Academic literature on the topic 'Render to texture'

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Journal articles on the topic "Render to texture"

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REBELO, M. N. "NONDECOUPLING OF HEAVY FERMIONS AND A SPECIAL YUKAWA TEXTURE." International Journal of Modern Physics A 22, no. 31 (December 20, 2007): 5853–59. http://dx.doi.org/10.1142/s0217751x07039079.

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Talk based on work entitled “Yukawa textures, new physics and nondecoupling,” done in collaboration with G. C. Branco and J. I. Silva-Marcos, arXiv:hep-ph/0612252, to appear in Phys. Rev. D. In this work we pointed out that New Physics can play an important rôle in rescuing some of the Yukawa texture zero ansätze which would otherwise be eliminated by the recent, more precise measurements of VCKM. We have shown that the presence of an isosinglet vector-like quark which mixes with standard quarks, can render viable a particularly interesting four texture zero Yukawa ansatz. The crucial point is the nondecoupling of the effects of the isosinglet quark, even for arbitrary large values of its mass.
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Frankiewicz, C., and D. Attinger. "Texture and wettability of metallic lotus leaves." Nanoscale 8, no. 7 (2016): 3982–90. http://dx.doi.org/10.1039/c5nr04098a.

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Hydrophilic materials can be made superrepellent to water by chemical texturing, a stochastic rather than deterministic process. Here, multiscale features render copper surfaces comparable to lotus leaves, in terms of wettability, texture and water repellency. The novel ability to make hydrophilic materials superrepellent without deterministic structuring opens the way to large-scale manufacturing of superrepellent surfaces.
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Aryanto, Aryanto, Tengku Hisyam Muhammad Umar, and Doni Winarso. "Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender." JURNAL FASILKOM 10, no. 1 (April 22, 2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.

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Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya sendiri tidak begitu membutuhkan waktu yang lama, karena prosesnya sendiri dilakukan secara realtime. Vertices dan Texture digunakan sebagai parameter pengukuran untuk pengujian kedua teknik rendering. Analisis perbandingan Cycles dan Eevee akan menghasilkan pengujian kecepatan render, ukuran file hasil render, dan kualitas gambar dari hasil render. Hasil dari penelitian ini mampu menyatakan bahwa Eevee mengungguli Cycles dalam dalam perbandingan kecepatan rendering, Cycles dan Eevee pada output hasil render tidak jauh berbeda ukuran file-nya, dan kualitas gambar dari render menyatakan Eevee lebih unggul dibandingkan Cycles.
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Yang, Chao, Shui Yan Dai, Ling Da Wu, and Rong Huan Yu. "Smoothly Rendering of Large-Scale Vector Data on Virtual Globe." Applied Mechanics and Materials 631-632 (September 2014): 516–20. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.516.

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The method of view-dependent smoothly rendering of large-scale vector data based on the vector texture on virtual globe is presented. The vector texture is rasterized from the vector data based on view-dependent quadtree LOD. And the vector texture is projected on the top of the terrain. The smooth transition of multi-level texture is realized by adjusting the transparency of texture dynamically based on view range in two processes to avoid texture “popping”. In “IN” process, the texture’s alpha value increases when the view range goes up while In “OUT” process, the texture’s alpha value decreases. the vector texture buffer updating method is used to accelerate the texture fetching based on the least-recently-used algorithm. In the end, the real-time large-scale vector data rendering is implemented on virtual globe. The result shows that this method can real-time render large-scale vector data smoothly.
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Evans, Jordan A., Blake T. Sturtevant, Bjørn Clausen, Sven C. Vogel, Fedor F. Balakirev, Jonathan B. Betts, Laurent Capolungo, Ricardo A. Lebensohn, and Boris Maiorov. "Determining elastic anisotropy of textured polycrystals using resonant ultrasound spectroscopy." Journal of Materials Science 56, no. 16 (February 24, 2021): 10053–73. http://dx.doi.org/10.1007/s10853-021-05827-z.

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AbstractPolycrystalline materials can have complex anisotropic properties depending on their crystallographic texture and crystal structure. In this study, we use resonant ultrasound spectroscopy (RUS) to nondestructively quantify the elastic anisotropy in extruded aluminum alloy 1100-O, an inherently low-anisotropy material. Further, we show that RUS can be used to indirectly provide a description of the material’s texture, which in the present case is found to be transversely isotropic. By determining the entire elastic tensor, we can identify the level and orientation of the anisotropy originated during extrusion. The relative anisotropy of the compressive (c11/c33) and shear (c44/c66) elastic constants is 1.5% ± 0.5% and 5.7% ± 0.5%, respectively, where the elastic constants (five independent elastic constants for transversely isotropic) are those associated with the extrusion axis that defines the symmetry of the texture. These results indicate that the texture is expected to have transversely isotropic symmetry. This finding is confirmed by two additional approaches. First, we confirm elastic constants and the degree of elastic anisotropy by direct sound velocity measurements using ultrasonic pulse echo. Second, neutron diffraction (ND) data confirm the symmetry of the bulk texture consistent with extrusion-induced anisotropy, and polycrystal elasticity simulations using the elastic self-consistent model with input from ND textures and aluminum single-crystal elastic constants render similar levels of polycrystal elastic anisotropy to those measured by RUS. We demonstrate the ability of RUS to detect texture-induced anisotropy in inherently low-anisotropy materials. Therefore, as many other common materials have intrinsically higher elastic anisotropy, this technique should be applicable for similar levels of texture, providing an efficient general diagnostic and characterization tool.
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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (March 31, 2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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MITAL, DINESH P., and GOH WEE LENG. "AN AUTOREGRESSIVE APPROACH TO SURFACE TEXTURE ANALYSIS." International Journal of Pattern Recognition and Artificial Intelligence 08, no. 04 (August 1994): 845–57. http://dx.doi.org/10.1142/s0218001494000437.

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The use of autoregressive models in textual analysis holds great potential. Coupling the technique to a circular neighbourhood set imparts a rotational invariant property to it. This was demonstrated by Kashyap and Khotanzad in their model called the Circular Symmetric Autogressive (CSAR) Random Field model. The short-coming in this very ingenious proposal is that it is set in a background of square pixels and the rotational invariant property of the model fails in cases when the aspect ratio of the pixels are not at unity. This paper proposes a major modification to the CSAR to render the model rotational invariant under all configurations of pixel implementation. It is based on the area segments covered by a circle set in a 3×3 neighbourhood. We call it the Circular Area Autoregressive (CAAR) model. The results obtained from the CAAR showed much better consistency over that of the CSAR when a non-square pixel image was used.
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ZHENG, XIN, XIAODONG WANG, HAIFENG CUI, and TONG RUAN. "AN EFFICIENT MULTI-RESOLUTION TEXTURE SYNTHESIZING METHOD BASED ON WAVELET TRANSFORM." Journal of Circuits, Systems and Computers 18, no. 08 (December 2009): 1505–16. http://dx.doi.org/10.1142/s0218126609005824.

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The real-time rendering of high-quality, non-uniform scenes based on viewpoint has always been one of the most difficult problems in the CG area. In this paper, we propose one efficient algorithm to solve this problem with the help of merging texture synthesis and discrete wavelet transform (DWT) techniques. Using a single normal-sized image input, we can efficiently obtain texture sizes with different resolutions and update these in real-time rendering with the help of DWT. The results of our experiments prove that our algorithm can smoothly and efficiently render the non-uniform scenes based on viewpoint.
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Han, Yuan Li, and Yan Ping Chen. "Image Overlapping Technique without Model for Large LoD Terrain Based on GPU." Applied Mechanics and Materials 556-562 (May 2014): 4792–96. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.4792.

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There are many difficulties in image overlapping in 3D terrain of dynamic LoD quad tree model, it will cause gaps between terrain tiles and images if both of them are expressed independently. This paper breaks through the LoD mesh difficulties, and realizes image overlapping based on GPU programming without modeling. It establishes different texture coordinate transformational relationships in GPU to realize seamless expression between terrain texture and overlapping image based on setting terrain vertexes with global unified texture coordinate. The affine transformation is adopted to solve the difficulty of multiple spatial nonlinear transformations aiming to the interaction of image overlapping, and also to solve the non-synchronous problem of texture coordinate in interaction. At last, the conclusion may be achieved. Image overlapping technique in LoD terrain without modeling based on GPU is a typical case of render technology to solve application difficulties, the realization is simple, efficient and steady which only faces to single terrain tile. This research will greatly enhance the ability of Digital Earth, which completely clear an important technical barriers and promote the applications in GeoDesign.
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Wang, Lei. "Research of Air Pollution Dispersion Visualization Based on GPU and Volume Rendering." Advanced Materials Research 765-767 (September 2013): 3058–60. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.3058.

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To address the air pollution diffusing problem, a visualization algorithm based on fluid diffusion physical model and volume rendering is proposed to simulate the diffusion process epically for the urgent pollution accidents. The diffusion model is based on the simplified heat diffusion equation and the basic vortex constraint. The texture mapping based volume rendering method is adapted to handle the visualization algorithm. In addition, the render process adopts the GPU to implement the real-time visualization rendering.
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Dissertations / Theses on the topic "Render to texture"

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Koblik, Katerina. "Simulation of rain on a windshield : Creating a real-time effect using GPGPU computing." Thesis, Umeå universitet, Institutionen för fysik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185027.

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Modelling and rendering natural phenomena, such as rain, is an important aspect of creating a realistic driving simulator. Rain is a crucial issue when driving in the real world as it for instance obstructs the driver’s vision. The difficulty is to implement it in a visually appealing way while simultaneously making it look realistic and keeping the computational cost low. In this report, a GPGPU (general-purpose computing on graphical processing units) based approach is presented where the final product is a rain simulation rendered onto a 2D texture, which can then be applied to a surface. The simulated raindrops interact with gravity, wind, a windshield wiper as well as with each other, and are then used to distort the background behind them in a convincing manner. The simulation takes into account multiple physical properties of raindrops and is shown to be suitable to run in real-time. The result is presented in form of a visual demonstration. In conclusion, even though the final simulation is still in its first iteration, it clearly highlights what can be accomplished by utilizing the GPU and the benefits of using a texture-based approach. The appropriate simulation approach will however always depend on the characteristics of the problem and the limitations of the hardware.
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Vianello, Simone. "Il Vestibolo di Piazza d'Oro - Rilievi per la modellazione 3D ed il texturing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10873/.

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Il caso studio del vestibolo ottagonale di Villa Adriana ha dato la possibilità di applicare ad un edificio di notevole valore storico e artistico tecniche di restituzione digitale e di modellazione tridimensionale basate su applicativi di modellazione geometrica, con lo scopo di generarne il modello 3D digitale fotorealistico e polifunzionale. Nel caso specifico del vestibolo, un modello tridimensionale di questo tipo risulta utile a fini documentativi, a sostegno di ipotesi costruttive e come strumento per la valutazione di interventi di restauro. Il percorso intrapreso ha permesso di valutare le criticità nelle tecniche di acquisizione, modellazione e foto-modellazione tridimensionale applicate in ambito archeologico, tecniche usate abitualmente anche in settori quali l’architettura, il design industriale ma anche nel cinema (effetti speciali e film d’animazione) e in ambito videoludico, con obiettivi differenti: nel settore del design e della progettazione industriale il Reverse Modeling viene impiegato per eseguire controlli di qualità e rispetto delle tolleranze sul prodotto finale, mentre in ambito cinematografico e videoludico (in combinazione con altri software) permette la creazione di modelli realistici da inserire all’interno di film o videogiochi, (modelli non solo di oggetti ma anche di persone). La generazione di un modello tridimensionale ottenuto tramite Reverse Modeling è frutto di un processo opposto alla progettazione e può avvenire secondo diverse strategie, ognuna delle quali presenta vantaggi e svantaggi specifici che la rendono più indicata in alcuni casi piuttosto che in altri. In questo studio sono state analizzate acquisizioni tridimensionali effettuate tramite Laser Scan e tramite applicazioni Structure from Motion/Dense Stereo View.
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Lasram, Anass. "Exploration et rendu de textures synthétisées." Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0183/document.

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La synthèse de textures est une technique qui génère une texture automatiquement grâce à un algorithme. Cette technique permet de réduire le temps de création des textures et le coût mémoire étant donné que seuls les algorithmes et leurs paramètres ont besoin d'être stockés. Cependant, des difficultés sont souvent rencontrées lors de l'utilisation des textures synthétisées. D'abord, les paramètres de ces textures sont difficiles à manipuler. Ensuite, l'algorithme de synthèse génère souvent les textures sous forme de tableaux de pixels nécessitant beaucoup de mémoire. Pour aborder ces difficultés, nous proposons les approches suivantes : pour améliorer la visualisation de l'espace des textures synthétisées, nous proposons de construire un résumé de cet espace: une seule image statique qui résume, dans un espace limité de pixels, les apparences produites par un synthétiseur donné. De plus, pour améliorer la sélection de paramètres, nous augmentons les curseurs qui contrôlent les paramètres avec des bandes visuelles révélant les changements qui se produisent quand l'utilisateur manipule les curseurs. Pour permettre à l'utilisateur d'interagir de manière interactive avec les résumés visuels, nous nous reposons sur un algorithme de synthèse par patch permettant de générer les textures de façon rapide grâce à une implémentation parallèle sur le processeur graphique. Au lieu de générer le résultat de ce synthétiseur sous forme d'un tableau de pixels, nous représentons le résultat dans une structure compacte et nous utilisons une méthode rapide permettant de lire des pixels directement à partir de cette structure
Texture synthesis is a technique that algorithmically generates textures at rendering time. The automatic synthesis reduces authoring time and memory requirements since only the algorithm and its parameters need to be stored or transferred. However, two difficulties often arise when using texture synthesis: First, the visualization and parameters selection of synthesized textures are difficult. Second, most synthesizers generate textures in a bitmap format leading to high memory usage. To address these difficulties we propose the following approaches: First, to improve the visualization of synthesized textures we propose the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given synthesizer. The main challenge is to ensure that most appearances are visible, are allotted a similar pixel area, and are ordered in a smooth manner throughout the preview. Furthermore, to improve parameters selection we augment sliders controlling parameters with visual previews revealing the changes that will be introduced upon manipulation. Second, to allow user interactions with these visual previews we rely on a fast patch-based synthesizer. This synthesizer achieves a high degree of parallelism and is implemented entirely on the GPU. Finally, rather than generating the output of the synthesizer as a bitmap texture we encode the result in a compact representation and allow to decoding texels from this representation during rendering
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Bobuľa, Matej. "Neeuklidovské vykreslování ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445563.

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The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
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Philpott, Matthew. "Evaluation and optimization of a multi-point tactile renderer for virtual textures." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/14856.

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The EU funded HAPTEX project aimed to create a virtual reality system that allowed a user to explore and manipulate a suspended virtual textile with the thumb and index finger. This was achieved through a combination of a tactile renderer on the fingertips for surface textures and a force feedback system for deformation of the virtual material. This project focuses on the tactile rendering component of this system, which uses a tactile display developed at the University of Exeter. The 24 pin display is driven by piezoelectric bimorphs. Each of the pins can be driven independently, allowing for a variety of different sensations to be transmitted to the fingertip. The display is driven by rendering software that uses a spatial spectrum of the intended surface, in combination with the frequency response of touch receptors in the skin, position on the surface, and exploration velocity to produce a signal that is intended to recreate the sensation of exploring the surface texture. The output signal on each of the 24 contactors is a combination of high (320 Hz) and low (40 Hz) frequency sine waves. In this project, the tactile renderer is initially evaluated based on its ability to recreate the sensations of exploring particular textured surfaces. The users were asked to rank virtual textures in order of similarity to a real target texture. The results of the initial test were disappointingly low, with a 38.1±3.1% correct identification rate. However, feedback from this initial test was used to make improvements to the rendering strategy. These improvements did not give a significant improvement in identification (41.3±1.6%). Finally, the tests were repeated with a target virtual texture instead of the real one used in previous tests. This test yielded a higher identification rate (64.1±5.5%). This increase in identification suggests that the virtual textures are distinguishable but that they not always accurate recreations of the real textures they are mimicking.
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Ragnar, Gudmundsson Bjarni. "Addressing intersection artifacts on textured, geometrically rendered vector data in 3D applications." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254956.

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There exist various methods to render vector data in 3D applications. One such method is to render the data geometrically, where polyline data is tessellated into some geometry that is rendered on top of the 3D terrain. Having explicit access to the line geometry is valuable to applications that demand high visual quality, as it enables applying various effects to the line data. However, a prominent visual artifact in geometrically rendered line data occurs around intersections, where it is hard to render lines seamlessly. In this thesis paper I present a method that is aimed to address this issue. By generating explicit geometry for line intersections, and by enforcing several restrictions on the design of the applied textures, the proposed method ensures seamless rendering of textures over complex intersections, including intersections that adjoin lines with different textures assigned to them. To ensure minimal performance overhead at runtime the proposed method computes all the required geometry offline, and stores it in a static vertex buffer on the GPU. At runtime a separate index buffer is generated, which is used to reference the vertices required to generate the appropriate geometry. Finally, the proposed method supports interactively assigning textures to line data at runtime, which could for example enable filtering and focusing of vector data. Empirical measurements are provided for runtime performance, these measurements show that the performance overhead introduced by the method is reasonably small, making the proposed method a feasible addition to interactive systems. A qualitative comparison is used to validate the visual results, where examples show successful rendering of several intersections that include a variety of textures. The proposed method paves the way for possible future work, for example in defining a taxonomy of textures, along with a set of rules describing how each group of textures should be drawn at intersections.
Det finns olika metoder för att rendera vektordata i 3D-applikationer. En sådan metod är att rendera datan geometriskt, där polylinje data är tessellerade till geometri som renderas ovanpå en 3D-terräng. Att ha explicit tillgång till linjens geometri är viktigt för applikationer som kräver hög visuell kvalité, eftersom det möjliggör tillämpning av olika effekter på linjedatan. En framträdande visuell artefakt i geometriskt renderad vektordata sker runt korsningar, där det är svårt att göra linjerna sömlösa. I den här uppsatsen presenterar jag en metod som syftar till att ta itu med denna fråga. Genom att skapa specifik geometri för linjekorsningar, och genom att tillämpa flera begränsningar på utformningen av de applicerade texturerna, säkerställer den föreslagna metoden smidig rendering av texturer över komplexa korsningar, inklusive korsningar som angränsar linjer med olika texturer tilldelade dem. För att säkerställa minimal påverkan prestanda vid körning beräknar den föreslagna metoden all nödvändig geometri offline och lagrar den i en statisk vertexbuffer på GPU:n. Vid körningen genereras en separat indexbuffer som används för att referera till de vertricer som krävs för att generera lämplig geometri. Den nämnda metoden stödjer interaktiv tilldelning av texturer till linjedata vid körning, vilket exempelvis kan möjliggöra filtrering och fokusering av vektordata. Empiriska mätningar ges för prestanda, och dessa mätningar visar att metodens påverkan på prestanda är relativt liten, vilket gör den föreslagna metoden till ett genomförbart tillägg till interaktiva system. En kvalitativ jämförelse används för att validera de visuella resultaten, där exempel visar en lyckad rendering av flera korsningar som innehåller en mängd olika texturer. Denna metod banar vägen för eventuellt framtida arbeten, till exempel vid definitioner av texturernas taxonomi, tillsammans med en uppsättning regler som beskriver hur varje grupp av texturer ska dras vid korsningar.
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Silva, Vera Lucia Felippi da. "Acervo de rendas Lucy Niemeyer : uma contribuição para o design." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/101205.

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Esta dissertação tem como objeto de estudo o design têxtil de rendas, a partir da análise de elementos constitutivos da linguagem visual e técnica, aspectos históricos e possíveis processos de produção das amostras pertencentes ao acervo de rendas Lucy Niemeyer. O acervo em questão possui 186 itens de rendas, sendo assim, aspectos ligados à museologia também são tratados tendo em vista a salvaguarda desses itens através de processos de preservação, conservação e acondicionamento. Neste cenário, foram identificadas importantes instituições de ensino e museológicas que se dedicam a promover a interação do universo das rendas com práticas criativas ligadas ao design. O objetivo é refletir sobre a contribuição das rendas para o design, ou seja, a dissertação se ocupa em compreender como o design têxtil verificado nos itens do acervo de rendas pode apoiar o design, de têxteis ou não, na contemporaneidade. Este estudo foi realizado por meio de pesquisa qualitativa que se aprofunda no assunto explorado, com procedimentos de caráter exploratório, pesquisa bibliográfica, documental e explicativa, através de estudo de caso de itens do acervo. Os estudos de caso contemplam aspectos ligados à catalogação do acervo, identificando processos, técnicas, produção de imagens, análises complementares feitas em microscópio estereoscópio e leitura dos elementos constitutivos da linguagem visual e técnica, visando identificar elementos que contribuam para desenvolvimento de novos produtos. Através desta dissertação conclui-se que o universo das rendas possui grande potencial para contribuir com o design, não só têxtil e de moda, mas também em áreas como design para artesanato, de objetos, joalheria e arquitetura, aplicando a linguagem visual das rendas em diversos materiais (flexíveis ou não), utilizando tecnologias produtivas disponíveis no mercado hoje, independente de escala de produção e de dimensões.
The object of this dissertation is the study of the design of lace, from the analysis of the constituent elements of visual and technical language, the historical aspects and possible production processes of the samples belonging to the lace collection of Lucy Niemeyer. The collection in question has 186 items of lace, so methods of museology are also treated aiming to safeguarding these items through processes of conservation. Important educational institutions and dedicated museums were identified which promote interaction with the universe of laces with creative practices related to design. The aim is to reflect on contribution of lace to design, ie , the dissertation is concerned with understanding how the textile design found in the items of the collection of laces can contribute to the current design of textiles . This study was conducted by means of qualitative research that delves into the subject with explanatory procedures, bibliographical research, documentary and explanatory case study. The case studies include aspects of cataloging the collection, identifying processes, techniques, imaging, complementary analyses made using a stereoscopic microscope and the reading of the constituent elements of visual and technical language to identify elements that contribute to the development of new products. In conclusion, the world of laces has great potential to contribute to the design, not only textile and fashion, but also in areas such as design for crafts, jewelry and architecture, using visual language of laces in various materials using productive technologies available on the market today, regardless of the scale of production.
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Bénard, Pierre. "Stylisation temporellement cohérente d'animations 3D basée sur des textures." Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00630112.

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Cette thèse s'inscrit dans le thème du rendu expressif qui vise à définir des outils de création et de traitement d'images ou d'animations stylisées. Les applications concernent tous les métiers nécessitant une représentation visuelle plus stylisée qu'une photographie : création artistique (jeux vidéo, film d'animation, dessins animés), restitution archéologique, documentation technique, etc. Un critère fondamental de qualité d'une image est l'absence d'artefacts visuels. Cette considération a toujours existé, mais elle est particulièrement importante dans le cas de l'informatique graphique. En effet, la nature même de l'image - des pixels discrets - est source d'artefacts. Les artefacts sont encore plus visibles lorsque l'on s'intéresse aux animations, des artefacts temporels s'ajoutant aux artefacts spatiaux. L'objectif de cette thèse est d'une part de formaliser et mesurer ces artefacts en tenant compte de la perception humaine, et d'autre part de proposer de nouvelles méthodes de stylisation interactive d'animations 3D. Nous présentons tout d'abord un ensemble de techniques pour créer et assurer la cohérence de dessins au trait extraits de scènes 3D animées. Nous proposons ensuite deux méthodes de stylisation des régions de couleur permettant la créations d'un grand nombre de motifs. Le point commun à toutes ces approches est la représentation du médium simulé (pigment d'aquarelle, coup de crayon ou de pinceau...) par une texture évoluant au cours de l'animation. Nous décrivons enfin deux expériences utilisateurs visant à évaluer perceptuellement la qualité des résultats produits par ce type de techniques.
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Wiertlewski, Michael. "Reproduction des Textures Tactiles: Transducteurs, Mécanique, et Représentation du Signal." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2011. http://tel.archives-ouvertes.fr/tel-00665261.

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La texture des surfaces est tactilement perçue principalement par les vibrations générées lors du glissement de nos doigts sur celles-ci. Malgré sa prévalence quotidienne, l'étude de l'interaction du doigt avec une texture, dans le cadre de la réalité virtuelle, n'a pas été approfondie en détail. Cette thèse explore une partie des facteurs qui contribuent à la mécanique de l'interaction entre un doigt et une surface avec pour objectif sa reproduction artificielle. L'enregistrement et la reproduction des textures tactiles sont premièrement discutés, accompagnés de la conception d'un appareil capable de précisément mesurer la force d'interaction émanant de la friction d'un doigt qui glisse. Le même dispositif piézoélectrique fut employé pour déformer à haute vitesse le bout du doigt, dans le but de reproduire la présence d'une texture. Ce travail est une nouvelle approche pour simuler la rugosité et la texture d'une surface virtuelle. La question de l'enregistrement et de la reproduction des surfaces texturées a motivé l'étude du comportement mécanique du bout du doigt. Cette étude révèle que le bout des doigts se comporte comme un ressort élastique dans les basses fréquences, et qu'après une fréquence de coupure d'environ 100 Hz, la réponse est dominée par l'amortissement visqueux, un fait qui n'a jamais été directement observé auparavant. Ensuite, les spécificités des signaux vibratoires créés par le frottement d'un doigt sur plusieurs textures furent analysées. L'expression des fluctuations de la force de friction en fonction de l'espace plutôt que du temps, indique que plusieurs caractéristiques du signal peuvent jouer un rôle majeur dans la perception tactile des textures. Cette thèse met en lumière l'importance de la mécanique et de la biomécanique pendant l'exploration haptique des surfaces et leur potentielle contribution à la perception. Collectivement, les résultats présentés dans cette thèse sont utiles pour la conception de meilleurs systèmes de réalité virtuelle et à d'autres applications.
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Lepoire-Duc, Solveig. "Le rôle de l'écriture dans le développement de la compétence explicative : étude de la production de compte rendus scientifiques par des élèves du cours moyen." Metz, 1997. http://www.theses.fr/1997METZA001.

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Books on the topic "Render to texture"

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Watkins, Adam. Getting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.

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Getting started in 3D with Maya: Create a project from start to finish--model, texture, rig, animate, and render in Maya. Waltham, MA: Focal Press, 2012.

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Weigand, Rudolf Kilian. Der "Renner" des Hugo von Trimberg: Überlieferung, Quellenabhängigkeit und Struktur einer spätmittelalterlichen Lehrdichtung. Wiesbaden: L. Reichert, 2000.

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Texto-Mensaje-Recipiente: Análysis semiótico-estructural de textos narrativos, dramáticos y líricos de la literatura española e hispanoamericana de los siglos XVI, XVII y XX (con un excurso sobre La maison de rendez-vous de A. Robbe-Grillet). Tübingen: G. Narr, 1988.

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Brushwork Essentials: How to Render Expressive Form and Texture With Every Stroke. North Light Books, 2002.

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Airbrush Artist's Pocket Palette: Practical, Visual Advice on How to Render over 300 Effects and Textures (Pocket Palette Series). North Light Books, 1996.

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Humphreys, Stephen. The Covenants in the Light of Anthropogenic Climate Change. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198825890.003.0012.

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This chapter undertakes a textual analysis of the Preambles and Parts I and II of the two principal UN human rights Covenants, the International Covenant on Civil and Political Rights (ICCPR), and the International Covenant on Economic, Social and Cultural Rights (ICESCR), to assess their aptness to deal with existing and future phenomena associated with human-induced global climate change. While these phenomena apparently invoke the human rights ‘protections’ envisaged in the Covenants, it is argued that the particular shape the Covenants have taken in the decades since entering into force renders them ill-suited to the emerging context of climate change.
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Ohi, Kevin. Inceptions. Fordham University Press, 2021. http://dx.doi.org/10.5422/fordham/9780823294626.001.0001.

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The beginning is both internal and external to the text it initiates, and that non-coincidence points to the text’s vexed relation with its outside. Hence the non-trivial self-reflexivity of any textual beginning, which must bear witness to the self-grounding quality of the literary work—its inability either to comprise its inception or to externalize it in an authorizing exteriority. In a different but related way does the fact that they must render our lives and our desires opaque to us; what Freud called “latency” marks not only sexuality but human thought with a self-division shaped by asynchronicity. From Henry James’s New York Edition prefaces to George Eliot’s epigraphs, from Ovid’s play with meter to Charles Dickens’s thematizing of the ex nihilo emergence of character, from Wallace Stevens’s abstract consideration of poetic origins to James Baldwin, Carson McCullers, and Eudora Welty’s descriptions of queer childhood, writers repeatedly confront the problem of inception. Most explicitly for James, for whom revision, a striving to keep the work perpetually at the border of its emergence, was a fundamentally ethical practice, attention to inception is a commitment to human freedom; a similar commitment is legible in all the writers examined here. To experience this vibrancy, the sense that the work might have been, might still yet be, otherwise, it suffices, James reminds us, to reread it. Inceptions traces an ethics of reading, that follows from perceiving, in the ostensibly finished forms of lives and texts, the potentiality inherent in their having started forth.
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A LITERATURA DE CORDEL COMO PROPOSTA PEDAGÓGICA DE LEITURA E LETRAMENTO NA FORMAÇÃO DE LEITORES: UM ESTUDO EM UMA ESCOLA ESTADUAL DE ENSINO MÉDIO NA CIDADE DE BREJO DO CRUZ – PB. Editora Acadêmica Periodicojs, 2021. http://dx.doi.org/10.51249/hp01.2021.19.

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A literatura de cordel é uma ferramenta valiosa para o desenvolvimento de habilidades de leitura escrita e oralidade, principalmente na área de humanas, sendo assim, o presente trabalho tem como objetivo analisar a importância da inserção do gênero textual Cordel em sala de aula como estímulo a prática de leitura e letramento, na 3ª série do Ensino Médio da Escola Estadual Professor José Olímpio Maia na cidade de Brejo do Cruz-PB. Assim, buscou-se compreender a função social da Literatura de Cordel que independentemente da temática escolhida, atua como veículo de propagação de valores culturais tradicionais pertinentes ao povo de uma região, mostrando que o gênero textual Cordel dentro das salas de aula de Ensino Médio é de grande importância para a formação de leitores. O atual estudo pode ser compreendido como uma pesquisa descritiva e exploratória com abordagem quantitativa e qualitativa, por levar a entender processos em que se desenvolve o objeto de estudo. Envolvemos uma amostra de trinta e dois alunos e duas professoras da turma pesquisada. Através de questionários verificou-se como a atuação do professor por meio de práticas pedagógicas de leitura literária e letramento do gênero textual Cordel pode contribuir para a formação leitora e crítica dos alunos. A cultura letrada é uma necessidade que se torna, a cada dia, mais essencial na sociedade globalizada. Não basta ter a capacidade de decodificar letras, não basta saber ler e escrever, é vital desenvolver a capacidade de compreender o que está sendo lido, conseguir inter-relacionar este saber com os múltiplos conhecimentos adquiridos previamente. Esta habilidade oferece vantagens não apenas às pessoas que a detém, mas às nações as quais elas pertencem. Um grande desafio no ensino, principalmente nas instituições públicas é superar a situação de fracasso comumente diagnosticado nesse cenário. Para superarmos esse problema se faz necessário uma releitura da prática pedagógica que está sendo utilizada, para desse modo tentar incluir o aluno no espaço escolar como protagonista do saber. O uso de projetos pedagógicos que possam ser trabalhados paralelamente ao currículo base das disciplinas, tem sido uma ferramenta que ganha mais destaque em escolas que almejam oferecer um ensino de melhor qualidade e assim cumprir seu papel de formação cidadã e para o mercado de trabalho. Foi realizada uma Feira Literária de Cordéis e Xilogravuras que proporcionou aos alunos a vivência com esses gêneros textuais, onde puderam confeccionar seus próprios textos e ilustrações, desenvolvendo em alguns, talentos ainda não desenvolvidos. Trabalhar com cordel mexe diretamente com emoções, e isto se faz cada vez mais necessário, tanto para atingir os objetivos didáticos, como o desenvolvimento das habilidades de leitura, escrita e oralidade, quanto de realização profissional, dado que o fardo do trabalho tende a render bons frutos que nos fortalece a continuar tentando fazer da educação uma possibilidade de transformação social.
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Loewe, Raphael, ed. Meshal Haqadmoni Fables from the Distant Past. Translated by Raphael Loewe. Liverpool University Press, 2004. http://dx.doi.org/10.3828/liverpool/9781874774563.001.0001.

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The wondrous fables of Ibn Sahula in Meshal haqadmoni, presented here in English for the first time, provide a most unusual introduction to the intellectual and social universe of the Sephardi Jewish world of thirteenth-century Spain. Ibn Sahula wrote his fables in rhymed prose, here rendered into English as rhymed couplets. They comprise a series of satirical debates between a cynic and a moralist, put into the mouths of animals; the moralist always triumphs. The debates, which touch on such subjects as time, the soul, the physical sciences and medicine, astronomy, and astrology, amply reflect human foibles, political compromise, and court intrigue. They are suffused throughout with traditional Jewish law and lore, a flavour reinforced by the profusion of biblical quotations reapplied. With parallel Hebrew and English texts, explanatory notes, indication of textual variants, and references for all the biblical and other allusions, this edition has much to offer to scholars in many areas: medieval Hebrew literature, medieval intellectual history, Sephardi studies, and the literature and folklore of Spain. Both the translation and the scholarly annotations reflect a deep understanding of Ibn Sahula's world, including the interrelationship of Hebrew, Greek, and Arabic speculative thought and the interplay between those languages.
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Book chapters on the topic "Render to texture"

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Zeng, Tao, Frédéric Giraud, Betty Lemaire-Semail, and Michel Amberg. "Analysis of a New Haptic Display Coupling Tactile and Kinesthetic Feedback to Render Texture and Shape." In Haptics: Generating and Perceiving Tangible Sensations, 87–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14075-4_13.

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Philpott, Matthew, and Ian R. Summers. "Evaluating a Multipoint Tactile Renderer for Virtual Textured Surfaces." In Haptics: Perception, Devices, Mobility, and Communication, 121–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31404-9_21.

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"Surfaces and Function." In Inspiration and Design for Bio-Inspired Surfaces in Tribology, 1–34. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-1647-8.ch001.

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This chapter reviews the origins of surface-system considerations. It highlights the fundamental role a surface plays in preserving the structural integrity of a tribological system and the crucial role of surface texture in maintaining the state of a rubbing material. Here the authors make the case for custom engineering of texture. It is shown that the idea of engineering textural features, while being fundamental, is not easy to implement. They discuss the complexity of the factors involved and how they render the customization process industrially demanding. The main emphasis is on one fundamental factor, namely, the absence of a texture design paradigm that caters to the multi-functionality requirement for futuristic surfaces.
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Li, Jingtian, Adam Watkins, Kassandra Arevalo, and Matthew Tovar. "Raycasting and Render Textures." In Creating Games with Unity, Substance Painter, & Maya, 533–60. CRC Press, 2020. http://dx.doi.org/10.1201/9781003050490-15.

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"COMPTES RENDUS." In La naissance du texte proustien, 171–80. Brill | Rodopi, 2013. http://dx.doi.org/10.1163/9789401210171_013.

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Fend, Mechthild. "The surface’s substance." In Fleshing Out Surfaces. Manchester University Press, 2017. http://dx.doi.org/10.7228/manchester/9780719087967.003.0002.

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The naked areas an artist represents when painting a human body were traditionally not conceived of in terms of skin but of flesh. This chapter discusses notions of flesh and flesh tones in the European art literature from the Middle Ages (Theophilus Prespyter, Cennino Cennini, Jean Lebèque) to French seventeenth and early eighteenth-century art theory. A focus is on the association of flesh and colour in the writings of Roger de Piles and in the technique of colour printing as theorised in Jacob Le Blon's 1725 treatise Coloritto, or the Harmony of Colouring. The chapter demonstrates how skin slowly made its entry into art theory over the course of the eighteenth century and argues that skin and flesh came to be perceived differently over the course of the early modern period. Especially the microscope changed the ways in which the bodily mater was seen: organic substance was now described with textile metaphors as texture or tissue. In accordance with the new medical understanding of the dermis as a tissue built of interwoven layers, eighteenth-century art practice and discourse turned skin into a complex organ that was supposed to be rendered via an appropriately textured painterly brushwork.
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"simply vanity. The wanton who exercises her taste to render her passion alluring, has something more in view. (75–6)." In Textual Practice, 89–90. Routledge, 2005. http://dx.doi.org/10.4324/9780203986219-35.

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"Richard Ings Iain Borden, Joe Kerr, Alicia Pivaro and Jane Rendell (eds), Strangely Familiar: Narratives of Architecture in the City (London and New York: Routledge, 1996), 96 pp., £10.99." In Textual Practice, 147–52. Routledge, 2005. http://dx.doi.org/10.4324/9780203986332-11.

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Lewis, Cara L. "Plastic Form." In Dynamic Form, 18–52. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501749179.003.0002.

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This chapter discusses Henry James's The Golden Bowl (1904). It shows how James's sculptural aesthetics, elaborated through a series of ornate metaphors, encompasses not only sculptural objects but also the viewing practices and temporalities associated with sculpture. Such viewing in the round, with its frequent retreading of old ground, creates the surface texture of James's, at times, almost impenetrable prose. Viewing in the round also activates a narrative temporality that renders the novel as a dynamic form to be processed over time, revisited, and reviewed. The Golden Bowl thus helps one to see that novelistic engagement with the fine arts does not produce self-contained, static, spatial form. Instead, shifts in perspective and point of view as James's characters circle sculptural objects—and as readers make their way around the novel—reinvent the novel as an experiment in plastic form.
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"family, a nation, civilized mankind). In this case, the axiological position of the other within me is authoritative for me; he can narrate the story of my life and I shall be in full inner agreement with him. So long as my life proceeds in indissoluble unity with the collective of others, it is interpreted, constructed, and organized…on the plane of another’s possible consciousness of my life; my life is perceived and constructed as a possible story that might be told about it by the other to still others (to descendants). My consciousness of a possible narrator, the axiological context of a possible narrator, organizes my acts, thoughts, and feelings. (AH, 153) It is only an intimate, organic axiological participation in the world of others that renders the biographical self-objectification of a life authoritative and productive; only such participation strengthens and renders nonfortuitous the position of the other in me—the possible author of my life. (AH, 155)." In Textual Practice, 19. Routledge, 2005. http://dx.doi.org/10.4324/9780203986219-7.

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Conference papers on the topic "Render to texture"

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Solomon, Jeff, and Mark Horowitz. "Using texture mapping with mipmapping to render a VLSI layout." In the 38th conference. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/378239.379012.

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Castelluccio, Gustavo M., and David L. McDowell. "Fatigue Life Prediction of Microstructures." In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-85710.

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The formation and early growth of fatigue cracks in the high cycle fatigue regime is influenced by microstructuctural features such as grain size and morphological and crystallographic texture. However, most fatigue models do not predict the influence of the microstructure on early stages of crack formation, or they employ parameters that should be calibrated with experimental data from specimens with microstructures of interest. These post facto strategies are adequate to characterize materials, but they are not fully appropriate to aid in the design of fatigue-resistant engineering alloys. This paper presents a modeling framework that facilitates relative assessment of fatigue resistance among different microstructures. The scheme employs finite element simulations that explicitly render the microstructure and a methodology that estimates transgranular fatigue growth for microstructurally small cracks on a grain-by-grain basis, including consideration of growth within grains (embedded analytically) and stress redistribution as the cracks extend. The methodology is implemented using a crystal plasticity algorithm in ABAQUS and calibrated to study fatigue crack initiation of a bimodal grain size distribution found in RR1000 powder processed Ni-base superalloys for turbine disk applications.
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Song, Jingkuan, Jingqiu Zhang, Lianli Gao, Xianglong Liu, and Heng Tao Shen. "Dual Conditional GANs for Face Aging and Rejuvenation." In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/125.

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Face aging and rejuvenation is to predict the face of a person at different ages. While tremendous progress have been made in this topic, there are two central problems remaining largely unsolved: 1) the majority of prior works requires sequential training data, which is very rare in real scenarios, and 2) how to simultaneously render aging face and preserve personality. To tackle these issues, in this paper, we develop a novel dual conditional GAN (DCGAN) mechanism, which enables face aging and rejuvenation to be trained from multiple sets of unlabeled face images with different ages. In our architecture, the primal conditional GAN transforms a face image to other ages based on the age condition, while the dual conditional GAN learns to invert the task. Hence a loss function that accounts for the reconstruction error of images can preserve the personal identity, while the discriminators on the generated images learn the transition patterns (e.g., the shape and texture changes between age groups) and guide the generation of age-specific photo-realistic faces. Experimental results on two publicly dataset demonstrate the appealing performance of the proposed framework by comparing with the state-of-the-art methods.
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Vaughan, Neil, Venketesh N. Dubey, Michael Y. K. Wee, and Richard Isaacs. "Virtual Reality Based Enhanced Visualization of Epidural Insertion." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70951.

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This paper outlines an approach to create stereoscopic 3D computer graphics for visualization of epidural insertions. The graphics are built from several 3D vertex models of the anatomical structures including the vertebrae, tissue layers and the skin, subcutaneous fat, supraspinous ligament, interspinous ligament, ligamentum flavum and epidural space. The 3D models are wrapped with full color textures and vertex edges are rounded. The objects are stored in object files and are rendered as 3D by a custom OpenGL application. Graphics drivers calculate the angles and offset for the two separate stereo images and render both in 3D. The stereoscopic images are viewed through a visor containing two OLED micro-displays in stereo using the page-flipped method. The completed stereo simulation allows depth to be perceived so that the operator can judge depth of the needle tip in relation to tissue layers and bones, which aids to the location of the epidural space. Applying stereoscopic vision to epidural simulators will help the operator to visualize the depths required for correct needle placement in the epidural space.
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Behrens, Uwe, and Ralf Ratering. "Adding shadows to a texture-based volume renderer." In the 1998 IEEE symposium. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/288126.288149.

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Kuang, Yang, and Jie Jiang. "The Research of Render to Textures during Making Virtual Reality Based on Unity 3D Technology." In 2015 International Industrial Informatics and Computer Engineering Conference. Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/iiicec-15.2015.300.

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Gil, Adriano, Aasim Khurshid, Juliana Postal, and Thiago Figueira. "Visual assessment of equirectangular images for virtual reality applications In Unity." In XXXII Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sibgrapi.est.2019.8337.

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Virtual Reality (VR) applications provide an immersive experience when using panoramic images that contain a 360-degree view of the scene. Currently, the equirectangular image format is the widely used pattern to represent these panoramic images. The development of a virtual reality viewer of panoramic images should consider several parameters that define the quality of the rendered image. Such parameters include resolution configurations, texture-to-objects mappings and deciding from different rendering approach, but to select the optimal value of these parameters, visual quality analysis is required. In this work, we propose a tool integrated within Unity editor to automate this quality assessment using different settings for the visualization of equirectangular images. We compare the texture mapping of a skybox with a procedural sphere and a cubemap using full-reference objective metrics for Image Quality Analysis (IQA). Based on the assessment results, the tool decides how the final image will be rendered at the target device to produce a visually pleasing and high-quality image.
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Санжаров, Вадим, Vadim Sanzharov, Владимир Фролов, Vladimir Frolov, Илья Павлов, and Ilia Pavlov. "Restricted Extensions for GPU Photo-realistic Renderer." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-37-42.

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Photo-realistic rendering systems on CPU traditionally have significant flexibility achieved mainly by the ability for end user to write custom plugins or shaders. The same cannot be said about majority of photo-realistic GPU renderers. Most «classic» approaches to design of user-extendable software on CPU, such as object-oriented plugins are not very well suited for GPU programming. In this paper we propose a restricted approach to developing extendable GPU rendering system at low development cost. Our hardware agnostic light-weight approach can be applied to existing rendering systems with minimal changes to them. We apply our approach to the problem of procedural textures implementation and show that, in addition to simplicity, our approach is faster then existing GPU solutions.
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Mun, Sunung, Hojin Lee, and Seungmoon Choi. "Perceptual Space of Regular Homogeneous Haptic Textures Rendered Using Electrovibration." In 2019 IEEE World Haptics Conference (WHC). IEEE, 2019. http://dx.doi.org/10.1109/whc.2019.8816143.

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10

le Mercier, Benjamin, and Abderrahmane Kheddar. "How can stochastic and periodic textures be visuo-haptically rendered?" In 2007 IEEE International Workshop on Haptic, Audio and Visual Environments and Games. IEEE, 2007. http://dx.doi.org/10.1109/have.2007.4371601.

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Reports on the topic "Render to texture"

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Solomon, Jeff, and Mark Horowitz. Using Texture Mapping With Mipmapping to Render a VLSI Layout. Fort Belvoir, VA: Defense Technical Information Center, June 2001. http://dx.doi.org/10.21236/ada419603.

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