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Auswahl der wissenschaftlichen Literatur zum Thema „Procedurl generation“
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Zeitschriftenartikel zum Thema "Procedurl generation"
Lee, Ronald M. „Automated generation of electronic procedures: procedure constraint grammars“. Decision Support Systems 33, Nr. 3 (Juli 2002): 291–308. http://dx.doi.org/10.1016/s0167-9236(02)00017-9.
Der volle Inhalt der QuelleAgarwal, Shubham, und Abhimanyu Bhatter. „Automated Software Test Data Generation Using Improved Search Procedure“. Lecture Notes on Software Engineering 3, Nr. 2 (2015): 152–56. http://dx.doi.org/10.7763/lnse.2015.v3.181.
Der volle Inhalt der QuellePolovikova, O. N., V. V. Shiryaev, N. M. Oskorbin und L. L. Smolyakova. „Features of Software Implementation of Logical Tasks in Prolog“. Izvestiya of Altai State University, Nr. 1(117) (17.03.2021): 116–20. http://dx.doi.org/10.14258/izvasu(2021)1-20.
Der volle Inhalt der QuelleCannizzo, Alejandro, und Esmitt Ramírez. „Towards Procedural Map and Character Generation for the MOBA Game Genre“. Ingeniería y Ciencia 11, Nr. 22 (31.07.2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.
Der volle Inhalt der QuelleAde, Nilesh, Noor Quddus, Trent Parker und S. Camille Peres. „ProBot – A Procedure Chatbot for Digital Procedural Adherence“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, Nr. 1 (Dezember 2020): 224–28. http://dx.doi.org/10.1177/1071181320641054.
Der volle Inhalt der QuelleConti, Sergio, Massimo Moltrasio, Gaetano Fassini, Fabrizio Tundo, Stefania Riva, Antonio Dello Russo, Michela Casella et al. „Comparison between First- and Second-Generation Cryoballoon for Paroxysmal Atrial Fibrillation Ablation“. Cardiology Research and Practice 2016 (2016): 1–5. http://dx.doi.org/10.1155/2016/5106127.
Der volle Inhalt der QuelleHollnagel, Erik, Yuji Niwa und Mark Green. „Computerised Procedure Generation“. IFAC Proceedings Volumes 31, Nr. 26 (September 1998): 359–64. http://dx.doi.org/10.1016/s1474-6670(17)40119-4.
Der volle Inhalt der QuelleZacher, Hannes. „Using Lifespan Developmental Theory and Methods as a Viable Alternative to the Study of Generational Differences at Work“. Industrial and Organizational Psychology 8, Nr. 3 (September 2015): 342–46. http://dx.doi.org/10.1017/iop.2015.47.
Der volle Inhalt der QuelleDavis, Santia M., Shahram Sarkani und Thomas Mazzuchi. „A Systematic Approach to Identifying Engineering Generational Knowledge Transfer Boundaries“. Journal of Information & Knowledge Management 11, Nr. 03 (September 2012): 1250015. http://dx.doi.org/10.1142/s0219649212500153.
Der volle Inhalt der QuelleShih, Neng-Yih, und Hsing-Chung Chen. „An approach for selecting candidates in soft-handover procedure using multi-generating procedure and second grey relational analysis“. Computer Science and Information Systems 11, Nr. 3 (2014): 1173–90. http://dx.doi.org/10.2298/csis130930071s.
Der volle Inhalt der QuelleDissertationen zum Thema "Procedurl generation"
Öberg, Christian. „Möblering med Procedurell Generering : Furnishing with Procedural Generation“. Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.
Der volle Inhalt der QuelleI spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.
Jansson, Björn. „Procedural Generation in Gravel“. Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.
Der volle Inhalt der QuelleTråvén, Sandra. „Procedural world generator for platform games“. Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.
Der volle Inhalt der QuelleMaung, David. „Tile-based Method for Procedural Content Generation“. The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Der volle Inhalt der QuelleClasson, Johan, und Viktor Andersson. „Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm“. Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.
Der volle Inhalt der QuelleGasch, García Cristina. „Procedural Generation of Natural Environments“. Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.
Der volle Inhalt der QuelleLa industria de los videojuegos, simuladores y realidad virtual cada vez demanda entornos naturales más complejos y realistas, lo que dificulta la generación manual. Para resolverlo, se han desarrollado técnicas procedurales, pero la falta de control del resultado es un problema. Además, estos entornos necesitan técnicas de visualización en tiempo real que permitan manejar el resultado. El principal objetivo de esta tesis es presentar varios métodos para controlar el resultado de la generación procedimental y mejorar su visualización. Por un lado, se presenta un método de generación de terrenos procedimental basado en ruido, que permite controlar el resultado mediante restricciones de altura. Además, se introduce un método automático de distribución de elementos vegetales que respeta sus restricciones biológicas. Finalmente, se presenta un modelo multirresolución que permite la visualización en tiempo real del entorno. El modelo incluye una técnica de simplificación de follaje basada en información mutua entre puntos de vista.
Täljsten, David. „Exploring procedural generation of buildings“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.
Der volle Inhalt der QuelleRoberts, Jonathan Ralph. „Learning-based procedural content generation“. Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.
Der volle Inhalt der QuelleÖhman, Johan. „Procedural Generation of Tower Defense Levels“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166594.
Der volle Inhalt der QuelleKenwood, Julian. „Real-time generation of procedural forests“. Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/9204.
Der volle Inhalt der QuelleThe 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 the many individual tree models required for forests requires a large numbers of artists and a great deal of time. In order to reduce modelling time procedural methods are often used. Such methods allow tree models to be created automatically and relatively quickly, albeit at potentially reduced quality. Although the process is faster than manual creation, it can still be slow and resource-intensive for large forests. The main contribution of this work is the development of an efficient procedural generation system for creating large forests. Our system uses L-Systems, a grammar-based procedural technique, to generate each tree. We explore two approaches to accelerating the creation of large forests. First, we demonstrate performance improvements for the creation of individual trees in the forest, by reducing the computation required by the underlying L-Systems. Second, we reduce the memory overhead by sharing geometry between trees using a novel branch instancing approach. Test results show that our scheme significantly improves the speed of forest generation over naive methods: our system is able to generate over 100, 000 trees in approximately 2 seconds, while using a modest amount of memory. With respect to improving L-System processing, one of our methods achieves a 25 speed up over traditional methods at the cost of a small amount of additional memory, while our second method manages a 99 reduction in memory at the expense of a small amount of extra processing.
Bücher zum Thema "Procedurl generation"
Shaker, Noor, Julian Togelius und Mark J. Nelson. Procedural Content Generation in Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.
Der volle Inhalt der QuelleShort, Tanya X., und Tarn Adams. Procedural Generation in Game Design. Herausgegeben von Tanya Short und Tarn Adams. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378.
Der volle Inhalt der QuelleLevine, Douglas A. Atlas of procedures in gynecological oncology. London: Martin Dunitz, 2003.
Den vollen Inhalt der Quelle findenAbgrall, R. Design of an essentially non-oscillatory reconstruction procedure on finite-element type meshes. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1991.
Den vollen Inhalt der Quelle findenCummings, Ronald G. New evaluation procedures for a new generation of water-related projects. Washington, DC: World Bank, 1996.
Den vollen Inhalt der Quelle findenInterdisciplinary legal studies: The next generation. Bingley, UK: Emerald, 2010.
Den vollen Inhalt der Quelle findenAssociates, Abt. Data collection and analysis for generating procedure-specific practice expense estimates. Cambridge, MA: Abt Associates Inc., 1997.
Den vollen Inhalt der Quelle findenIchinoe, Kihyoe. Functional preservation of gynecologic reproductive organs by operative and non-operative procedures. Sapporo: Hokkaido University School of Medicine, 1986.
Den vollen Inhalt der Quelle findenAkeredolu, Philip Sunday. Some new procedures for generating and decoding error correcting codes. Leicester: Leicester Polytechnic, 1988.
Den vollen Inhalt der Quelle findenBarger, Raymond L. Automatic procedures for computing complete configuration geometry for individual component descriptions. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1994.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Procedurl generation"
Weik, Martin H. „generation procedure“. In Computer Science and Communications Dictionary, 678. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7930.
Der volle Inhalt der QuelleWeik, Martin H. „program generation procedure“. In Computer Science and Communications Dictionary, 1348. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_14848.
Der volle Inhalt der QuelleSmith, Gillian. „Procedural Content Generation“. In Level Design, 159–82. CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742: CRC Press, 2016. http://dx.doi.org/10.1201/9781315313412-9.
Der volle Inhalt der QuelleCook, Michael. „Ethical Procedural Generation“. In Procedural Generation in Game Design, 43–54. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-6.
Der volle Inhalt der QuelleCook, Dr Michael. „Ethical Procedural Generation“. In Procedural Storytelling in Game Design, 49–62. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-6.
Der volle Inhalt der QuelleMillington, Ian. „Procedural Content Generation“. In AI for Games, 669–738. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-8.
Der volle Inhalt der QuelleBetts, Tom. „Procedural Content Generation“. In Handbook of Digital Games, 62–91. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch2.
Der volle Inhalt der QuelleAycock, John. „Procedural Content Generation“. In Retrogame Archeology, 109–43. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30004-7_6.
Der volle Inhalt der QuelleKane, Ben. „Procedural Logic“. In Procedural Generation in Game Design, 119–32. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-14.
Der volle Inhalt der QuelleDormans, Joris. „Cyclic Generation“. In Procedural Generation in Game Design, 83–96. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-11.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Procedurl generation"
Kelvin, Lin Ziwen, und Bhojan Anand. „Procedural Generation of Roads with Conditional Generative Adversarial Networks“. In 2020 IEEE Sixth International Conference on Multimedia Big Data (BigMM). IEEE, 2020. http://dx.doi.org/10.1109/bigmm50055.2020.00048.
Der volle Inhalt der QuelleKelvin, Lin Ziwen, und Anand Bhojan. „Procedural Generation of Roads with Conditional Generative Adversarial Networks“. In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388770.3407422.
Der volle Inhalt der QuelleKerssemakers, Manuel, Jeppe Tuxen, Julian Togelius und Georgios N. Yannakakis. „A procedural procedural level generator generator“. In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374174.
Der volle Inhalt der QuelleCassol, Vinícius Jurinic, Fernando Pinho Marson und Soraia Raupp Musse. „Procedural Hair Generation“. In 2009 VIII Brazilian Symposium on Games and Digital Entertainment. IEEE, 2009. http://dx.doi.org/10.1109/sbgames.2009.29.
Der volle Inhalt der QuelleFeklisov, 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 QuelleTogelius, Julian, Tróndur Justinussen und Anders Hartzen. „Compositional procedural content generation“. In the The third workshop. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2538528.2538541.
Der volle Inhalt der QuelleSmith, Gillian. „Understanding procedural content generation“. In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2556288.2557341.
Der volle Inhalt der QuelleDreweke, A., M. Worlein, I. Fischer, D. Schell, Th Meinl und M. Philippsen. „Graph-Based Procedural Abstraction“. In International Symposium on Code Generation and Optimization (CGO'07). IEEE, 2007. http://dx.doi.org/10.1109/cgo.2007.14.
Der volle Inhalt der QuelleHald, Andreas, Jens Struckmann Hansen, Jeppe Kristensen und Paolo Burelli. „Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks“. In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3409601.
Der volle Inhalt der QuelleBeck, Thorsten, Leonard Schlag und Jan Philipp Hamacher. „ProToS: Next Generation Procedure Tool Suite for Creation, Execution and Automation of Flight Control Procedures“. In SpaceOps 2016 Conference. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2016. http://dx.doi.org/10.2514/6.2016-2374.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Procedurl generation"
Geisler-Moroder, David, Eleanor S. Lee, Gregory Ward, Bruno Bueno, Lars O. Grobe, Taoning Wang, Bertrand Deroisy und Helen Rose Wilson. BSDF Generation Procedures for Daylighting Systems. IEA SHC Task 61, Januar 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0001.
Der volle Inhalt der QuelleKim, Kang Seog, und Mark L. Williams. Assessment of the MPACT Resonance Data Generation Procedure. Office of Scientific and Technical Information (OSTI), Dezember 2016. http://dx.doi.org/10.2172/1351757.
Der volle Inhalt der QuelleKostelnik, A. J. Diesel generator trailer acceptance test procedure. Office of Scientific and Technical Information (OSTI), September 1994. http://dx.doi.org/10.2172/10185761.
Der volle Inhalt der QuellePoovendran, R., M. S. Corson und J. S. Baras. A Distributed Shared Key Generation Procedure Using Fractional Keys. Fort Belvoir, VA: Defense Technical Information Center, Januar 1998. http://dx.doi.org/10.21236/ada442651.
Der volle Inhalt der QuelleCoddington, M., K. Fox, S. Stanfield, L. Varnado, T. Culley und M. Sheehan. Updating Small Generator Interconnection Procedures for New Market Conditions. Office of Scientific and Technical Information (OSTI), Dezember 2012. http://dx.doi.org/10.2172/1060613.
Der volle Inhalt der QuelleFink, S., K. Porter und J. Rogers. Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), Oktober 2010. http://dx.doi.org/10.2172/991974.
Der volle Inhalt der QuelleNock, Bettina, Daniel Neyer, Alexander Thür und Karl Berger. Adapted Monitoring Procedure for the thermal side of New Generation Solar Heating & Cooling Systems. IEA SHC Task 53, Juni 2019. http://dx.doi.org/10.18777/ieashc-task53-2019-0009.
Der volle Inhalt der QuelleEdmonds, P. H., und S. S. Medley. A procedure for generating quantitative 3-D camera views of tokamak divertors. Office of Scientific and Technical Information (OSTI), Mai 1996. http://dx.doi.org/10.2172/238597.
Der volle Inhalt der QuelleFink, Sari, Kevin Porter und Jennifer Rogers. The Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), Oktober 2010. http://dx.doi.org/10.2172/1219198.
Der volle Inhalt der QuelleSatoh, J. A. Test plan/procedure for the shock limiting device of the radioisotope thermoelectric generator package mounting subsystem 145. Revision 1. Office of Scientific and Technical Information (OSTI), Mai 1995. http://dx.doi.org/10.2172/83818.
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