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Dissertations / Theses on the topic 'Procedural computer graphics'

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1

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.

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2

Van, Horn R. Brooks III. "Procedural Reduction Maps." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14484.

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Procedural textures and image textures are commonplace in graphics today, finding uses in such places as animated movies and video games. Unlike image texture maps, procedural textures typically suffer from minification aliasing. I present a method that, given a procedural texture on a surface, automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original textures details, but reduces minification aliasing artifacts. This new algorithm creates an image pyramid similar to MIP-Maps to represent the texture. Whereas a MIP-Map stores per-texel color, however, my texture hierarchy stores weighted sums of reflectance functions, allowing a wider-range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different functions found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the textures result with an anti-aliased one. This results in faster development time for writing procedural textures as well as higher visual fidelity and faster rendering. With the optional addition of authoring guidelines, the analysis phase can be sped up by as much as two orders of magnitude. Furthermore, I developed a method for handling pre-filtered integration of reflectance functions to anti-alias specular highlights. The normal-centric BRDF (NBRDF) allows for fast evaluation over a range of normals appearing on the surface of an object. The NBRDF is easy to implement on the GPU for real-time results and can be combined with procedural reduction maps for real-time procedural texture minification anti-aliasing.
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3

Bhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This 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.
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4

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/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Morkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation." Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.

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6

Dunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.

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Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game's graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves finding a way to both store and generate the large amounts of geometry that represent the environment. In this thesis we present a system for generating and rendering large exterior environments, with a focus on terrain and vegetation. We use a region-based procedural generation algorithm to create environments of varying types. This algorithm produces content that can be rendered at multiple levels of detail. The terrain is rendered volumetrically to support caves, overhangs, and cliffs, but is also rendered using heightmaps to allow for large view distances. Vegetation is implemented using procedurally generated meshes and impostors. The volumetric terrain is editable in real time, which limits our ability to pre-generate or cache large amounts of geometry, and also limits the number of assumptions we can make with regard to visibility. We support a view distance of at least 25 miles in each direction, though distant objects are rendered at low resolution. The heightmap terrain used to achieve this view distance consists of over 360,000 triangles. Our system runs at 180 frames per second on commodity desktop hardware.
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7

Jormedal, 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.

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This thesis details the results and conclusions of a project conducted at the game studio FromSoftware in Tokyo, Japan during the autumn of 2008. The aim ofthe project was the design and implementation of a system able to generate 3D graphical representations of road networks.
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8

Tricaud, 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.

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Le terme d'infographie procédurale ou Procedural Computer Graphics (PCG) recouvre un ensemble de technique de création visuelle basées sur la construction et le paramétrage de procédures algorithmiques. Celles-ci réifient la chaine des opérations conduisant à un design final en un objet interactif. En opérant donc à un plus haut niveau d'abstraction, la création procédurale ouvre en principe des possibilités inaccessibles à l'action humaine séquentielle, mais l'expressivité des techniques de PCG reste contrainte par la façon dont les modèles procéduraux sont encodés, et par les interactions qu'admettent ces représentations. Les frustrations de l'exploration d'espaces de paramètre par sliders en sont un exemple connu. Ce problème fait écho à une question centrale en Interaction Humain-Machine: Quels artefacts logiciels sont le plus adaptés pour médiatiser nos actions sur des substrats d'information? Les interfaces en manipulation directe - jadis réputées plus ergonomiques sur le plan cognitif - semblent reculer au profit des interactions conversationnelles: Les modèles d'IA générative promettent un accès facile à des résultats sophistiqués par commande verbale ou textuelle. Mais la métaphore de l'interface comme "monde" plutôt que comme interlocuteur n'est pas obsolète: Certaines choses seront toujours plus faciles à faire qu'à dire. La recherche récente en sciences cognitives sur l'action outillée et le raisonnement technique a apporté de nombreuses preuves que ces facultés sont distinctes du raisonnement symbolique, et les précèdent dans l'évolution humaine. Cette faculté de raisonnement technique tacite, fondamentale dans les pratiques artistiques, peut-elle s'accommoder d'environnements qui ne sont pas régit par des règles analogues à celles du monde physique, et si oui comment? Y répondre implique de redéfinir la matérialité comme qualité non pas de l'environnement mais de la relation d'un agent à celui-ci. Mais les redéfinitions proposées par la recherche en design peinent souvent à en tirer des principes de conception d'interfaces actionnables. Trois questions émergent de ce constat: 1. Si la matérialité est une relation d'un agent à son environnement, comment se développe-t-elle entre les utilisateurs et leur environnement logiciel? 2. Quels obstacles entravent ce processus, et quels artefacts logiciels spécifiques le facilitent? 3. Comment repenser l'architecture de l'interaction en général pour garantir qu'une telle relation de matérialité puisse émerger dans n'importe quel environnement logiciel? En m'appuyant sur étude auprès de 12 artistes et designers, je propose de voir la matérialité comme émergent d'un processus épistémique: Les artistes et les designers réalisent des actions épistémiques pour produire de la connaissance sur le medium, et de façon symétrique, ils externalisent leurs savoirs dans des artefacts épistémiques - lesquels apportent de nouvelles affordances à l'environnement, et admettent donc de nouvelles actions épistémiques. J'aborde la deuxième question via une preuve de concept logicielle qui combine plusieurs techniques d'interaction innovantes afin de faciliter la navigation exploratoire dans les espaces de paramètres des modèles procéduraux. La réflexion sur le processus de design et les premiers feedbacks récoltés m'amènent à me distancer des méthodes psychométriques d'évaluation, pour envisager des approches basées sur la théorie de l'information, tout en notant que la difficulté de l'IHM à diffuser les techniques d'interaction bénéfiques réside ailleurs que dans leur évaluation: S'approprier un medium implique d'y introduire de nouvelles affordances en combinant librement les représentations interactives qui le composent ce qui est par nature difficilement contrôlable. En revanche, la composabilité des représentations interactives peut être spécifiée de façon formelle et générique, sous réserve que les langages soient dotés d'une sémantique adéquate qui pour l'instant leur fait défaut
Procedural 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
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9

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.

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In computer graphics, lighting is an important area. To simulate shadows from area light sources, indirect lighting and shadows from indirect light, a class of algorithms commonly known as global illumination algorithms can be used. Ambient occlusion is an approximation to global illumination that can emulate shadows from area light sources and shadows from indirect light, giving very soft shadows. For real-time applications, ambient occlusion can be precomputed and stored in maps or per vertex. However, that can only be done with good results if the geometry is static. Therefore, a number of methods that can handle more or less dynamic scenes have been introduced in the recent years. In this thesis, a collection of ambient occlusion methods for dynamic objects and procedural environments will be described. The main contribution is the introduction of a novel method that handles ambient occlusion for procedural environments. Another contribution is a description of an implementation of Screen Space Ambient Occlusion (SSAO). SSAO is an algorithm that calculates approximate ambient occlusion in real-time by using the depths of surrounding pixels. It handles completely dynamic scenes with good performance. The method for procedural environments handles the scenario where a number of building blocks are procedurally assembled at run-time. The idea is to precompute an ambient occlusion map for each building block where the self-occlusion is stored. In addition, an ambient occlusion grid is precomputed for each block to accommodate the inter-block occlusion. At run-time, after the building blocks have been assembled, the ambient occlusion from the grids is blended with the ambient occlusion from the maps to generate new maps, valid for the procedural environment. Following that, the environment can be rendered with high quality ambient occlusion at almost no cost, in the same fashion as for a static environment where the ambient occlusion maps can be completely precomputed.
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10

Adams, Daniel B. "Feature-based Interactive Terrain Sketching." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.

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Procedural generation techniques are able to quickly and cheaply produce large areas of terrain. However, these techniques produce results that are not easily directable and often require artists to edit the results by hand to achieve the desired layout. This paper proposes a sketch-based system for controlling fractal terrain that allows for a wide variety of terrain feature types. Artists sketch features rather than constrained points or elevations. The system is interactive, provides quick on-demand previews of the terrain, and allows for iterative design modifications. Interaction between features is handled in a realistic fashion. An arbitrary vertex insertion order midpoint displacement algorithm is also described which provides the necessary flexibility and constraints for the terrain generation system.
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11

Pinheiro, Jefferson Magalhães. "A procedural model for snake skin texture generation." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/171371.

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Existem milhares de espécies de serpentes no mundo, muitas com padrões distintos e intricados. Esta diversidade se torna um problema para usuários que precisam criar texturas de pele de serpente para aplicar em modelos 3D, pois a dificuldade em criar estes padrões complexos é considerável. Nós primeiramente propomos uma categorização de padrões de pele de serpentes levando em conta suas características visuais. Então apresentamos um modelo procedural capaz de sintetizar uma vasta gama de textura de padrões de pele de serpentes. O modelo usa processamento de imagem simples (tal como sintetizar bolinhas e listras) bem como autômatos celulares e geradores de ruído para criar texturas realistas para usar em renderizadores modernos. Nossos resultados mostram boa similaridade visual com pele de serpentes reais. As texturas resultantes podem ser usadas não apenas em computação gráfica, mas também em educação sobre serpentes e suas características visuais. Nós também realizamos testes com usuários para avaliar a usabilidade de nossa ferramenta. O escore da Escala de Usabilidade do Sistema foi de 85:8, sugerindo uma ferramenta de texturização altamente efetiva.
There are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
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Blizard, Katherine S. "Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/938.

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Fish such as the Leopard Shark (Triakis semifasciata) can be tagged on their fin, released back into the wild, and their location tracked though technologies such as autonomous robots. Timestamped location data about their target is stored. We present a way to procedurally generate an animated simulation of T. semifasciata using only these timestamped location points. This simulation utilizes several components. Input timestamps dictate a monotonic time-space curve mapping the simulation clock to the space curve. The space curve connects all the location points as a spline without any sharp folds that are too implausible for shark traversal. We create a model leopard shark that has convincing kinematics that respond to the space curve. This is achieved through acquiring a skinned model and applying T. semifasciata motion kinematics that respond to velocity and turn commands. These kinematics affect the spine and all fins that control locomotion and direction. Kinematic- based procedural keyframes added onto a queue interpolate while the shark model traverses the path. This simulation tool generates animation sequences that can be viewed in real-time. A user study of 27 individuals was deployed to measure the perceived realism of the sequences as judged by the user by contrasting 5 different film sequences. Results of the study show that on average, viewers perceive our simulation as more realistic than not.
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Bladh, Theodor, and Christoffer Stridh. "Algorithmically Generating Bugs." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130106.

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A method to quickly produce large sets ofdifferent textures of insects (bugs) wasimplemented. The textures were procedurallygenerated in a 3D-modelling tool and thenrendered for use in a 2D-motion-based game.The resulting textures were evaluatedregarding quality and distinguishability. Noparticular features were found to be favouredover others, except some features being betterthan no features at all. Distinguishing betweengenerated textures was found to be a trivial taskfor most users.
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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting terrain features which influence the content in the game levels. The resulting 2D game levels will, using our approach, have a coherent and logical look. The game levels themselves do not contain any interesting gameplay. Instead they rely on a game level designer to add gameplay elements. The resulting modular implementation is considered a success, it proves that it is possible to generate 2D game levels from a procedurally generated 3Dworld, using the features of that world.
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Sebastian, Andersson. "Detailed Procedurally Generated Buildings." Thesis, Linköpings universitet, Informationskodning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158898.

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With the increasing size of 3D environments manual modelling becomes a more and more difficult task to perform, while retaining variety in the assets. The use of procedural generation is a well-established procedure within the field today. There have been multiple works presented within the field before, but many of them only focus on certain parts of the process. In this thesis a system is presented for procedurally generating complete build- ings, with an interior. Evaluation has shown that the developed system is compa- rable to existing systems, both in terms of performance and level of detail. The resulted buildings could be utilized in real time environments, such as computer games, where enterable buildings often are a requirement for making the envi- ronment feel alive.
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Mijailovic, Vidak. "A Graph-Based Approach to Procedural Terrain." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175834.

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Procedural terrain generation is a field that handles procedural, not by hand, generated realistic looking terrain for use in simulations, video games, movie special effects or art. It allows for creation of vast and far more detailed terrain than humans can create by hand. In this paper a new method for procedural terrain generation is presented. Terrain is generated in three steps. An arbitrarily shaped network oh nodes, a graph, is used as a base to design the shape and layout of terrain features. Common algorithms are used to generate custom terrain features inside the graphs sealed areas and finally the generated terrain is merged into a single piece using a new method. In this manner, more controlled and detailed terrain can be created as the layout and shape of features can be controlled.
Området terräng generering hanterar procedurellt, icke för hand, skapande utav realistisk terräng för användning inom simulationer, data spel, filmers specialeffekter och konst. I denna uppsats presenteras en ny metod för procedurell terräng generation. Terrängen genereras i tre steg. Ett godtyckligt nätverk av noder skapas, en graf, och används som grund för att designa och forma utläggningen av terrängens drag. Kända algoritmer används för att skapa dragen inuti grafens tomma ytor och slutgiltigen sys den genererade terrängen ihop till en sammanhängande helhet med en ny metod. På detta vis kan man skapa mera detaljerad och bättre styrd terräng då man både kan kontrollera dragens former och utläggning. Nyckelord: Terräng, realtid datorgrafik, digital-kartografi, graf-grammatik, Perlin
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Cavalier, Arthur. "Génération procédurale de textures pour enrichir les détails surfaciques." Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0108.

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Dans le sillage de l'augmentation de la puissance graphique des machines grands publics, le domaine de la synthèse d'images réalistes nous propose de se plonger dans des mondes virtuels toujours plus détaillés. Les artistes sont alors sollicités pour remplir et animer ces scènes virtuelles complexes. Il en résulte un temps de création prohibitif, un coût mémoire grandissant et des difficultés pour rendre de manière correcte et efficace cette profusion de détails. De nombreux outils de génération procédurale de contenu ont alors été proposés pour aider les studios à gérer ces problèmes. Dans cette thèse, nous nous sommes intéressés à la synthèse de détails mésoscopiques à la volée pour ajouter facilement du détail à la surface des modèles 3D. En se concentrant sur la synthèse procédurale de texture, nous avons proposé des améliorations pour rendre correctement des textures modifiant non seulement la couleur de la surface d'un objet mais feignant aussi le relief de la surface en temps réel. Nous avons travaillé sur la synthèse de motifs structurés contrôlables dans le but de proposer une méthodologie permettant de rendre des textures de grande qualité à la volée sans défauts d'aliassage. Nous avons étendu aussi la génération de texture à la synthèse de détails géométriques mésoscopiques, en synthétisant à la volée des cartes de normales venant perturber le calcul de l'éclairage de la surface pour y faire apparaître des aspérités
With the increasing power of consumer machines, Computer Graphics is offering us the opportunity to immerse ourselves in ever more detailed virtual worlds. The artists are thus tasked to model and animate these complex virtual scenes. This leads to a prohibitive authoring time, a bigger memory cost and difficulties to correctly and efficiently render this abundance of details. Many tools for procedural content generation have been proposed to resolve these issues. In this thesis, we focused our work on on-the-fly generation of mesoscopic details in order to easily add tiny details on 3D mesh surfaces. By focusing on procedural texture synthesis, we proposed some improvements in order to correctly render textures that modify not only the surface color but faking the surface meso-geometry in real-time. We have presented a methodology for rendering high quality textures without aliasing issues for controllable structured pattern synthesis. We also proposed an on-the-fly normal map generation to disturb the shading calculation and to add irregularites and relief to the textured surface
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Roach, Jeffrey Wayne. "Predicting Realistic Standing Postures in a Real-Time Environment." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/291.

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Procedural human motion generation is still an open area of research. Most research into procedural human motion focus on two problem areas: the realism of the generated motion and the computation time required to generate the motion. Realism is a problem because humans are very adept at spotting the subtle nuances of human motion and so the computer generated motion tends to look mechanical. Computation time is a problem because the complexity of the motion generation algorithms results in lengthy processing times for greater levels of realism. The balancing human problem poses the question of how to procedurally generate, in real-time, realistic standing poses of an articulated human body. This report presents the balancing human algorithm that addresses both concerns: realism and computation time. Realism was addressed by integrating two existing algorithms. One algorithm addressed the physics of the human motion and the second addressed the prediction of the next pose in the animation sequence. Computation time was addressed by identifying techniques to simplify or constrain the algorithms so that the real-time goal can be met. The research methodology involved three tasks: developing and implementing the balancing human algorithm, devising a real-time simulation graphics engine, and then evaluating the algorithm with the engine. An object-oriented approach was used to model the balancing human as an articulated body consisting of systems of rigid-bodies connected together with joints. The attributes and operations of the object-oriented model were derived from existing published algorithms.
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Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.

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This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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Pavie, Nicolas. "Modélisation par bruit procédural et rendu de détails volumiques de surfaces dans les scènes virtuelles." Thesis, Limoges, 2016. http://www.theses.fr/2016LIMO0080/document.

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L’augmentation de la puissance graphique des ordinateurs grands publics entraîne avec elle une demande croissante de qualité et de complexité des scènes virtuelles. La gestion de cette complexité est particulièrement difficile pour les objets naturels tels les arbres et les champs d’herbe ou encore pour les animaux, pour lesquels de très nombreux petits objets très similaires viennent décorer les surfaces. La diversité de ces détails de surfaces, nécessaire à un rendu réaliste dans le cas des objets naturels, se traduit par une augmentation du temps de modélisation, du coût en stockage et de la complexité d’évaluation. Nous nous sommes intéressés aux différentes représentations et méthodes de génération à la volée pouvant être utilisées pour la création et le rendu temps réel de ces détails sur de vastes surfaces. Nous avons concentré notre étude sur le cas particulier des champs d’herbe et des fourrures : De nombreux brins quasi-similaires, distribués aléatoirement sur la surface, forment une apparence visuelle très proche d’un motif de bruit incluant des éléments de structure. Nous présentons dans un premier temps un bruit procédural axé sur la modélisation spatiale interactive d’éléments quasi-similaires et de leur distribution. L’utilisation de fonctions gaussiennes elliptiques comme primitive de modélisation, et la distribution non-uniforme contrôlée des éléments créés, permet de produire des motifs aléatoires ou quasi-réguliers incluant des caractéristiques structurelles. Une méthode d’analyse par décomposition en ellipses permet de préconfigurer ce bruit pour une reproduction rapide d’un motif donné. Nous présentons ensuite une extension de ce bruit pour la modélisation procédurale d’une surcouche volumique composée de détails de surfaces tels que des brins ou des objets volumiques plus complexes. Pour conserver une modélisation interactive du motif, une première méthode de rendu d’ordre image et une seconde méthode d’ordre objet sont proposées pour une évaluation optimisée du bruit par une carte graphique. Ces deux méthodes permettent une visualisation interactive et visuellement convaincante du résultat
The growing power of graphics processing units (GPU) in mainstream computers creates a need for a higher quality and complexity of virtual scenes. Managing this complexity for natural objects such as trees or grass fields or even animals is painstaking, due to the large amount of small objects decorating their surface. The diversity of such details, mandatory for realistic rendering of natural objects, translates in a longer authoring time, a higher memory requirement and a more complex evaluation. We review in this thesis the related works on data representations and on-the-fly generation methods used for the creation and real-time rendering of details over large surfaces. We focus our study on the particular case of grass fields and fur : the fuzzy visual appearance of those surfaces is obtained by the distribution of many self-similar blades or strands, creating a pattern closely related to a noise with structural features. We first present a procedural noise that aims at spatial modeling of self-similar elements and their distribution. The elliptical Gaussian function used as a modeling primitive and the controlled non-uniform distribution of elements allows for various type of patterns to be modeled, from stochastic to near-regular one, while including structural features. The by-example analysis process based on an ellipse fitting method allows a fast configuration of the noise for patterns reproduction. We further introduce an extension of this noise model for the authoring of procedural shell textures of strand-based or more complex volumetric details. For interactive authoring of such volumetric pattern, an image-order and an object-order rendering methods are proposed, both methods being optimized for an implementation on the GPU. Our rendering methods allow for interactive visualization of a visually-convincing result
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Rydahl, Björn. "A VFX ocean toolkit with real time preview." Thesis, Linköping University, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50850.

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22

Mohelník, Petr. "Procedurální animace lidské chůze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255439.

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Animation of human walk is employed in many interactive applications, mostly in computer games. There are many ways to create such animation which differ in compromise among naturalness, control over animation and computing time. This work implements procedural animation which is applicable for walking on uneven terrain. Skeletal animation is used for manipulation with model of human body. Furthermore, inverse kinematics is described and implemented. That allows for adaptation to uneven terrain. It also describes phases of human walk, so we can accurately aproximate them. Proposed solution enables specification of walk using number of parameters and is able to adapt to surrounding terrain. The result should be usable in creation of computer games and should allow for creation of specific animation of human walk without need to create such animation manually.
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23

Bohl, Evans. "Modélisation de fruits, de leur structure interne et de leurs défauts." Thesis, Limoges, 2015. http://www.theses.fr/2015LIMO0070/document.

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La représentation de phénomènes naturels fait partie des domaines les plus complexes et les plus actifs de la recherche en informatique graphique. Notre compréhension de la nature s'améliorant au fil des années, les chercheurs ne cessent de proposer des nouveaux modèles, toujours plus pertinents les uns que les autres, et permettant de reproduire les différents phénomènes naturels que nous pouvons observer autour de nous, dans la vie de tous les jours. Nous nous sommes intéressés à la représentation du fruit et des différents éléments qui le caractérisent. Le fruit est un objet complexe et, en fonction de la précision requise, sa conception à l'aide de logiciels de modélisation 3D peut très vite devenir compliquée. Notre modèle permet de générer une grande variété de fruits de formes différentes ainsi que les différents éléments de leur structure interne et ce, grâce à l'utilisation d'une seule grammaire. Au sein d'une même espèce, les fruits générés seront tous différents au niveau de leur forme, tout en restant semblables. La seconde partie de nos travaux porte quant à elle sur la représentation des imperfections géométriques qui sont propres aux fruits. Les fruits sont le résultat de l'enchaînement d'un très grand nombre de processus physiologiques complexes qui interagissent fortement entre eux. Lorsque le bon fonctionnement de l'un de ces processus est compromis, cette anomalie se matérialise sur le fruit par l'apparition de défauts au niveau de sa forme. Notre modèle propose une approche simple, basée sur l'utilisation de grammaires, qui permettent d'altérer soit la forme générale d'un fruit soit des parties de sa surface
One of the largest areas of research in computer graphics deals with natural phenomena representation. Over the years, as our understanding of nature grew, researchers started to propose new ways of simulating the various natural phenomena that we can observe in our everyday life. In this thesis, we focused on the representation of fruits. The fruit is a complex object. Depending on the desired accuracy, modeling a 3D fruit using classic 3D modeling software can become very tedious. We propose a model for generating vast varieties of fruits as well as their internal structure, thanks to the use of a single formal grammar. Each fruit that will be generated using our method will have global features that characterize its species, but it will also have local variations that are specific to it. The second part of ou work involves the representation of geometrical imperfections along the fruit. The fruit is the result of a series of physiological processes that strongly interact with each other. When one of these processes does not work the way it should, this dysfunction is materialized in the form of a shape defect. Our model introduces a simple approach, based on the use of grammars, which will allow us to apply variations on fruits in order to generate various categories of shape defects
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Wenzel, Brent C. "Using neural nets to generate and improve computer graphic procedures." Virtual Press, 1992. http://liblink.bsu.edu/uhtbin/catkey/834648.

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Image compression using neural networks in the past has focused on just reducing the number of bytes that had to be stored even thought the bytes had no meaning. This study looks at a new process that reduces the number of bytes stored but also maintains meaning behind the bytes. The bytes of the compressed image will correspond to parameters of an existing graphic algorithm. After a brief review of common neural networks and graphic algorithms, the back propagation neural network was chosen to be tested for this new process. Both three layer and four layer networks were tested. The four layer network was used in further tests because of its improved response compared to the three layer network. Two different training sets were used, a normal training set which was small and an extended version which included extreme value sets. These two training sets were shown to the neural network in two forms. The first was the raw format with no preprocessing. The second form used a Fast Fourier Transform to preprocess the data in an effort to distribute the image data throughout the image plane. The neural network’s response was good on images that it was trained on but responded poorly to new images that were not used in the training sets.
Department of Computer Science
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Grenier, Charline. "Génération procédurale et rendu en temps réel de motifs structurés." Electronic Thesis or Diss., Strasbourg, 2024. http://www.theses.fr/2024STRAD007.

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Dans un monde virtuel, les objets représentés sont décrits autant par leur géométrie que par le comportement lumineux de leur surface. Ce dernier est un élément important pour le réalisme de la scène créée. Pour simuler le comportement lumineux des surfaces, une méthode couramment utilisée consiste à recouvrir la géométrie des objets avec des textures.Dans cette thèse, nous nous intéressons aux textures stochastiques structurées. Et plus particulièrement à leur génération et à leur rendu multi-échelle en temps réel. Ces textures se caractérisent par un caractère stochastique qui leur donne une apparence plus organique et naturelle, et de brusques variations de couleur ou de contraste, faisant apparaître des motifs distincts que nous appelons structures.Nous proposons une nouvelle méthode de génération procédurale de motifs structurés. Celle-ci se base sur la composition d'un bruit procédural vectoriel par une fonction de transfert multi-variée. Cette méthode permet de tirer parti de la séparation entre l'information de structure, contenue dans la fonction de transfert, et le côté stochastique, apporté par le bruit
In a virtual world, objects represented are described as much by their geometry as by the luminous behaviour of their surface. The latter is an important element in the realism of the scene created. To simulate the luminous behaviour of surfaces, a commonly used method consists of covering the geometry of objects with textures.In this thesis, we focus on structured stochastic textures. More specifically, we are interested in their generation and rendering at different level of detail, in real time. These textures are characterised by a stochastic nature which gives them a more organic and natural appearance, and by abrupt variations in colour or contrast giving rise to distinct patterns which we call structures.We propose a new method for procedural generation of structured patterns. It is based on the composition of a procedural vector noise by a multivariate transfer function. This method takes advantage of the separation between the structural information contained in the transfer function and the stochastic information provided by the noise
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Baldi, Guillaume. "Contributions à la modélisation procédurale de structures cellulaires stochastoques 2D et à leur génération par l'exemple." Electronic Thesis or Diss., Strasbourg, 2024. http://www.theses.fr/2024STRAD001.

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La création de matériaux et de textures procéduraux demande une grande expertise et constitue un travail long, fastidieux et coûteux, c’est pourquoi on cherche à développer des outils permettant leur génération automatique à partir d’exemples en entrée fournis sous la forme d’images : on parle de modélisation procédurale inverse.Dans cette thèse, nous proposons un modèle procédural appelé Cellular Point Process Texture Basis Function (C-PPTBF) permettant de représenter des structures cellulaires stochastiques 2D, impliquant des fonctions différentiables par rapport à la plupart de leurs paramètres, ce qui rend possible l’estimation de ces paramètres à partir d’exemples sans recourir entièrement à des réseaux de neurones profonds. Nous avons mis en place une chaîne de traitement permettant d’estimer les paramètres de notre modèle à partir d’exemples de structures fournis sous la forme d’images binaires, combinant une estimation réalisée à l’aide d’un réseau de neurones convolutif entraîné sur des images produites avec notre modèle de C-PPTBF et une phase d’estimation par descente de gradient directement sur les paramètres du modèle procédural
The creation of procedural materials and textures requires considerable expertise, and is time-consuming, tedious and costly. We are therefore looking to develop tools for the automatic generation of procedural textures and materials from input exemplars provided in the form of images: This is known as inverse procedural modeling.In this thesis, we propose a procedural model called Cellular Point Process Texture Basis Function (C-PPTBF) for representing 2D stochastic cellular structures, involving functions that are differentiable with respect to most of their parameters, making it possible to estimate these parameters from examples without resorting entirely to deep neural networks. We have set up a processing pipeline to estimate the parameters of our model from structural examples provided in the form of binary images, combining an estimation performed using a convolutional neural network trained on images produced with our C-PPTBF model and an estimation phase using gradient descent directly on the parameters of the procedural model
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SALAS, EDGARD UBALDO GUILLEN. "A COMPUTER-BASED PROCEDURE FOR THE ANALYSIS AND SIMULATION OF BOND GRAPHS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2000. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7478@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Neste trabalho é desenvolvido um procedimento para a geração por inspeção das equações de estado e funções de transferência associadas a um grafo de ligação por meio de análises literal e numérica. O procedimento consiste na identificação de caminhos causais e a determinação de suas contribuições para as equações. É analisada a formulação matemática e discutida a implementação do procedimento em um código computacional. A aplicação do procedimento é ilustrada com exemplos, descreve-se detalhadamente as rotinas de entrada de dados, variáveis auxiliares, identificação dos caminhos e malhas causais, assim como a forma de apresentação dos resultados.
In this work a procedure for the computer generation by inspection of the state equations and transfer functions, both in literal and numerical form, associated to a bond graph is discussed. The procedure consists of the identification of causal paths and the determination of its contributions for the equations. The mathematical background and the implementation of the procedure in a computational code are, also, presented. The application of the procedure is illustrated with examples; the routines for data entry, causal path and mesh identification and the used variables are described, as well as the form of presentation of the results.
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28

Moslah, Oussama. "Vers la modélisation grand échelle d'environnements urbains à partir d'images." Phd thesis, Université de Cergy Pontoise, 2011. http://tel.archives-ouvertes.fr/tel-00661101.

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L'objectif principal de cette thèse est de développer des outils pour la reconstruction de l'environnement urbain à partir d'images. Les entrées typiques de notre travail est un ensemble d'images de façades, des empreintes au sol de bâtiments, et des modèles 3D reconstruits à partir d'images aériennes. Les principales étapes comprennent le calibrage des images,le recalage avec le modèle 3D, la récupération des informations de profondeur ainsi que la sémantique des façades.Pour atteindre cet objectif, nous utilisons des techniques du domaine de vision par ordinateur, reconnaissance de formes et de l'informatique graphique. Les contributions de notre approche sont présentés en deux parties.Dans la première partie, nous nous sommes concentrés sur des techniques de reconstruction multi-vues dans le but de récupérer automatiquement les informations de profondeur de façades à partir un ensemble des photographies non calibrées. Tout d'abord, nous utilisons la technique structure et mouvement pour calibrer automatiquement l'ensemble des photographies. Ensuite, nous proposons des techniques pour le recalage de la reconstruction avec un modèle 3D. Enfin, nous proposons des techniques de reconstruction 3d dense (stéréo multi-vues et voxel coloring) pour produire un maillage 3D texturé d'une scène d'un ensemble d'images calibrées.La deuxième partie est consacrée à la reconstruction à partir d'une seule vue et son objectif est de récupérer la structure sémantique d'une façade d'une image ortho-rectifiée. La nouveauté de cette approche est l'utilisation d'une grammaire stochastique décrivant un style architectural comme modèle pour la reconstruction de façades. nous combinons un ensemble de détecteurs image avec une méthode d'optimisation globale stochastique en utilisant l'algorithme Metropolis-Hastings.
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Britto, Neto Laurindo de Sousa. "Renderiza??es n?o fotoreal?sticas para estiliza??o de imagens e v?deos usando areia colorida." Universidade Federal do Rio Grande do Norte, 2007. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18121.

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Made available in DSpace on 2014-12-17T15:48:13Z (GMT). No. of bitstreams: 1 LaurindoSBN.pdf: 1520391 bytes, checksum: 86f5072a56e661766a5174bce88b82d5 (MD5) Previous issue date: 2007-09-21
Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico
Non-Photorealisitc Rendering (NPR) is a class of techniques that aims to reproduce artistic techniques, trying to express feelings and moods on the rendered scenes, giving an aspect of that they had been made "by hand". Another way of defining NPR is that it is the processing of scenes, images or videos into artwork, generating scenes, images or videos that can have the visual appeal of pieces of art, expressing the visual and emotional characteristics of artistic styles. This dissertation presents a new method of NPR for stylization of images and videos, based on a typical artistic expression of the Northeast region of Brazil, that uses colored sand to compose landscape images on the inner surface of glass bottles. This method is comprised by one technique for generating 2D procedural textures of sand, and two techniques that mimic effects created by the artists using their tools. It also presents a method for generating 21 2D animations in sandbox from the stylized video. The temporal coherence within these stylized videos can be enforced on individual objects with the aid of a video segmentation algorithm. The present techniques in this work were used on stylization of synthetic and real videos, something close to impossible to be produced by artist in real life
Renderiza??o N?o Fotoreal?stica (NPR) ? uma classe de t?cnicas que almejam reproduzir t?cnicas art?sticas, tentado expressar sentimentos e emo??es nas cenas renderizadas, dando um aspecto de que foram feitas "manualmente". Outra forma de definir a NPR ? como o processamento de cenas, imagens ou v?deos para gera??o de trabalhos de arte, gerando cenas, imagens ou v?deos que podem ter o atrativo visual de pe?as art?sticas, expressando caracter?sticas visuais e emocionais do estilo art?stico. Esta disserta??o apresenta um novo m?todo de NPR para estiliza??o de imagens e v?deos baseado em uma express?o art?stica t?pica da regi?o Nordeste do Brasil, que usa areia colorida para compor imagens de paisagens na superf?cie interna de garrafas de vidro. Este m?todo possui uma t?cnica para gera??o de texturas procedurais de areia 2D, e duas t?cnicas que imitam os efeitos criados pelos artes?es usando sua ferramenta. Al?m disso, essa disserta??o apresenta tamb?m um m?todo para gera??o de anima??es 21 2D em caixas de areia a partir do v?deo estilizado. A coer?ncia temporal nos v?deos estilizados pode ser for?ada nos objetos individuais do v?deo com aux?lio de um algoritmo de segmenta??o de v?deo. As t?cnicas apresentadas neste trabalho s?o usadas na estiliza??o de v?deos reais e sint?ticos, algo quase imposs?vel de ser produzido pelo artes?o na vida real
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Bawatneh, Zyad. "The Impact of using a Computer Algebra System in High School Calculus on High Performing Students' Conceptual and Procedural Understanding." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5118.

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Recently, there has been an increasing interest in high school mathematics education, especially in the teaching and learning of calculus. For example, studies conducted by Bressoud (2010); Judson and Nishimori (2005); Koh and Divaharan (2011); and St. Jarre (2008) all looked at how to improve the understanding of calculus students and what roles the educator must take to ensure that their students are successful. The purpose of this study was to determine if there was a significant difference between instruction using computer algebra system (CAS) compared to instruction using the graphing calculator in high school calculus on students' conceptual and procedural understanding. This study explored and compared two different types of instruction based on the use of two different types of technology, CAS and graphing calculator. The total population for this study consisted of 333 students. There were 187 students classified as using the graphing calculator and 146 students classified as using CAS. The data for this study were collected from four Advanced Placement (AP) calculus AB courses from high schools in Florida. The study used observations and two sets of calculus tasks in order to gather data. The research questions for this study looked at comparing the grades of students categorized based on the type of instruction received during the learning of calculus. The statistical procedure that was used was a simple one-way analysis of variance (ANOVA). The results indicated that there was no significant difference between the two types of instruction on the students' procedural knowledge, however, there was statistical significance on the students' conceptual understanding in favor of the CAS students. The study introduces a framework on how to obtain information about the effects of different types of instruction on students' understanding of calculus. The results of this study contribute in assisting teachers and future researchers on how to analyze student work in order to obtain information about the students' conceptual and procedural understanding of first semester calculus.
Ph.D.
Doctorate
Education and Human Performance
Education; Mathematics Education
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Bac, Bongsung. "A case study of implementing computer graphics technology for the visual arts program in a small college : a descriptive record of historical developoments and procedure from initiation to realization /." The Ohio State University, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=osu1486546889383393.

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32

Chien, Chi-Hao. "A comparison study of the implementation of digital camera's RAW and JPEG and scanner's TIFF file formats, and color management procedures for inkjet textile printing applications /." Online version of thesis, 2009. http://hdl.handle.net/1850/10886.

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33

Achando, Susana Alexandra Ginja. "A multimédia como ferramenta de ensino à distância do desenho têxtil." Master's thesis, Instituições portuguesas -- -Universidade do Minho -- -Escola de Engenharia -- -Departamento de Engenharia Têxtil, 2000. http://dited.bn.pt:80/29336.

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34

Raymond, Pascal. "Compilation efficace d'un langage déclaratif synchrone : le générateur de code Lustre-V3." Phd thesis, Grenoble INPG, 1991. http://tel.archives-ouvertes.fr/tel-00198546.

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Ce travail porte sur la production de code séquentiel à partir du langage flot de données synchrone Lustre. La difficulté essentielle provient de l'aspect déclaratif du langage. En effet, il n'y a pas d'instruction de contrôle dans le langage Lustre ; toute la structure de contrôle du code objet doit donc être synthétisée par le compilateur. Cette synthèse consiste à construire un automate fini en simulant exhaustivement le comportement des variables booléennes du programme. Le code produit est particulièrement rapide ; en effet, la plupart des calculs booléens sont effectués une fois pour toute dès la compilation. En contrepartie, l'aspect exhaustif de cette démarche provoque parfois une véritable explosion de la taille du code. Ce problème peut être dû à la complexité intrinsèque du programme source ; il faut dans ce cas chercher un compromis entre rapidité et taille mémoire. Mais l'explosion peut être causée par la méthode de construction, qui produit très souvent des automates non minimaux ; nous avons donc étudié et développé un algorithme original qui construit à coup sûr des automates minimaux. Cet algorithme fait appel à de nombreuses manipulations symboliques de fonctions booléennes, que nous avons pu implémenter efficacement grâce à une représentation basée sur les graphes binaires de décision.
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Peytavie, Adrien. "Génération procédurale de Monde." Phd thesis, Université Claude Bernard - Lyon I, 2010. http://tel.archives-ouvertes.fr/tel-00841373.

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Dans cette thèse, nous abordons le problème de la génération automatique de contenu graphique avec un haut niveau de détails pour la génération de mondes. Dans cette quête du réalisme, les principaux verrous scientifiques et techniques sont : la gestion des masses de données géométriques nécessaires à la création de variétés d'objets naturels, la prise en compte des interactions en les différents objets et le contrôle utilisateur.Notre approche s'appuie sur un modèle volumique original et unificateur permettant de représenter les différents matériaux d'un terrain. Nous proposons un ensemble d'algorithmes de haut niveau, combinant des étapes de simulation pour assurer la plausibilité physique et le réalisme visuel à des techniques de génération procédurale permettant de gérer efficacement la complexité. Nos algorithmes permettent ainsi de sculpter des terrains complexes avec des grottes ou des surplombs et de générer des routes avec des tunnels et des ponts permettant le franchissement d'obstacles naturels.
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Hou, Chia-Wen, and 侯佳彣. "Procedural Modeling of Interior Design in Computer Graphics." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/79911173500925423888.

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碩士
國立清華大學
資訊工程學系
97
Shape grammar for the procedural modeling of computer graphics architecture has been successfully developed and applied to many domains. However, the shape grammar is not advanced enough to produce good 3D models of rooms. This thesis provides many new commands of shape grammar and presents practical application of the rules to interior design. Moreover, the user can control the aspect of models as he wants by adjusting parameters on the starting interface. That is, the user can write rules base on the grammar directly, or more conveniently uses our interface to produce interior scenes. The results of 3D interior scenes show that our grammar can generate a variety of rooms efficiently, practically and characteristically. In addition, this system with extensible design may be utilized to games or interior design.
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Kinnear, Kate. "The aesthetics of science fiction spaceship design." Thesis, 2010. http://hdl.handle.net/10012/4935.

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In this thesis, we present a detailed analysis of the conventions that appear in fictional spaceship design, including a discussion of their origins, their uses in emulating certain traits, and reasons these conventions might be followed or ignored. We uncover these conventions by examining and comparing popular spaceship designs from the past sixty years, which we present in a detailed survey. We also examine an aesthetic interpretation of information theory, which can be used to describe the balance of uniformity amidst variety, and discuss specific strategies for incorporating these principles into the creation of spaceship surface details. Procedural modeling describes a set of techniques used to allow computers to generate digital content such as 3D digital models automatically. However, procedural modeling to date has focused on very specific areas: natural scenery such as trees and terrain, or cityscapes such as road maps and buildings. While these types of models are important and useful, they focus on a specific subset of the procedural modeling problem. Though procedural generation can be an invaluable tool for providing viable and dynamic content, it is troubling that so few types of objects have been studied in this area. Using the aesthetic and spaceship principles we define, we have developed a prototype system to procedurally generate the surface details of a large scale spaceship. Given a surface representing the frame of a spaceship, we apply geometry automatically in a coherent manner to achieve the appearance of a spaceship by emulating important traits.
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(6866033), Jun Zhang. "Immersive Virtual Reality Training to Enhance Procedural Knowledge Retention." Thesis, 2019.

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Immersive virtual reality (VR) technology has brought many new opportunities for training researchers and students. In the traditional training environment, trainees usually follow verbal instructions (lecture) or visual instructions (video tutorial, job manual) as certain training methods. For this research study, we not only tested how much procedural knowledge the trainees could learn from the VR training compared with traditional media training (video plus instruction manual), we also specifically focused on how well the knowledge could retain in a certain amount of time. The finding of this study shows that VR training can help trainees learn procedural knowledge, and also shows that VR training can help enhance procedural knowledge retention in terms of recall error. However, we did not find any significant difference in recall time between VR training group and traditional media training group.
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(6824948), Vojtech Krs. "Optimization and Control in Procedural Modeling." Thesis, 2019.

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Procedural modeling is a powerful technique used in computer graphics to create geometric models. Instead of manual geometry definition, models are generated implicitly from a set of rules and parameters. Procedural systems have found widespread use in generating content for games, film, and simulation of natural phenomena. Their strength comes from the ability to automatically generate large amount of varied geometry. One of their drawbacks is lack of control because a small change in input parameters often causes large changes in the generated model.
In this work we present three novel procedural systems, investigate different forms of control, namely simulation and optimization, and discuss them in terms of general procedural modeling workflow. First we show modeling of 3D objects with arbitrary topology via erosion and deposition simulation controlled by Smoothed Particle Hydrodynamics. Next, we present an algorithm for generating 3D curves using 2D sketches and contextual geometry. Finally, we propose a novel procedural system capable of generating arbitrary type of geometry with respect to user-defined constraints.
We show that these systems can be controlled via several means and identify common preconditions that facilitate control: maximizing interactivity and amount of structured information input, minimizing unexpected behaviour, and local control akin to traditional modeling.
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40

Kenwood, Julian. "Real-time Generation of Procedural Forests." Thesis, 2014. http://pubs.cs.uct.ac.za/archive/00000941/.

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The 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.
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41

Losure, Michael Robert. "A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3080.

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This thesis describes the development of a system for the procedural generation and painterly rendering of trees. Specifically, the rendered trees are modeled after those found in the oil landscape paintings of 19th century French painter Camille Corot. The rendering system, which is a combination of MEL-scripted Maya tools and Renderman shaders, facilitates the creation of still images that look convincingly painterly, as well as 3D animations with temporal coherence. Brush stroke properties are animated based on distance from the camera, so that traditional painting techniques for representing depth are incorporated into the computer-generated animations. During the development process, the system was generalized to apply to other structures, such as grass and rocks, and allows for the creation and rendering of entire landscapes. Several example animations were created with the system to demonstrate the ideas developed during the process and the quality of the results.
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42

Frívaldský, Dalibor. "Rychlá implementace procedurálních 3D textur." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-321413.

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Procedurally generated noise textures play a key part in the world of computer graphics. However, their computation is very time consuming. Generating noise for rendering of photo-realistic scenes may require large amount of hardware resources. Efficient use of these resources is beneficial in the trend of ever-increasing amount of details in the rendered scenes. In this thesis we develop a series of optimized algorithms for the popular Improved Perlin noise and the new Gabor noise. We will employ SIMD features of the modern generation of general purpose processors to achieve efficient use of hardware resources. These algorithms will be integrated into the MentalRay ray-tracing rendering engine and their effectiveness demonstrated in various scenes. Powered by TCPDF (www.tcpdf.org)
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43

(6990722), Suren Deepak Rajasekaran. "Perceptual Evaluation and Metric for Terrain Models." Thesis, 2019.

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The use of Procedural Modeling for the creation of 3D models such as Buildings, Terrains, Trees etc., is becoming increasingly common in Films, Video Games, Urban Modeling and Architectural Visualization. This is due to the primary factor that using procedural models in comparison to traditional hand-modeled models helps in saving time, cost and aids in generation of a larger variety in comparison to a few. However, there are so many open problems in procedural modeling methods that does not rely on any user assistance or aid in generating models especially in terms of their visual quality and perception. Although, it is easy to identify realistic looking models from procedural models, the metrics that make them ’Real’ or ’Procedural’ is still in the indeterminable and remains uncanny in nature. The perceptual metrics (intrinsic factors such as surface features and details, extrinsic factors such as environmental attributes and visual cues) that contributes to the visual perception of Procedural models have not been studied in detail or quantified yet. This dissertation presents a first step in the direction of perceptual evaluation of procedural models of terrains. We gathered and categorized several types of real and synthetic terrains generated by methods used in computer graphics and conducted two large studies with 70 participants ranking them perceptually.

The results show that synthetic terrains lack in visual quality and are perceived worse than real terrains with statistical significance. We performed a quantitative study by using localized geomorphology based landform features on terrains (geomorphons) that indicate that valleys, ridges, and hollows have significant perceptual importance. We then used generative deep generative neural network to transfer the features from real terrains to synthetic ones and vice versa to further confirm their importance. A second perceptual experiment with 128 participants confirmed the importance of the transferred features for visual perception. Based on these results, we introduce PTQM (Perceived Terrain Quality Metrics); a novel perceptual metrics based on geomorphons that assigns a number of estimated visual quality of a terrain represented as a digital elevation map. The introduced perceptual metric based on geomorphons indicate that features such as Valley (0.66), Ridge (0.64), Summit (0.44), Depression (0.42), Spur(0.33), and Hollow (0.22) in order have significant perceptual importance. By using linear regression, we show that the presented features are strongly correlated with perceived visual quality.
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44

(9188915), Justin D. Heffron. "Optimizing Procedurally Generated Cooperative Multiplayer Game Levels." Thesis, 2020.

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Procedural level generation is a novel area of research within the field of computer graphics and game development. However, current research and implementations of procedural generation for cooperative games is sparse. Further study is required to validate the use of automatic level creation and to test additional methods of optimization for cooperative games. Additionally, despite many recent developments, many areas within the field of virtual reality remain underexplored. We propose a mathematically defined total cost function for controlling a procedural level generation algorithm for cooperative virtual reality games. This cost term controls an algorithm which gradually improves a generated solution over a series of iterations, bringing it to an optimal state. We present here two games with procedurally created levels and gameplay elements using this mathematical total cost function, as well as proposed experiments to validate the effectiveness of this content in encouraging cooperation and potential use cases for this technology.
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45

(8804144), Junzhe Shen. "A SIMULATED POINT CLOUD IMPLEMENTATION OF A MACHINE LEARNING SEGMENTATION AND CLASSIFICATION ALGORITHM." Thesis, 2020.

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As buildings have almost come to a saturation point in most developed countries, the management and maintenance of existing buildings have become the major problem of the field. Building Information Modeling (BIM) is the underlying technology to solve this problem. It is a 3D semantic representation of building construction and facilities that contributes to not only the design phase but also the construction and maintenance phases, such as life-cycle management and building energy performance measurement. This study aims at the processes of creating as-built BIM models, which are constructed after the design phase. Point cloud, a set of points in 3D space, is an intermediate product of as-built BIM models that is often acquired by 3D laser scanning and photogrammetry. A raw point cloud typically requires further procedures, e.g. registration, segmentation, classification, etc. In terms of segmentation and classification, machine learning methodologies are trending due to the enhanced speed of computation. However, supervised machine learning methodologies require labelling the training point clouds in advance, which is time-consuming and often leads to inevitable errors. And due to the complexity and uncertainty of real-world environments, the attributes of one point vary from the attributes of others. These situations make it difficult to analyze how one single attribute contributes to the result of segmentation and classification. This study developed a method of producing point clouds from a fast-generating 3D virtual indoor environment using procedural modeling. This research focused on two attributes of simulated point clouds, point density and the level of random errors. According to Silverman (1986), point density is associated with the point features around each output raster cell. The number of points within a neighborhood divided the area of the neighborhood is the point density. However, in this study, there was a little different. The point density was defined as the number of points on a surface divided by the surface area. And the unit is points per square meters (pts/m2). This research compared the performances of a machine learning segmentation and classification algorithm on ten different point cloud datasets. The mean loss and accuracy of segmentation and classification were analyzed and evaluated to show how the point density and level of random errors affect the performance of the segmentation and classification models. Moreover, the real-world point cloud data were used as additional data to evaluate the applicability of produced models.

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46

"Procedure graphs and computer optimizations." Chinese University of Hong Kong, 1992. http://library.cuhk.edu.hk/record=b5886995.

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by Ho Kei Shiu Edward.
Thesis (M.Phil.)--Chinese University of Hong Kong, 1992.
Includes bibliographical references (leaves 199-202).
Acknowledgement
Abstract
Chapter Chapter 1 --- Introduction --- p.1
Chapter 1.1 --- Initial Motivations --- p.1
Chapter 1.2 --- Objectives of Our Study --- p.2
Chapter 1.3 --- Outline of the Thesis --- p.3
Chapter Chapter 2 --- Basics of the Procedure Graph Theory --- p.6
Chapter 2.1 --- Introducing Procedure Graph Theory --- p.6
Chapter 2.1.1 --- "Nodes, Arcs and Pseudo-time Labels" --- p.7
Chapter 2.2 --- Examples --- p.12
Chapter 2.3 --- Exploring the Meanings of the Pseudo-time Labels --- p.13
Chapter 2.4 --- Equivalence and Transformation --- p.16
Chapter 2.4.1 --- Equivalence --- p.16
Chapter 2.4.2 --- Transmission Track and Causality Preservation --- p.16
Chapter 2.4.3 --- Transformation --- p.17
Chapter 2.4.3.1 --- Serial-to-Parallel Transformations (SP) --- p.18
Chapter 2.4.3.2 --- Parallel-to-Serial Transformations (PS) --- p.20
Chapter 2.4.3.3 --- Store-Store Cancellations (SSC) --- p.21
Chapter 2.4.3.4 --- Normalization of Pseudo-time Labels --- p.23
Chapter 2.4.3.5 --- Boundary Conditions and Multi-level Pseudo-time Labels --- p.24
Chapter 2.5 --- Procedure Graph Optimizations --- p.28
Chapter 2.5.1 --- Representing Dependencies --- p.28
Chapter 2.5.2 --- Eliminating Unnecessary Dependencies --- p.32
Chapter 2.6 --- Simulation Program --- p.36
Chapter 2.6.1 --- Preliminary Study Using the Simulation Program --- p.36
Chapter 2.6.2 --- Economic Factors --- p.37
Chapter 2.6.3 --- Combinatorial Explosion of Procedure Graphs --- p.38
Chapter Chapter 3 --- Extending the Procedure Graph Theory --- p.45
Chapter 3.1 --- The T-Operator and the F-Operator --- p.45
Chapter 3.2 --- Modifying the Firing Rule --- p.46
Chapter 3.3 --- Procedure Graph Representation for Different Branch Strategies --- p.49
Chapter 3.3.1 --- Multiple-Path Execution --- p.49
Chapter 3.3.2 --- Conditional Execution with Delayed Commitment of Results --- p.51
Chapter 3.3.3 --- Speculative Execution with Register Backup and Branch Repair --- p.52
Chapter 3.4 --- Procedure Graph Representation for a Stack --- p.56
Chapter 3.5 --- Vector Forwarding --- p.58
Chapter 3.5.1 --- An Example of Vector Chaining in Cray-1 --- p.58
Chapter 3.5.2 --- "Vector SP, PS and SSC" --- p.59
Chapter 3.5.3 --- A Note Concerning the Use of Algorithmic Time Labels --- p.61
Chapter 3.5.4 --- Further Consideration of Vector Forwarding --- p.62
Chapter Chapter 4 --- Hardware Realization of Procedure Graph Optimizations --- p.64
Chapter 4.1 --- Node-Oriented Versus Arc-Oriented Representation --- p.64
Chapter 4.2 --- Backward Pointers Versus Forward Pointers --- p.65
Chapter 4.3 --- Backward Pointers as Hardware Tags --- p.69
Chapter 4.4 --- Pointer Algebra --- p.72
Chapter 4.4.1 --- Serial-to-Parallel Transformations --- p.72
Chapter 4.4.2 --- Store-Store Cancellations --- p.73
Chapter 4.4.3 --- Parallel-to-Serial Transformations --- p.74
Chapter 4.5 --- Drawbacks of Using Backward Pointers --- p.75
Chapter 4.6 --- Multiple Tags --- p.76
Chapter Chapter 5 --- A Backward-Pointer Representation Scheme :The T-Architecture --- p.82
Chapter 5.1 --- The T-Architecture --- p.82
Chapter 5.2 --- Local Addressing Space Within the CPU --- p.83
Chapter 5.3 --- Why Reservation Stations --- p.84
Chapter 5.4 --- Memory Data Forwarding --- p.89
Chapter 5.4.1 --- The Updating Buffer --- p.90
Chapter 5.4.2 --- Ordering and Consistency --- p.96
Chapter 5.4.2.1 --- Store After Store --- p.96
Chapter 5.4.2.2 --- Store After Load --- p.97
Chapter 5.5 --- Speculative Execution --- p.97
Chapter 5.5.1 --- Procedural Dependencies --- p.97
Chapter 5.5.2 --- Branch Instruction Format --- p.98
Chapter 5.5.3 --- Branch Prediction --- p.99
Chapter 5.5.4 --- Branch Instruction Unit --- p.99
Chapter 5.5.5 --- Register Backups --- p.100
Chapter 5.5.5.1 --- Branch is Correctly Predicted --- p.101
Chapter 5.5.5.2 --- Branch Repair --- p.102
Chapter 5.5.5.3 --- Example --- p.102
Chapter 5.5.6 --- Total Ordering Memory Stores --- p.110
Chapter 5.5.7 --- Simplifying the Checkpoint Repair Mechanism --- p.112
Chapter 5.6 --- A Simulator for the T-Architecture --- p.113
Chapter 5.6.1 --- Basic Configuration of the Simulator --- p.114
Chapter 5.6.2 --- Parameters of the Simulator --- p.115
Chapter 5.6.3 --- Benchmark Programs --- p.116
Chapter 5.7 --- Experiments --- p.118
Chapter 5.7.1 --- Experiment1 --- p.119
Chapter 5.7.2 --- Experiment2 --- p.121
Chapter 5.7.3 --- Experiment3 --- p.123
Chapter 5.7.4 --- Experiment4 --- p.127
Chapter Chapter 6 --- Predictive Procedure Graph Optimizations in the S-Prototype --- p.137
Chapter 6.1 --- Keys to Higher Performance --- p.138
Chapter 6.2 --- The Superscalar Approach --- p.139
Chapter 6.3 --- Processor Architecture of the S-Prototype --- p.139
Chapter 6.4 --- Design Strategies of the S-Prototype --- p.141
Chapter 6.4.1 --- Fetching Multiple Instructions --- p.142
Chapter 6.4.2 --- Handling Procedural Dependencies : Branching Instructions --- p.142
Chapter 6.4.2.1 --- Branch Unit and Branch Predicting Buffer --- p.143
Chapter 6.4.2.2 --- Branch Repairing - Recovering Machine State --- p.144
Chapter 6.4.3 --- Extensive Tagging and Result Forwarding --- p.147
Chapter 6.4.4 --- Static and Dynamic Data Dependencies --- p.148
Chapter 6.4.4.1 --- Handling Static Dependencies by using the Multitag Pool --- p.149
Chapter 6.4.4.2 --- Handling Dynamic Dependencies by using the Reservation Stations --- p.150
Chapter 6.4.5 --- Extracting Parallelism --- p.152
Chapter 6.4.5.1 --- Representing Data Dependency in the Multitag Pool --- p.153
Chapter 6.4.5.2 --- Implementing Transformation Rules --- p.156
Chapter 6.4.6 --- Out-of-order Issue and Execution --- p.157
Chapter 6.4.7 --- Memory Accesses --- p.158
Chapter 6.4.8 --- Bus Contention and Arbitration --- p.160
Chapter Chapter 7 --- An Attempt To Simulate Procedure Graphs Using Graph Grammar --- p.161
Chapter 7.1 --- Introducing Graph Grammar --- p.161
Chapter 7.2 --- Basic Concepts in Sequential Graph Grammar --- p.161
Chapter 7.2.1 --- Production Rules and Interface Graph --- p.162
Chapter 7.2.2 --- Gluing Constructions and Pushouts --- p.162
Chapter 7.2.3 --- Gluing Conditions --- p.163
Chapter 7.3 --- Initial Considerations to Simulate Procedure Graphs --- p.165
Chapter 7.4 --- Example --- p.165
Chapter 7.5 --- Problems Encountered --- p.167
Chapter 7.6 --- Some Insights into the Unsolved Problem --- p.168
Chapter 7.7 --- "Parallelism, Concurrency and New Transformation Rules" --- p.171
Chapter Chapter 8 --- Representing Causality Using Petri Nets --- p.175
Chapter 8.1 --- Defining Petri Nets --- p.175
Chapter 8.1.1 --- Petri Nets as a Tool for System Modeling --- p.176
Chapter 8.1.2 --- The Characteristics of a Petri Net --- p.177
Chapter 8.1.3 --- Useful Extensions --- p.178
Chapter 8.2 --- Program Analysis and Modeling Computer Operations --- p.179
Chapter 8.2.1 --- Representing Causality Relationships --- p.180
Chapter 8.2.2 --- Representing the Total Ordering of Instructions in a Sequential Program --- p.184
Chapter 8.3 --- Extending the Model --- p.186
Chapter 8.4 --- Comparing Procedure Graphs and Petri Nets --- p.188
Chapter Chapter 9 --- Conclusion and Future Research Directions --- p.190
Chapter 9.1 --- Formalizing the Procedure Graph Theory --- p.190
Chapter 9.2 --- Mathematical Properties of Procedure Graphs --- p.191
Chapter 9.3 --- Register Abuses --- p.192
Chapter 9.4 --- Hardware Representation of Procedure Graphs --- p.194
Chapter 9.5 --- Tags Describing Tags --- p.196
Chapter 9.6 --- Software Optimizations --- p.197
Chapter 9.7 --- Simulation Programs --- p.198
References --- p.199
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47

Rudolph, Carsten. "A Framework for example-based Synthesis of Materials for Physically Based Rendering." 2018. https://monarch.qucosa.de/id/qucosa%3A33178.

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In computer graphics, textures are used to create detail along geometric surfaces. They are less computationally expensive than geometry, but this efficiency is traded for greater memory demands, especially with large output resolutions. Research has shown, that textures can be synthesized from low-resolution exemplars, reducing overall runtime memory cost and enabling applications, like remixing existing textures to create new, visually similar representations. In many modern applications, textures are not limited to simple images, but rather represent geometric detail in different ways, that describe how lights interacts at a certain point on a surface. Physically Based Rendering (PBR) is a technique, that employs complex lighting models to create effects like self-shadowing, realistic reflections or subsurface scattering. A set of multiple textures is used to describe what is called a material. In this thesis, example-based texture synthesis is extented to physical lighting models to create a physically based material synthesizer. It introduces a framework that is capable of utilizing multiple texture maps to synthesize new representations from existing material exemplars. The framework is then tested with multiple exemplars from different texture categories, to prospect synthesis performance in terms of quality and computation time. The synthesizer works in uv space, enabling to re-use the same exemplar material at runtime with different uv maps, reducing memory cost, whilst increasing visual varienty and minimizing repetition artifacts. The thesis shows, that this can be done effectively, without introducing inconsitencies like seams or discontiuities under dynamic lighting scenarios.:1. Context and Motivation 2. Introduction 2.1. Terminology: What is a Texture? 2.1.1. Classifying Textures 2.1.2. Characteristics and Appearance 2.1.3. Advanced Analysis 2.2. Texture Representation 2.2.1. Is there a theoretical Limit for Texture Resolution? 2.3. Texture Authoring 2.3.1. Texture Generation from Photographs 2.3.2. Computer-Aided Texture Generation 2.4. Introduction to Physically Based Rendering 2.4.1. Empirical Shading and Lighting Models 2.4.2. The Bi-Directional Reflectance Distribution Function (BRDF) 2.4.3. Typical Texture Representations for Physically Based Models 3. A brief History of Texture Synthesis 3.1. Algorithm Categories and their Developments 3.1.1. Pixel-based Texture Synthesis 3.1.2. Patch-based Texture Synthesis 3.1.3. Texture Optimization 3.1.4. Neural Network Texture Synthesis 3.2. The Purpose of example-based Texture Synthesis Algorithms 4. Framework Design 4.1. Dividing Synthesis into subsequent Stages 4.2. Analysis Stage 4.2.1. Search Space 4.2.2. Guidance Channel Extraction 4.3. Synthesis Stage 4.3.1. Synthesis by Neighborhood Matching 4.3.2. Validation 5. Implementation 5.1. Modules and Components 5.2. Image Processing 5.2.1. Image Representation 5.2.2. Filters and Guidance Channel Extraction 5.2.3. Search Space and Descriptors 5.2.4. Neighborhood Search 5.3. Implementing Synthesizers 5.3.1. Unified Synthesis Interface 5.3.2. Appearance Space Synthesis: A Hierarchical, Parallel, Per-Pixel Synthesizer 5.3.3. (Near-) Regular Texture Synthesis 5.3.4. Extented Appearance Space: A Physical Material Synthesizer 5.4. Persistence 5.4.1. Codecs 5.4.2. Assets 5.5. Command Line Sandbox 5.5.1. Providing Texture Images and Material Dictionaries 6. Experiments and Results 6.1. Test Setup 6.1.1. Metrics 6.1.2. Result Visualization 6.1.3. Limitations and Conventions 6.2. Experiment 1: Analysis Stage Performance 6.2.1. Influence of Exemplar Resolution 6.2.2. Influence of Exemplar Maps 6.3. Experiment 2: Synthesis Performance 6.3.1. Influence of Exemplar Resolution 6.3.2. Influence of Exemplar Maps 6.3.3. Influence of Sample Resolution 6.4. Experiment 3: Synthesis Quality 6.4.1. Influence of Per-Level Jitter 6.4.2. Influence of Exemplar Maps and Map Weights 7. Discussion and Outlook 7.1. Contributions 7.2. Further Improvements and Research 7.2.1. Performance Improvements 7.2.2. Quality Improvements 7.2.3. Methology 7.2.4. Further Problem Fields
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48

Rossi, Filippo Vincenzo. "Graphics hardware accelerated transmission line matrix procedures." Thesis, 2010. http://hdl.handle.net/1828/2941.

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The past decade has seen a transition of Graphics Processing Units (GPUs) from special purpose graphics processors, to general purpose computational accelerators. GPUs have been investigated to utilize their highly parallel architecture to accelerate the computation of the Transmission Line Matrix (TLM) methods in two and three dimensions. The design utilizes two GPU programming languages, Compute Unified Device Architecture (CUDA) and Open Computing Language (OpenCL), to code the TLM methods for NVIDIA GPUs. The GPU accelerated two-dimensional shunt node TLM method (2D-TLM) achieves 340 million nodes per second (MNodes/sec) of performance which is 25 times faster than a commercially available 2D-TLM solver. Initial attempts to adapt the three-dimensional Symmetrical Condensed Node (3D-SCN) TLM method resulted in a peak performance of 47 MNodes/sec or7 times in speed-up. Further efforts to improve the 3D-SCN TLM algorithm, as well as investigating advanced GPU optimization strategies resulted in performances accelerated to 530 MNodes/sec, or 120 times speed-up compared to a commercially available 3D-SCN TLM solver.
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49

(8797292), Varisht Raheja. "ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD." Thesis, 2020.

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Terrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especially for smaller companies which cannot afford an enhanced pipeline to deal with major technical complications. The workflow consists of two major elements, development of the tool used to optimize the workflow and the recording and maintaining of the efficiency in comparison to the older workflow.

My research findings indicate that despite the increase in overall computational abilities, one of the many issues that are still present is generating a highly advanced terrain with the added benefits of the artists and users’ creative variations. Reducing the overall time to simulate and compute a highly realistic and detailed terrain is the main goal, thus this thesis will present a method to overcome the speed deficiency while keeping the details of the terrain present.

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