Academic literature on the topic 'Procedurl generation'
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Journal articles on the topic "Procedurl generation"
Lee, Ronald M. "Automated generation of electronic procedures: procedure constraint grammars." Decision Support Systems 33, no. 3 (July 2002): 291–308. http://dx.doi.org/10.1016/s0167-9236(02)00017-9.
Full textAgarwal, Shubham, and Abhimanyu Bhatter. "Automated Software Test Data Generation Using Improved Search Procedure." Lecture Notes on Software Engineering 3, no. 2 (2015): 152–56. http://dx.doi.org/10.7763/lnse.2015.v3.181.
Full textPolovikova, O. N., V. V. Shiryaev, N. M. Oskorbin, and L. L. Smolyakova. "Features of Software Implementation of Logical Tasks in Prolog." Izvestiya of Altai State University, no. 1(117) (March 17, 2021): 116–20. http://dx.doi.org/10.14258/izvasu(2021)1-20.
Full textCannizzo, Alejandro, and Esmitt Ramírez. "Towards Procedural Map and Character Generation for the MOBA Game Genre." Ingeniería y Ciencia 11, no. 22 (July 31, 2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.
Full textAde, Nilesh, Noor Quddus, Trent Parker, and S. Camille Peres. "ProBot – A Procedure Chatbot for Digital Procedural Adherence." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 224–28. http://dx.doi.org/10.1177/1071181320641054.
Full textConti, Sergio, Massimo Moltrasio, Gaetano Fassini, Fabrizio Tundo, Stefania Riva, Antonio Dello Russo, Michela Casella, et al. "Comparison between First- and Second-Generation Cryoballoon for Paroxysmal Atrial Fibrillation Ablation." Cardiology Research and Practice 2016 (2016): 1–5. http://dx.doi.org/10.1155/2016/5106127.
Full textHollnagel, Erik, Yuji Niwa, and Mark Green. "Computerised Procedure Generation." IFAC Proceedings Volumes 31, no. 26 (September 1998): 359–64. http://dx.doi.org/10.1016/s1474-6670(17)40119-4.
Full textZacher, Hannes. "Using Lifespan Developmental Theory and Methods as a Viable Alternative to the Study of Generational Differences at Work." Industrial and Organizational Psychology 8, no. 3 (September 2015): 342–46. http://dx.doi.org/10.1017/iop.2015.47.
Full textDavis, Santia M., Shahram Sarkani, and Thomas Mazzuchi. "A Systematic Approach to Identifying Engineering Generational Knowledge Transfer Boundaries." Journal of Information & Knowledge Management 11, no. 03 (September 2012): 1250015. http://dx.doi.org/10.1142/s0219649212500153.
Full textShih, Neng-Yih, and Hsing-Chung Chen. "An approach for selecting candidates in soft-handover procedure using multi-generating procedure and second grey relational analysis." Computer Science and Information Systems 11, no. 3 (2014): 1173–90. http://dx.doi.org/10.2298/csis130930071s.
Full textDissertations / Theses on the topic "Procedurl generation"
Öberg, Christian. "Möblering med Procedurell Generering : Furnishing with Procedural Generation." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.
Full textI spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.
Jansson, Björn. "Procedural Generation in Gravel." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.
Full textTråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.
Full textMaung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Full textClasson, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.
Full textGasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.
Full textLa industria de los videojuegos, simuladores y realidad virtual cada vez demanda entornos naturales más complejos y realistas, lo que dificulta la generación manual. Para resolverlo, se han desarrollado técnicas procedurales, pero la falta de control del resultado es un problema. Además, estos entornos necesitan técnicas de visualización en tiempo real que permitan manejar el resultado. El principal objetivo de esta tesis es presentar varios métodos para controlar el resultado de la generación procedimental y mejorar su visualización. Por un lado, se presenta un método de generación de terrenos procedimental basado en ruido, que permite controlar el resultado mediante restricciones de altura. Además, se introduce un método automático de distribución de elementos vegetales que respeta sus restricciones biológicas. Finalmente, se presenta un modelo multirresolución que permite la visualización en tiempo real del entorno. El modelo incluye una técnica de simplificación de follaje basada en información mutua entre puntos de vista.
Täljsten, David. "Exploring procedural generation of buildings." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.
Full textRoberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.
Full textÖhman, Johan. "Procedural Generation of Tower Defense Levels." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166594.
Full textKenwood, Julian. "Real-time generation of procedural forests." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/9204.
Full textThe 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.
Books on the topic "Procedurl generation"
Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.
Full textShort, Tanya X., and Tarn Adams. Procedural Generation in Game Design. Edited by Tanya Short and Tarn Adams. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378.
Full textLevine, Douglas A. Atlas of procedures in gynecological oncology. London: Martin Dunitz, 2003.
Find full textAbgrall, R. Design of an essentially non-oscillatory reconstruction procedure on finite-element type meshes. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1991.
Find full textCummings, Ronald G. New evaluation procedures for a new generation of water-related projects. Washington, DC: World Bank, 1996.
Find full textInterdisciplinary legal studies: The next generation. Bingley, UK: Emerald, 2010.
Find full textAssociates, Abt. Data collection and analysis for generating procedure-specific practice expense estimates. Cambridge, MA: Abt Associates Inc., 1997.
Find full textIchinoe, Kihyoe. Functional preservation of gynecologic reproductive organs by operative and non-operative procedures. Sapporo: Hokkaido University School of Medicine, 1986.
Find full textAkeredolu, Philip Sunday. Some new procedures for generating and decoding error correcting codes. Leicester: Leicester Polytechnic, 1988.
Find full textBarger, Raymond L. Automatic procedures for computing complete configuration geometry for individual component descriptions. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1994.
Find full textBook chapters on the topic "Procedurl generation"
Weik, Martin H. "generation procedure." In Computer Science and Communications Dictionary, 678. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7930.
Full textWeik, Martin H. "program generation procedure." In Computer Science and Communications Dictionary, 1348. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_14848.
Full textSmith, Gillian. "Procedural Content Generation." In Level Design, 159–82. CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742: CRC Press, 2016. http://dx.doi.org/10.1201/9781315313412-9.
Full textCook, Michael. "Ethical Procedural Generation." In Procedural Generation in Game Design, 43–54. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-6.
Full textCook, Dr Michael. "Ethical Procedural Generation." In Procedural Storytelling in Game Design, 49–62. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-6.
Full textMillington, Ian. "Procedural Content Generation." In AI for Games, 669–738. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-8.
Full textBetts, Tom. "Procedural Content Generation." In Handbook of Digital Games, 62–91. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch2.
Full textAycock, John. "Procedural Content Generation." In Retrogame Archeology, 109–43. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30004-7_6.
Full textKane, Ben. "Procedural Logic." In Procedural Generation in Game Design, 119–32. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-14.
Full textDormans, Joris. "Cyclic Generation." In Procedural Generation in Game Design, 83–96. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-11.
Full textConference papers on the topic "Procedurl generation"
Kelvin, Lin Ziwen, and Bhojan Anand. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In 2020 IEEE Sixth International Conference on Multimedia Big Data (BigMM). IEEE, 2020. http://dx.doi.org/10.1109/bigmm50055.2020.00048.
Full textKelvin, Lin Ziwen, and Anand Bhojan. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388770.3407422.
Full textKerssemakers, Manuel, Jeppe Tuxen, Julian Togelius, and Georgios N. Yannakakis. "A procedural procedural level generator generator." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374174.
Full textCassol, Vinícius Jurinic, Fernando Pinho Marson, and Soraia Raupp Musse. "Procedural Hair Generation." In 2009 VIII Brazilian Symposium on Games and Digital Entertainment. IEEE, 2009. http://dx.doi.org/10.1109/sbgames.2009.29.
Full textFeklisov, Egor, Mihail Zinderenko, and Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics." In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.
Full textTogelius, Julian, Tróndur Justinussen, and Anders Hartzen. "Compositional procedural content generation." In the The third workshop. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2538528.2538541.
Full textSmith, Gillian. "Understanding procedural content generation." In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2556288.2557341.
Full textDreweke, A., M. Worlein, I. Fischer, D. Schell, Th Meinl, and M. Philippsen. "Graph-Based Procedural Abstraction." In International Symposium on Code Generation and Optimization (CGO'07). IEEE, 2007. http://dx.doi.org/10.1109/cgo.2007.14.
Full textHald, Andreas, Jens Struckmann Hansen, Jeppe Kristensen, and Paolo Burelli. "Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks." In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3409601.
Full textBeck, Thorsten, Leonard Schlag, and Jan Philipp Hamacher. "ProToS: Next Generation Procedure Tool Suite for Creation, Execution and Automation of Flight Control Procedures." In SpaceOps 2016 Conference. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2016. http://dx.doi.org/10.2514/6.2016-2374.
Full textReports on the topic "Procedurl generation"
Geisler-Moroder, David, Eleanor S. Lee, Gregory Ward, Bruno Bueno, Lars O. Grobe, Taoning Wang, Bertrand Deroisy, and Helen Rose Wilson. BSDF Generation Procedures for Daylighting Systems. IEA SHC Task 61, January 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0001.
Full textKim, Kang Seog, and Mark L. Williams. Assessment of the MPACT Resonance Data Generation Procedure. Office of Scientific and Technical Information (OSTI), December 2016. http://dx.doi.org/10.2172/1351757.
Full textKostelnik, A. J. Diesel generator trailer acceptance test procedure. Office of Scientific and Technical Information (OSTI), September 1994. http://dx.doi.org/10.2172/10185761.
Full textPoovendran, R., M. S. Corson, and J. S. Baras. A Distributed Shared Key Generation Procedure Using Fractional Keys. Fort Belvoir, VA: Defense Technical Information Center, January 1998. http://dx.doi.org/10.21236/ada442651.
Full textCoddington, M., K. Fox, S. Stanfield, L. Varnado, T. Culley, and M. Sheehan. Updating Small Generator Interconnection Procedures for New Market Conditions. Office of Scientific and Technical Information (OSTI), December 2012. http://dx.doi.org/10.2172/1060613.
Full textFink, S., K. Porter, and J. Rogers. Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), October 2010. http://dx.doi.org/10.2172/991974.
Full textNock, Bettina, Daniel Neyer, Alexander Thür, and Karl Berger. Adapted Monitoring Procedure for the thermal side of New Generation Solar Heating & Cooling Systems. IEA SHC Task 53, June 2019. http://dx.doi.org/10.18777/ieashc-task53-2019-0009.
Full textEdmonds, P. H., and S. S. Medley. A procedure for generating quantitative 3-D camera views of tokamak divertors. Office of Scientific and Technical Information (OSTI), May 1996. http://dx.doi.org/10.2172/238597.
Full textFink, Sari, Kevin Porter, and Jennifer Rogers. The Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), October 2010. http://dx.doi.org/10.2172/1219198.
Full textSatoh, J. A. Test plan/procedure for the shock limiting device of the radioisotope thermoelectric generator package mounting subsystem 145. Revision 1. Office of Scientific and Technical Information (OSTI), May 1995. http://dx.doi.org/10.2172/83818.
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