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Auswahl der wissenschaftlichen Literatur zum Thema „Render texture“
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Zeitschriftenartikel zum Thema "Render texture"
REBELO, M. N. „NONDECOUPLING OF HEAVY FERMIONS AND A SPECIAL YUKAWA TEXTURE“. International Journal of Modern Physics A 22, Nr. 31 (20.12.2007): 5853–59. http://dx.doi.org/10.1142/s0217751x07039079.
Der volle Inhalt der QuelleFrankiewicz, C., und D. Attinger. „Texture and wettability of metallic lotus leaves“. Nanoscale 8, Nr. 7 (2016): 3982–90. http://dx.doi.org/10.1039/c5nr04098a.
Der volle Inhalt der QuelleAryanto, Aryanto, Tengku Hisyam Muhammad Umar und Doni Winarso. „Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender“. JURNAL FASILKOM 10, Nr. 1 (22.04.2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.
Der volle Inhalt der QuelleYang, Chao, Shui Yan Dai, Ling Da Wu und Rong Huan Yu. „Smoothly Rendering of Large-Scale Vector Data on Virtual Globe“. Applied Mechanics and Materials 631-632 (September 2014): 516–20. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.516.
Der volle Inhalt der QuelleEvans, Jordan A., Blake T. Sturtevant, Bjørn Clausen, Sven C. Vogel, Fedor F. Balakirev, Jonathan B. Betts, Laurent Capolungo, Ricardo A. Lebensohn und Boris Maiorov. „Determining elastic anisotropy of textured polycrystals using resonant ultrasound spectroscopy“. Journal of Materials Science 56, Nr. 16 (24.02.2021): 10053–73. http://dx.doi.org/10.1007/s10853-021-05827-z.
Der volle Inhalt der QuelleWinarja, Winarja, M. Suyanto und Asro Nasiri. „Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4“. Creative Information Technology Journal 7, Nr. 2 (31.03.2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.
Der volle Inhalt der QuelleMITAL, DINESH P., und GOH WEE LENG. „AN AUTOREGRESSIVE APPROACH TO SURFACE TEXTURE ANALYSIS“. International Journal of Pattern Recognition and Artificial Intelligence 08, Nr. 04 (August 1994): 845–57. http://dx.doi.org/10.1142/s0218001494000437.
Der volle Inhalt der QuelleZHENG, XIN, XIAODONG WANG, HAIFENG CUI und TONG RUAN. „AN EFFICIENT MULTI-RESOLUTION TEXTURE SYNTHESIZING METHOD BASED ON WAVELET TRANSFORM“. Journal of Circuits, Systems and Computers 18, Nr. 08 (Dezember 2009): 1505–16. http://dx.doi.org/10.1142/s0218126609005824.
Der volle Inhalt der QuelleHan, Yuan Li, und Yan Ping Chen. „Image Overlapping Technique without Model for Large LoD Terrain Based on GPU“. Applied Mechanics and Materials 556-562 (Mai 2014): 4792–96. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.4792.
Der volle Inhalt der QuelleWang, Lei. „Research of Air Pollution Dispersion Visualization Based on GPU and Volume Rendering“. Advanced Materials Research 765-767 (September 2013): 3058–60. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.3058.
Der volle Inhalt der QuelleDissertationen zum Thema "Render texture"
Koblik, Katerina. „Simulation of rain on a windshield : Creating a real-time effect using GPGPU computing“. Thesis, Umeå universitet, Institutionen för fysik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185027.
Der volle Inhalt der QuelleVianello, Simone. „Il Vestibolo di Piazza d'Oro - Rilievi per la modellazione 3D ed il texturing“. Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10873/.
Der volle Inhalt der QuelleLasram, Anass. „Exploration et rendu de textures synthétisées“. Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0183/document.
Der volle Inhalt der QuelleTexture synthesis is a technique that algorithmically generates textures at rendering time. The automatic synthesis reduces authoring time and memory requirements since only the algorithm and its parameters need to be stored or transferred. However, two difficulties often arise when using texture synthesis: First, the visualization and parameters selection of synthesized textures are difficult. Second, most synthesizers generate textures in a bitmap format leading to high memory usage. To address these difficulties we propose the following approaches: First, to improve the visualization of synthesized textures we propose the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given synthesizer. The main challenge is to ensure that most appearances are visible, are allotted a similar pixel area, and are ordered in a smooth manner throughout the preview. Furthermore, to improve parameters selection we augment sliders controlling parameters with visual previews revealing the changes that will be introduced upon manipulation. Second, to allow user interactions with these visual previews we rely on a fast patch-based synthesizer. This synthesizer achieves a high degree of parallelism and is implemented entirely on the GPU. Finally, rather than generating the output of the synthesizer as a bitmap texture we encode the result in a compact representation and allow to decoding texels from this representation during rendering
Bobuľa, Matej. „Neeuklidovské vykreslování ve VR“. Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445563.
Der volle Inhalt der QuellePhilpott, Matthew. „Evaluation and optimization of a multi-point tactile renderer for virtual textures“. Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/14856.
Der volle Inhalt der QuelleRagnar, Gudmundsson Bjarni. „Addressing intersection artifacts on textured, geometrically rendered vector data in 3D applications“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254956.
Der volle Inhalt der QuelleDet finns olika metoder för att rendera vektordata i 3D-applikationer. En sådan metod är att rendera datan geometriskt, där polylinje data är tessellerade till geometri som renderas ovanpå en 3D-terräng. Att ha explicit tillgång till linjens geometri är viktigt för applikationer som kräver hög visuell kvalité, eftersom det möjliggör tillämpning av olika effekter på linjedatan. En framträdande visuell artefakt i geometriskt renderad vektordata sker runt korsningar, där det är svårt att göra linjerna sömlösa. I den här uppsatsen presenterar jag en metod som syftar till att ta itu med denna fråga. Genom att skapa specifik geometri för linjekorsningar, och genom att tillämpa flera begränsningar på utformningen av de applicerade texturerna, säkerställer den föreslagna metoden smidig rendering av texturer över komplexa korsningar, inklusive korsningar som angränsar linjer med olika texturer tilldelade dem. För att säkerställa minimal påverkan prestanda vid körning beräknar den föreslagna metoden all nödvändig geometri offline och lagrar den i en statisk vertexbuffer på GPU:n. Vid körningen genereras en separat indexbuffer som används för att referera till de vertricer som krävs för att generera lämplig geometri. Den nämnda metoden stödjer interaktiv tilldelning av texturer till linjedata vid körning, vilket exempelvis kan möjliggöra filtrering och fokusering av vektordata. Empiriska mätningar ges för prestanda, och dessa mätningar visar att metodens påverkan på prestanda är relativt liten, vilket gör den föreslagna metoden till ett genomförbart tillägg till interaktiva system. En kvalitativ jämförelse används för att validera de visuella resultaten, där exempel visar en lyckad rendering av flera korsningar som innehåller en mängd olika texturer. Denna metod banar vägen för eventuellt framtida arbeten, till exempel vid definitioner av texturernas taxonomi, tillsammans med en uppsättning regler som beskriver hur varje grupp av texturer ska dras vid korsningar.
Silva, Vera Lucia Felippi da. „Acervo de rendas Lucy Niemeyer : uma contribuição para o design“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/101205.
Der volle Inhalt der QuelleThe object of this dissertation is the study of the design of lace, from the analysis of the constituent elements of visual and technical language, the historical aspects and possible production processes of the samples belonging to the lace collection of Lucy Niemeyer. The collection in question has 186 items of lace, so methods of museology are also treated aiming to safeguarding these items through processes of conservation. Important educational institutions and dedicated museums were identified which promote interaction with the universe of laces with creative practices related to design. The aim is to reflect on contribution of lace to design, ie , the dissertation is concerned with understanding how the textile design found in the items of the collection of laces can contribute to the current design of textiles . This study was conducted by means of qualitative research that delves into the subject with explanatory procedures, bibliographical research, documentary and explanatory case study. The case studies include aspects of cataloging the collection, identifying processes, techniques, imaging, complementary analyses made using a stereoscopic microscope and the reading of the constituent elements of visual and technical language to identify elements that contribute to the development of new products. In conclusion, the world of laces has great potential to contribute to the design, not only textile and fashion, but also in areas such as design for crafts, jewelry and architecture, using visual language of laces in various materials using productive technologies available on the market today, regardless of the scale of production.
Bénard, Pierre. „Stylisation temporellement cohérente d'animations 3D basée sur des textures“. Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00630112.
Der volle Inhalt der QuelleWiertlewski, Michael. „Reproduction des Textures Tactiles: Transducteurs, Mécanique, et Représentation du Signal“. Phd thesis, Université Pierre et Marie Curie - Paris VI, 2011. http://tel.archives-ouvertes.fr/tel-00665261.
Der volle Inhalt der QuelleLepoire-Duc, Solveig. „Le rôle de l'écriture dans le développement de la compétence explicative : étude de la production de compte rendus scientifiques par des élèves du cours moyen“. Metz, 1997. http://www.theses.fr/1997METZA001.
Der volle Inhalt der QuelleBücher zum Thema "Render texture"
Watkins, Adam. Getting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.
Den vollen Inhalt der Quelle findenGetting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.
Den vollen Inhalt der Quelle findenWeigand, Rudolf Kilian. Der "Renner" des Hugo von Trimberg: Überlieferung, Quellenabhängigkeit und Struktur einer spätmittelalterlichen Lehrdichtung. Wiesbaden: L. Reichert, 2000.
Den vollen Inhalt der Quelle findenTexto-Mensaje-Recipiente: Análysis semiótico-estructural de textos narrativos, dramáticos y líricos de la literatura española e hispanoamericana de los siglos XVI, XVII y XX (con un excurso sobre La maison de rendez-vous de A. Robbe-Grillet). Tübingen: G. Narr, 1988.
Den vollen Inhalt der Quelle findenBrushwork Essentials: How to Render Expressive Form and Texture With Every Stroke. North Light Books, 2002.
Den vollen Inhalt der Quelle findenAirbrush Artist's Pocket Palette: Practical, Visual Advice on How to Render over 300 Effects and Textures (Pocket Palette Series). North Light Books, 1996.
Den vollen Inhalt der Quelle findenHumphreys, Stephen. The Covenants in the Light of Anthropogenic Climate Change. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198825890.003.0012.
Der volle Inhalt der QuelleOhi, Kevin. Inceptions. Fordham University Press, 2021. http://dx.doi.org/10.5422/fordham/9780823294626.001.0001.
Der volle Inhalt der QuelleA LITERATURA DE CORDEL COMO PROPOSTA PEDAGÓGICA DE LEITURA E LETRAMENTO NA FORMAÇÃO DE LEITORES: UM ESTUDO EM UMA ESCOLA ESTADUAL DE ENSINO MÉDIO NA CIDADE DE BREJO DO CRUZ – PB. Editora Acadêmica Periodicojs, 2021. http://dx.doi.org/10.51249/hp01.2021.19.
Der volle Inhalt der QuelleLoewe, Raphael, Hrsg. Meshal Haqadmoni Fables from the Distant Past. Übersetzt von Raphael Loewe. Liverpool University Press, 2004. http://dx.doi.org/10.3828/liverpool/9781874774563.001.0001.
Der volle Inhalt der QuelleBuchteile zum Thema "Render texture"
Zeng, Tao, Frédéric Giraud, Betty Lemaire-Semail und Michel Amberg. „Analysis of a New Haptic Display Coupling Tactile and Kinesthetic Feedback to Render Texture and Shape“. In Haptics: Generating and Perceiving Tangible Sensations, 87–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14075-4_13.
Der volle Inhalt der QuellePhilpott, Matthew, und Ian R. Summers. „Evaluating a Multipoint Tactile Renderer for Virtual Textured Surfaces“. In Haptics: Perception, Devices, Mobility, and Communication, 121–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31404-9_21.
Der volle Inhalt der Quelle„Surfaces and Function“. In Inspiration and Design for Bio-Inspired Surfaces in Tribology, 1–34. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-1647-8.ch001.
Der volle Inhalt der QuelleLi, Jingtian, Adam Watkins, Kassandra Arevalo und Matthew Tovar. „Raycasting and Render Textures“. In Creating Games with Unity, Substance Painter, & Maya, 533–60. CRC Press, 2020. http://dx.doi.org/10.1201/9781003050490-15.
Der volle Inhalt der Quelle„COMPTES RENDUS“. In La naissance du texte proustien, 171–80. Brill | Rodopi, 2013. http://dx.doi.org/10.1163/9789401210171_013.
Der volle Inhalt der QuelleFend, Mechthild. „The surface’s substance“. In Fleshing Out Surfaces. Manchester University Press, 2017. http://dx.doi.org/10.7228/manchester/9780719087967.003.0002.
Der volle Inhalt der Quelle„simply vanity. The wanton who exercises her taste to render her passion alluring, has something more in view. (75–6)“. In Textual Practice, 89–90. Routledge, 2005. http://dx.doi.org/10.4324/9780203986219-35.
Der volle Inhalt der Quelle„Richard Ings Iain Borden, Joe Kerr, Alicia Pivaro and Jane Rendell (eds), Strangely Familiar: Narratives of Architecture in the City (London and New York: Routledge, 1996), 96 pp., £10.99“. In Textual Practice, 147–52. Routledge, 2005. http://dx.doi.org/10.4324/9780203986332-11.
Der volle Inhalt der QuelleLewis, Cara L. „Plastic Form“. In Dynamic Form, 18–52. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501749179.003.0002.
Der volle Inhalt der Quelle„family, a nation, civilized mankind). In this case, the axiological position of the other within me is authoritative for me; he can narrate the story of my life and I shall be in full inner agreement with him. So long as my life proceeds in indissoluble unity with the collective of others, it is interpreted, constructed, and organized…on the plane of another’s possible consciousness of my life; my life is perceived and constructed as a possible story that might be told about it by the other to still others (to descendants). My consciousness of a possible narrator, the axiological context of a possible narrator, organizes my acts, thoughts, and feelings. (AH, 153) It is only an intimate, organic axiological participation in the world of others that renders the biographical self-objectification of a life authoritative and productive; only such participation strengthens and renders nonfortuitous the position of the other in me—the possible author of my life. (AH, 155)“. In Textual Practice, 19. Routledge, 2005. http://dx.doi.org/10.4324/9780203986219-7.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Render texture"
Solomon, Jeff, und Mark Horowitz. „Using texture mapping with mipmapping to render a VLSI layout“. In the 38th conference. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/378239.379012.
Der volle Inhalt der QuelleCastelluccio, Gustavo M., und David L. McDowell. „Fatigue Life Prediction of Microstructures“. In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-85710.
Der volle Inhalt der QuelleSong, Jingkuan, Jingqiu Zhang, Lianli Gao, Xianglong Liu und Heng Tao Shen. „Dual Conditional GANs for Face Aging and Rejuvenation“. In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/125.
Der volle Inhalt der QuelleVaughan, Neil, Venketesh N. Dubey, Michael Y. K. Wee und Richard Isaacs. „Virtual Reality Based Enhanced Visualization of Epidural Insertion“. In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70951.
Der volle Inhalt der QuelleBehrens, Uwe, und Ralf Ratering. „Adding shadows to a texture-based volume renderer“. In the 1998 IEEE symposium. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/288126.288149.
Der volle Inhalt der QuelleKuang, Yang, und Jie Jiang. „The Research of Render to Textures during Making Virtual Reality Based on Unity 3D Technology“. In 2015 International Industrial Informatics and Computer Engineering Conference. Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/iiicec-15.2015.300.
Der volle Inhalt der QuelleGil, Adriano, Aasim Khurshid, Juliana Postal und Thiago Figueira. „Visual assessment of equirectangular images for virtual reality applications In Unity“. In XXXII Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sibgrapi.est.2019.8337.
Der volle Inhalt der QuelleСанжаров, Вадим, Vadim Sanzharov, Владимир Фролов, Vladimir Frolov, Илья Павлов und Ilia Pavlov. „Restricted Extensions for GPU Photo-realistic Renderer“. In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-37-42.
Der volle Inhalt der QuelleMun, Sunung, Hojin Lee und Seungmoon Choi. „Perceptual Space of Regular Homogeneous Haptic Textures Rendered Using Electrovibration“. In 2019 IEEE World Haptics Conference (WHC). IEEE, 2019. http://dx.doi.org/10.1109/whc.2019.8816143.
Der volle Inhalt der Quellele Mercier, Benjamin, und Abderrahmane Kheddar. „How can stochastic and periodic textures be visuo-haptically rendered?“ In 2007 IEEE International Workshop on Haptic, Audio and Visual Environments and Games. IEEE, 2007. http://dx.doi.org/10.1109/have.2007.4371601.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Render texture"
Solomon, Jeff, und Mark Horowitz. Using Texture Mapping With Mipmapping to Render a VLSI Layout. Fort Belvoir, VA: Defense Technical Information Center, Juni 2001. http://dx.doi.org/10.21236/ada419603.
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