technical reasoning has provided ample evidence that these faculties are distinct from symbolic reasoning and precede it in human evolution. Can this tacit technical reasoning, fundamental in artistic practices, extend to environments that aren't governed by rules analogous to those of the physical world? And if so, how? Answering these questions requires redefining materiality not as a quality of the environment but of an agent's relationship to it. Yet, the redefinitions proposed by design research often struggle to yield actionable principles for interface design. Three questions emerge from these observations:1. If materiality is a relationship between agent and environment, how does it develop between computational artists and software—if at all? 2. What obstacles hinder this process, and what specific software artifacts can support it?3. How can interactions and interfaces in general be architected to foster materiality with software environments? The first question is addressed through an ethnographic study of 12 artists and designers, proposing that materiality develops through epistemic processes. Artists build non-declarative knowledge through epistemic actions, externalizing this knowledge into artifacts that foster further exploration. I contextualize these findings with works that reflect similar intuitions. To tackle the second question, I develop a software prototype featuring novel interaction tools to facilitate navigation in large procedural model parameter spaces. Reflecting on the design process and participant feedback, I critique traditional usability and creativity evaluation methods, proposing alternative approaches inspired by instrumental interaction and information theory. In answering the third question, I argue that the difficulties HCI faces in bringing innovative interaction techniques and frameworks (particularly instrumental interaction) into the mainstream - stem not from the absence of adequate evaluation methods, but in the lack of adequate architecture. I speculate that if the building blocks of a software's interaction model have well-behaved mathematical semantics, we can extend the model-world metaphor beyond physicality and bring materiality to various information substrates
Jansson, Joel. „Ambient Occlusion for Dynamic Objects and Procedural Environments“. Thesis, Linköpings universitet, Institutionen för systemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91918.
Der volle Inhalt der QuelleAdams, Daniel B. „Feature-based Interactive Terrain Sketching“. BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.
Der volle Inhalt der QuelleBücher zum Thema "Procedural computer graphics"
Rogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Den vollen Inhalt der Quelle findenRogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Den vollen Inhalt der Quelle findenRogers, David F. Procedural elements for computer graphics. 2. Aufl. Boston, Mass: WCB/McGraw-Hill, 1998.
Den vollen Inhalt der Quelle findenDuncan, Gillies, Hrsg. Interactive computer graphics: Functional, procedural, and device-level methods. Wokingham, England: Addison-Wesley, 1989.
Den vollen Inhalt der Quelle findenInstitute, SAS. SAS 9.4 ODS graphics procedures guide. Cary, North Carolina: SAS Institute Inc., 2014.
Den vollen Inhalt der Quelle findenSAS Institute. SAS 9.4 ODS graphics procedures guide. 2. Aufl. Cary, NC: SAS Institute, 2013.
Den vollen Inhalt der Quelle finden1967-, Bekaert Philippe, und Bala Kavita 1971-, Hrsg. Advanced global illumination. Natick, MA: AK Peters, 2003.
Den vollen Inhalt der Quelle findenS, Orem Nancy, Hrsg. AutoCAD Civil 3D 2009: Procedures and applications. Upper Saddle River, N.J: Pearson/Prentice-Hall, 2009.
Den vollen Inhalt der Quelle findenFrancesco, Battaglia, Poli Irene Prof und SpringerLink (Online service), Hrsg. Evolutionary Statistical Procedures: An Evolutionary Computation Approach to Statistical Procedures Designs and Applications. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2011.
Den vollen Inhalt der Quelle findenKasʹi͡anov, V. N. Graph theory for programmers: Algorithms for processing trees. Dordrecht: Kluwer Academic, 2000.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Procedural computer graphics"
Yee-King, Matthew, und Igor Dall’Avanzi. „Procedural Audio in Video Games“. In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_271-1.
Der volle Inhalt der QuelleYee-King, Matthew, und Igor Dall’Avanzi. „Procedural Audio in Video Games“. In Encyclopedia of Computer Graphics and Games, 1483–87. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_271.
Der volle Inhalt der QuelleKim, Hansoo, Minerva J. Dorantes, Darrell G. Schulze und Bedrich Benes. „Computer Graphics Procedural Modeling of Soil Structure“. In Progress in Soil Science, 133–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28295-4_9.
Der volle Inhalt der QuelleDeguy, Sébastien. „The New Age of Procedural Texturing“. In Encyclopedia of Computer Graphics and Games, 1–20. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_50-1.
Der volle Inhalt der QuelleDeguy, Sébastien. „The New Age of Procedural Texturing“. In Encyclopedia of Computer Graphics and Games, 1840–58. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_50.
Der volle Inhalt der QuelleFischer, Roland, Judith Boeckers und Gabriel Zachmann. „Procedural Generation of Landscapes with Water Bodies Using Artificial Drainage Basins“. In Advances in Computer Graphics, 345–56. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_27.
Der volle Inhalt der QuelleJonchier, Théo, Marc Salvati und Alexandre Derouet-Jourdan. „Procedural Non-Uniform Cellular Noise“. In Mathematical Insights into Advanced Computer Graphics Techniques, 73–85. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2850-3_6.
Der volle Inhalt der QuelleMezhenin, Aleksandr, und Vera Izvozchikova. „Algorithms Optimization for Procedural Terrain Generation in Real Time Graphics“. In Advances in Intelligent Systems, Computer Science and Digital Economics III, 125–37. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-97057-4_12.
Der volle Inhalt der QuelleBaron, Jessica, und Eric Patterson. „Procedurally Generating Biologically Driven Feathers“. In Advances in Computer Graphics, 342–48. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22514-8_29.
Der volle Inhalt der QuellePolańczyk, Maciej, und Przemysław Barański. „Disparity Map Based Procedure for Collision-Free Guidance through Unknown Environments“. In Computer Vision and Graphics, 565–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33564-8_68.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Procedural computer graphics"
Feklisov, Egor, Mihail Zinderenko und Vladimir Frolov. „Procedural interior generation for artificial intelligence training and computer graphics“. In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.
Der volle Inhalt der QuelleJesus, Diego, António Coelho und António Augusto Sousa. „Towards interactive procedural modelling of buildings“. In SCCG'15: Spring Conference on Computer Graphics. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2788539.2788554.
Der volle Inhalt der Quelle„A PROCEDURAL GEOMETRY MODELING API“. In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003848101290134.
Der volle Inhalt der QuelleBachman, David. „Procedural organic modeling“. In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3326542.3328013.
Der volle Inhalt der QuelleMcDuffee, Sean C., und Maurice van Swaijj. „Procedural fluid textures“. In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214745.3214767.
Der volle Inhalt der QuelleDomaradzki, Jakub, und Tomasz Martyn. „Procedural Fracture of Shell Objects“. In 26. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2017. Západočeská univerzita, 2018. http://dx.doi.org/10.24132/csrn.2018.2801.1.
Der volle Inhalt der Quelle„PROCEDURAL MODELLING OF MONUMENTAL BUILDINGS FROM TEXTUAL DESCRIPTIONS“. In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2010. http://dx.doi.org/10.5220/0002826401300133.
Der volle Inhalt der QuellePinheiro, Jefferson Magalhães, und Marcelo Walter. „A Procedural Model for Snake Skin Texture Generation“. In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006626401330144.
Der volle Inhalt der QuelleHouska, Niklaus, Cheryl Lau und Matthias Specht. „Recompose Grammars for Procedural Architecture“. In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641519.3657400.
Der volle Inhalt der QuelleGarifullin, Albert Rustemovich, Nikolay Dmitrievich Maiorov und Vladimir Alexandrovich Frolov. „Differentiable Procedural Models for Single-view 3D Mesh Reconstruction“. In 33rd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/graphicon-2023-14-24.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Procedural computer graphics"
Huang, Haohang, Erol Tutumluer, Jiayi Luo, Kelin Ding, Issam Qamhia und John Hart. 3D Image Analysis Using Deep Learning for Size and Shape Characterization of Stockpile Riprap Aggregates—Phase 2. Illinois Center for Transportation, September 2022. http://dx.doi.org/10.36501/0197-9191/22-017.
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