Auswahl der wissenschaftlichen Literatur zum Thema „Stencil buffer“

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Zeitschriftenartikel zum Thema "Stencil buffer"

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Arva, Jukka, und Tima Aila. „Optimized Shadow Mapping Using the Stencil Buffer“. Journal of Graphics Tools 8, Nr. 3 (Januar 2003): 23–32. http://dx.doi.org/10.1080/10867651.2003.10487587.

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Wang, Yu Han, Li Qiang Zhang und Ming Chen. „The Study of Five-Axis NC Simulation by Stencil Buffer Algorithm“. Materials Science Forum 532-533 (Dezember 2006): 869–72. http://dx.doi.org/10.4028/www.scientific.net/msf.532-533.869.

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Five-axis CNC machining tools can improve the efficiency and accuracy obviously in machining industries, but the machining errors and tool interference are likely to happen due to the complexity of tool motion. So the verification of the tool path is very important and necessary before machining the part. A new algorithm for 5-axis machining verification based on the stencil buffer has been presented in the paper. Based on the tool path and the cutter geometry, the cutter’s swept profile is determined. The swept envelope is subtracted from the sliced blank part model by using the stencil buffer. Considering the complexity of five-axis tool motions, examples are necessary to verify the reliability of the proposed algorithms. The experiment results indicate that the method is superior to the traditional methods on the processing time and the image quality. This proposed method can further be applied to machining error analysis, collisions interference.
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Gu, Qun, Weiguo Gao und Carlos J. García-Cervera. „High Order Finite Difference Discretization for Composite Grid Hierarchy and Its Applications“. Communications in Computational Physics 18, Nr. 5 (November 2015): 1211–33. http://dx.doi.org/10.4208/cicp.260514.101214a.

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AbstractWe introduce efficient approaches to construct high order finite difference discretizations for solving partial differential equations, based on a composite grid hierarchy. We introduce a modification of the traditional point clustering algorithm, obtained by adding restrictive parameters that control the minimal patch length and the size of the buffer zone. As a result, a reduction in the number of interfacial cells is observed. Based on a reasonable geometric grid setting, we discuss a general approach for the construction of stencils in a composite grid environment. The straightforward approach leads to an ill-posed problem. In our approach we regularize this problem, and transform it into solving a symmetric system of linear of equations. Finally, a stencil repository has been designed to further reduce computational overhead. The effectiveness of the discretizations is illustrated by numerical experiments on second order elliptic differential equations.
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Kolivand, Hoshang, Mohd Shahrizal Sunar, Normal Mat Jusoh und A. Folorunso Olufemi. „Real-Time Shadow Using a Combination of Stencil and the Z-Buffer“. International journal of Multimedia & Its Applications 3, Nr. 3 (30.08.2011): 27–38. http://dx.doi.org/10.5121/ijma.2011.3303.

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Bohez, Erik L. J., Nguyen Thi Hong Minh, Ben Kiatsrithanakorn, Peeraphan Natasukon, Huang Ruei-Yun und Le Thanh Son. „The stencil buffer sweep plane algorithm for 5-axis CNC tool path verification“. Computer-Aided Design 35, Nr. 12 (Oktober 2003): 1129–42. http://dx.doi.org/10.1016/s0010-4485(02)00209-9.

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CHOW, S. K., und K. L. CHAN. „FAST AND REALISTIC RENDERING OF DEFORMABLE VIRTUAL CHARACTERS USING IMPOSTOR AND STENCIL BUFFER“. International Journal of Image and Graphics 06, Nr. 04 (Oktober 2006): 599–624. http://dx.doi.org/10.1142/s0219467806002409.

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Algorithms for rendering numerous virtual characters often achieve interactive frame rate by reducing the computation load. The major drawback of this approach is that the rendering quality is degraded. This project aims to develop a fast rendering scheme that can be used on realistic virtual human characters. We have made two contributions. Firstly, we have created a high quality human model and designed three basic deformation methods. The deformation of each body part is composed of the basic deformation methods. Our aim is to generate visually similar deformed and seamless character efficiently. Rendering of numerous characters at high frame rate can be maintained by using impostor. It is well known that impostor has the visibility problem. Secondly, to correct the visibility problem, we propose to incorporate the depth information to each character by using stencil buffer and bounding box. Our rendering scheme compares favorably, in terms of the frame rate and the rendering quality, with multi-layered impostor.
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Wang, Peng Yuan, Xue Chun Geng und Hong Chun Hu. „Research and Realization of the Algorithm for Rapid Display in 3-Axis NC Milling Simulation System“. Applied Mechanics and Materials 65 (Juni 2011): 156–59. http://dx.doi.org/10.4028/www.scientific.net/amm.65.156.

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Display speed is one of the important factors in NC simulation system. It is very difficult to meet the requirement of the continuous animation by full-redraw mechanism. An algorithm for part-redraw mechanism, based on OpenGL stencil buffer and the display area defined twice, is delivered. When the algorithm is put into use in NC simulation system, the top surface of the workpiece can be represented as a set of triangle grids, especially, the number of the triangle grids exceeds millions of magnitude, the display speed is increased from (2.109±0.10)f/s to (57.826±1.00)f/s.
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Kolivand, Hoshang, und Mohd Shahrizal Sunar. „Hybrid Silhouette Detection for Real-Time Shadow Volume“. International Journal of Virtual Reality 10, Nr. 4 (01.01.2011): 43–51. http://dx.doi.org/10.20870/ijvr.2011.10.4.2828.

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In shadow volume, the most expensive computation is silhouette detection. In this paper, the triangular algorithm (TA) and visible-non-visible (VnV) algorithm that are famous algorithms to detect the outline of occluder are renewed. In this paper, we proposed a hybrid algorithm based on TA and VnV, namely Hybrid Silhouette Detection (HSD) algorithm. HSD is an improved algorithm that can recognize silhouette for generating real-time shadow volume. Our algorithm involves detecting silhouette and decreases the cost of implementation for shadow volume rendering. The last shadow volume algorithm using stencil buffer is rewritten and an algorithm for shadow volume using HSD with respect of culling invisible parts of scene is proposed. An accurate mathematical comparison between TA, VnV and HSD algorithms is undertaken. The obtained results confirm superiority of our proposed algorithm in terms of processing and rendering time. Our algorithm can be used in virtual environment to increase the frame
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Cong, Jason, Peng Li, Bingjun Xiao und Peng Zhang. „An Optimal Microarchitecture for Stencil Computation Acceleration Based on Nonuniform Partitioning of Data Reuse Buffers“. IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems 35, Nr. 3 (März 2016): 407–18. http://dx.doi.org/10.1109/tcad.2015.2488491.

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Andrews, J. C., und S. Winters-Hilt. „7UTILIZATION OF CELL PROFILING TO EVALUATE BOVINE SPERMATOZOA IN NORMAL AND SIMULATED MICROGRAVITY“. Reproduction, Fertility and Development 16, Nr. 2 (2004): 126. http://dx.doi.org/10.1071/rdv16n1ab7.

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We developed a method to evaluate bovine sperm membranes in normal (1G) and simulated microgravity (Sim-μG). Bovine spermatozoa are used as a model system because they have cellular membranes analogous to those of other cell types, and yet are much simpler because they have no cytoplasm and do not participate in DNA transcription or mRNA translation. They can be cultured as single cells and are easily evaluated for membrane characteristics using flow cytometry. These features make the mammalian spermatozoon a useful model for exploring the principles of membrane structure/function in the presence of a variety of environmental challenges such as simulated microgravity. Cryopreserved, washed beef bull sperm (4–8×106mL−1)were incubated under non-capacitating conditions (modified glucose-free Tyrode’s medium containing low bicarbonate, HEPES buffer, pyruvate and 3mgmL−1 BSA V; 23°C in air), and these spermatozoa remained alive for 24–48h at 1G. To simulate μG, spermatozoa were incubated under the same conditions, in a HARV 10 rotating wall vessel (RWV, Synthecon, Inc, Houston, TX, USA) at 9rpms. Spermatozoa were incubated in 1G and Sim-μG environments for 2.5–4.5h and subsequently exposed to 0, 60 or 80μgmL−1 LC for 0, 4, 8, 12, 16 and 20min. Three fluorochrome combinations were used as probes at each [LC]/time point: (1) propidium Iodide (dead status)+SYBR 14 (live status); (2) PI+FITC-PSA (acrosome reactions [ARs]); (3) PI+MitoTracker Deep Red (mitochondrial activity). Approximately 1million spermatozoa from 3 bulls were evaluated over 4 days. Data were acquired on a FACSVantage SE flow cytometer, and initially analyzed (quality control) using the bundled FACSVantage SE software package (Cell Quest, BD BioSciences, San Jose, CA, USA). This provided graphics of simple cell relations (fluorescence v. LC exposure time). For further statistical analysis, and incorporation of non-parametric statistical tools (including pattern recognition using Support Vector Machines), the data were processed using a collection of Perl scripts and C programs. Results: Live/dead status: When Sim-μG+60μgmL−1 LC sperm were compared to 1G+60μgmL−1LC, and 80μgmL−1 LC sperm, their profiles were more similar to the 1G 80μgmL−1 LC profiles. AR status: the Sim-μG+60μgmL−1 LC profiles were similar to the 1G+60μgmL−1 LC profiles. Mitochondrial Status: the Sim-μG+60μgmL−1LC profiles were more similar to 1G+80μgmL−1 LC profiles. Summary: although Sim-μG sperm lost their motility within 3h, they were alive. Cell profiles indicate that Sim-μG sperm nuclear membranes are less stable and their mitochondria are less functional than the 1G controls, but their acrosomes are intact indicating that fertilizing potential may remain. Additional experiments are needed to determine the time course for Sim-μG, induced changes, and whether Sim-μG sperm can penetrate eggs. Funding: NASA (2002)-Stennis-24 and The University of New Orleans.
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Dissertationen zum Thema "Stencil buffer"

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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.

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The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
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Kuo, Jiun-Long, und 郭俊隆. „Stencil Buffer Based Shadow Computations for Dynamic Environments“. Thesis, 1998. http://ndltd.ncl.edu.tw/handle/03800143383011941229.

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碩士
國立交通大學
資訊工程學系
86
In dynamic environments, shadows not only improve the image quality of the scene, but also enhance the perception of spatial relationships. In this thesis, we purpose an object-based hard shadow computation method for dynamic environments. First, we attempt to find the contour (silhouette), called effective shadowing contour (abbreviate ESC), for each object and each point light source. The shadow volumes are constructed by the effective shadowing contours. Next, we find occlusion relationships between objects in the scene by some methods similar to shadow tiling algorithm and painter's algorithm. Finally, we use stencil buffer to generate shadows. Moreover, we purpose speed-up methods for dynamic environments, such as local update of scene change, normal mask for light-face/back-face testing, frame coherence exploration for ESC computation, and occlusion culling for reducing the number of the polygons needed for shadow computation. According to our experiments, the stencil buffer based method is more efficient than shadow volume binary space partition tree (SVBSP tree) based algorithm. we also compare three stencil buffer based methods, and try to conclude with a suitable architecture for shadow computations.
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Bücher zum Thema "Stencil buffer"

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Faber, Mandy. Composition Notebook: Dollop Trending T Shirt History Buffs Slow Bouncing Alushield Barbie Figurines Bounce Rocking Rapunzel Stencil Horses Notebook Journal Notebook Blank Lined Ruled 6x9 100 Pages. Independently Published, 2020.

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Buchteile zum Thema "Stencil buffer"

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Kolivand, Hoshang, Mohd Shahrizal Sunar, Yousef Farhang und Haniyeh Fattahi. „Real-Time Volume Shadow Using Stencil Buffer“. In Software Engineering and Computer Systems, 680–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22191-0_59.

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Wang, Yu Han, Li Qiang Zhang und Ming Chen. „The Study of Five-Axis NC Simulation by Stencil Buffer Algorithm“. In Materials Science Forum, 869–72. Stafa: Trans Tech Publications Ltd., 2006. http://dx.doi.org/10.4028/0-87849-421-9.869.

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Arvo, Jukka, und Timo Aila. „Optimized Shadow Mapping Using the Stencil Buffer“. In Graphics Tools---The jgt Editors' Choice, 229–39. A K Peters/CRC Press, 2005. http://dx.doi.org/10.1201/b10628-29.

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Orr, David W. „The Carbon Connection“. In Down to the Wire. Oxford University Press, 2009. http://dx.doi.org/10.1093/oso/9780195393538.003.0011.

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Having seen pictures of the devastation did not prepare me for the reality of New Orleans. Mile after mile of wrecked houses, demolished cars, piles of debris, twisted and downed trees, and dried mud everywhere. We stopped every so often to look into abandoned houses in the 9th Ward and along the shore of Lake Pontchartrain to see things close up: mud lines on the walls, overturned furniture, moldy clothes still hanging in closets, broken toys, a lens from a pair of glasses . . . once cherished and useful objects rendered into junk. Each house had a red circle painted on the front to indicate the results of the search for bodies. Some houses showed the signs of desperation, such as holes punched through ceilings as people tried to escape rising water. The musty smell of decay was everywhere, overlaid with an oily stench. Despair hung like Spanish moss in the hot, dank July air. Ninety miles to the south, the Louisiana delta is rapidly sinking below the rising waters of the Gulf. This is no “natural” process but rather the result of decades of mismanagement of the lower Mississippi, which became federal policy after the great flood of 1927. Sediments that built the richest and most fecund wetlands in the world are now deposited off the continental shelf—part of an ill-conceived effort to tame the river. The result is that the remaining wetlands, starved for sediment, are both eroding and compacting, sinking below the water and perilously close to no return. Oil extraction has done most of the rest of the damage by crisscrossing the marshlands with channels that allow the intrusion of saltwater and storm surges. Wakes from boats have widened the original channels considerably, further unraveling the ecology of the region. The richest fishery in North America and a unique culture that once thrived in the delta are disappearing, and with them the buffer zone that protects New Orleans from hurricanes. “Every 2.7 miles of marsh grass,” in Mike Tidwell’s words, “absorbs a foot of a hurricane’s storm surge” (2003, p. 57).
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Konferenzberichte zum Thema "Stencil buffer"

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Myers, Kevin, und Louis Bavoil. „Stencil routed A-Buffer“. In ACM SIGGRAPH 2007 sketches. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1278780.1278806.

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Chen, Pi-Hsun, Chun-Wei Huang und Che-Hsin Lin. „Fabrication of thin stencil with buffer reservoir utilizing the combination of AZ4620 and SU-8 electroplating molds“. In 2014 IEEE 27th International Conference on Micro Electro Mechanical Systems (MEMS). IEEE, 2014. http://dx.doi.org/10.1109/memsys.2014.6765681.

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Bailey, Mike, Dru Clark und John Rapp. „A 3D Graphical Method for Interactively Determining the Vertical Convexity of Designs to be Molded“. In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35165.

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The Center for 3D Visualization Hardcopy (C3VH) was initiated in 1995 as a web-accessible facility to create 3D physical models. By making such prototyping hardware easy to access and the geometry files easy to check and correct, we have been able to drive the model-making process into the less traditional manufacturing area of scientific visualization. But, there have been requests for many copies of a single model. As “rapid” prototyping is actually quite slow and unsuitable for mass production, these requests have required us to enter the world of molding for mass production. As part of this, we have needed to quickly determine how feasible it is to mold a particular model. This paper shows an interactive OpenGL method that we developed for determining the optimal orientation for a model’s parting line. By using a novel OpenGL stencil buffer technique, the user can reorient the model on the screen, and see from the colors in the display how vertically convex it is in that orientation, and in what parts of the model it is not vertically convex.
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Cong, Jason, Peng Li, Bingjun Xiao und Peng Zhang. „An optimal microarchitecture for stencil computation acceleration based on non-uniform partitioning of data reuse buffers“. In 2014 51st ACM/EDAC/IEEE Design Automation Conference (DAC). IEEE, 2014. http://dx.doi.org/10.1109/dac.2014.6881404.

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Cong, Jason, Peng Li, Bingjun Xiao und Peng Zhang. „An Optimal Microarchitecture for Stencil Computation Acceleration Based on Non-Uniform Partitioning of Data Reuse Buffers“. In the The 51st Annual Design Automation Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2593069.2593090.

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