Academic literature on the topic 'Texture (Art) Computer simulation'

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Journal articles on the topic "Texture (Art) Computer simulation"

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Pan, Yue. "Analysis on the Artistic Presentation Effect of 3D Rendering Ink Painting Based on the Evaluation of Deep Learning Model." Scientific Programming 2022 (May 29, 2022): 1–12. http://dx.doi.org/10.1155/2022/9259389.

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At present, with the popularity of multimedia, people's appreciation and interest in ink painting art have been deepened. In the research of art works, this paper proposes a rendering method of three-dimensional ink painting effect based on deep learning model, which can simulate the painting skills of ink painting in terms of intensity and distance. Specifically, first construct a two-dimensional ink texture, then map the horizontal component of the texture using the contour information of the model, and finally adjust the ink tone by controlling the coordinates of the vertical component of the texture through the attribute function. Linear attribute function, quadratic attribute function, and attribute function with light source factor are used for simulation. The results show that this method can be used for ink and wash simulation of three-dimensional scene, making the image more layered and more in line with the artist’s actual technology.
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Divinskii, S. V., and V. N. Dnieprenko. "The Mechanism of Influence of Non-Octahedral Slip on Rolling Texture Development in FCC Metals. Computer Simulation." Textures and Microstructures 21, no. 4 (January 1, 1993): 251–59. http://dx.doi.org/10.1155/tsm.21.251.

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Simulation of the copper-type rolling texture development in FCC metals based on homogeneous slip under conditions of no constrains (Sachs-type model) is presented. Detailed analysis shows that, in fact, effective activation of a few (two or three, sometimes greater) independent slip systems occurs after reaching of some strain. These slip systems act by turns and may be essentially considered as acting simultaneously. Therefore, such extended description may be considered as a model which is intermediate between Taylor and Sachs ones. Taking these results into account, the characteristic features of main texture component development in copper under rolling have been studied by a computer simulation. Both octahedral, {111}, and cubic, {100}, slip planes are shown to act simultaneously in the process of the {112}〈111¯〉 component formation, but the action of only {111}〈11¯0〉 slip systems is characteristic for the {110}〈11¯2〉 component formation. The important role of the non-octahedral sip systems in plastic deformation processes in FCC metals of high staking-fault energy are also confirmed by the coincidence of model shear textures and experimental surface textures.
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Liang, Bo, Xin-xin Jia, and Yuan Lu. "Application of Adaptive Image Restoration Algorithm Based on Sparsity of Block Structure in Environmental Art Design." Complexity 2021 (May 26, 2021): 1–16. http://dx.doi.org/10.1155/2021/9035163.

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Image restoration is a research hotspot in computer vision and computer graphics. It uses the effective information in the image to fill in the information of the designated damaged area. This has high application value in environmental design, film and television special effects production, old photo restoration, and removal of text or obstacles in images. In traditional sparse representation image restoration algorithms, the size of dictionary atoms is often fixed. When repairing the texture area, the dictionary atom will be too large to cause blurring. When repairing a smooth area, the dictionary atom is too small to cause the extension of the area, which affects the image repair effect. In this paper, the structural sparsity of the block to be repaired is used to adjust the repair priority. By analyzing the structure information of the repair block located in different regions such as texture, edge, and smoothing, the size of the dictionary atom is adaptively determined. This paper proposes a color image restoration method that adaptively determines the size of dictionary atoms and discusses a model based on the partial differential equation restoration method. Through simulation experiments combined with subjective and objective standards, the repair results are evaluated and analyzed. The simulation results show that the algorithm can effectively overcome the shortcomings of blurred details and region extension in fixed dictionary restoration, and the restoration effect has been significantly improved. Compared with the results of several other classic algorithms, it shows the effectiveness of the algorithm in this paper.
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Oriekhova, Larysa, Petro Andriichuk, Tetyana Shnurenko, Volodymyr Horobets, Valentina Sinelnikova, and Ivan Sinelnikov. "The Research of Computer Simulation of Textual Dimension in the Context of the Musical Discourse." Postmodern Openings 13, no. 3 (August 8, 2022): 310–22. http://dx.doi.org/10.18662/po/13.3/491.

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The relevance of the study is determined by the need to rethink musical art as a value orientation in the period of postmodernity. The purpose of the study is to determine the features of the textual dimension of musical discourse as a feature of the postmodern value perception of musical art in combination with the information and computerization of society. The purpose of the article is to show the basic context of the textual dimension of musical discourse. This research shows a holistic analysis of musical art in the context of discourse analysis and innovative modeling, which in the future is a prospect for creating new ideas for the interpretation of musical works. The study highlights the main components of textual analysis of a musical work, as well as the perception of musical discourse as a manifestation of today’s information of social development. For a comprehensive analysis of musical art it is necessary to understand the basic theoretical and methodological approaches to the study of this concept. Therefore, the principal theoretical approaches of scientists concerning musical discourse in the context of the textual dimension were studied, and theoretical problems in musical discourse analysis were developed. Beneficial to study the complex modeling of the textual dimension of musical art, the methods of analysis and synthesis, research method and discourse analysis method were used. This study provided a basis for determining the effectiveness of computer simulation technology in the context of the musical dimension.
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Cao, Xiaonan. "Ink Art Three-Dimensional Big Data Three-Dimensional Display Index Prediction Model." Complexity 2021 (April 14, 2021): 1–10. http://dx.doi.org/10.1155/2021/5564361.

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This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to realize the rapid construction and rendering of ink art 3D virtual reality scenes in a big data environment. A two-dimensional cellular automaton is used to simulate a brushstroke model with ink and wash style, and outlines are drawn along the path of the brushstroke to obtain an effect close to the artistic style of ink and wash painting. Set the surface of the model with ink style brushstroke texture patterns, refer to the depth map, normal map, and curvature map information of the model, and simulate the drawing effect of the method by procedural texture mapping. Example verification shows that the rapid visualization analysis model of ink art big data designed in this paper is in line with the prediction requirements of ink art big data three-dimensional display indicators. The fast visibility removal method is used to deal with large-scale three-dimensional ink art in a big data environment. High efficiency is achieved in virtual reality scenes, and the multiresolution fast rendering method better maintains the appearance of the prediction model without major deformation.
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Xiao, Yahui. "Research on Visual Image Texture Rendering for Artistic Aided Design." Scientific Programming 2021 (August 7, 2021): 1–8. http://dx.doi.org/10.1155/2021/1190912.

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The rendering effect of known visual image texture is poor and the output image is not always clear. To solve this problem, this paper proposes a visual image rendering based on scene visual understanding algorithm. In this approach, the color segmentation of known visual scene is carried out according to a predefined threshold, and the segmented image is processed by morphology. For this purpose, the extraction rules are formulated to screen the candidate regions. The color image is fused and filtered in the neighborhood, the pixels of the image are extracted, and the 2D texture recognition is realized by multilevel fusion and visual feature reconstruction. Using compact sampling to extract more target features, feature points are matched, the coordinate system of known image information are integrated into a unified coordinate system, and design images are generated to complete art-aided design. Simulation results show that the proposed method is more accurate than the original method for extracting the information of known images, which helps to solve the problem of clearly visible output images and improves the overall design effect.
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Chen, Shiqi, Huajun Feng, Dexin Pan, Zhihai Xu, Qi Li, and Yueting Chen. "Optical Aberrations Correction in Postprocessing Using Imaging Simulation." ACM Transactions on Graphics 40, no. 5 (October 31, 2021): 1–15. http://dx.doi.org/10.1145/3474088.

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As the popularity of mobile photography continues to grow, considerable effort is being invested in the reconstruction of degraded images. Due to the spatial variation in optical aberrations, which cannot be avoided during the lens design process, recent commercial cameras have shifted some of these correction tasks from optical design to postprocessing systems. However, without engaging with the optical parameters, these systems only achieve limited correction for aberrations. In this work, we propose a practical method for recovering the degradation caused by optical aberrations. Specifically, we establish an imaging simulation system based on our proposed optical point spread function model. Given the optical parameters of the camera, it generates the imaging results of these specific devices. To perform the restoration, we design a spatial-adaptive network model on synthetic data pairs generated by the imaging simulation system, eliminating the overhead of capturing training data by a large amount of shooting and registration. Moreover, we comprehensively evaluate the proposed method in simulations and experimentally with a customized digital-single-lens-reflex camera lens and HUAWEI HONOR 20, respectively. The experiments demonstrate that our solution successfully removes spatially variant blur and color dispersion. When compared with the state-of-the-art deblur methods, the proposed approach achieves better results with a lower computational overhead. Moreover, the reconstruction technique does not introduce artificial texture and is convenient to transfer to current commercial cameras. Project Page: https://github.com/TanGeeGo/ImagingSimulation .
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Zhao, Jing, Xiu Juan Fan, and Qin Xu. "Research on the Simulation of Textile Fabric Pattern Designs Based on Digital Image Processing Technology." Applied Mechanics and Materials 610 (August 2014): 420–24. http://dx.doi.org/10.4028/www.scientific.net/amm.610.420.

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With the diversification tendency of clothing art, this paper mainly researches on the simulation of concave-convex type carvings on different fabrics by employing some cartoon characters such as Hello Kitty as direct patterns. Spectrum reconstruction processes are carried out on both the vivid characters and the fabrics with different materials and textures so as to integrate the favorable features of both sides. This paper also combines the image processing technology with the computer simulation technology, and sets cartoon elements as one of the pop cultures’ label. Its application in clothing keeps in line with the modern fashion trends, therefore creating a profound influence in this field. Moreover, the application of cartoon characters to the simulation research of textile fabric pattern designs is highly innovative, vivid, and has a very broad potential market.
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Tan, Guoliang, Zexiao Liang, Yuan Chi, Qian Li, Bin Peng, Yuan Liu, and Jianzhong Li. "Low-Quality Integrated Circuits Image Verification Based on Low-Rank Subspace Clustering with High-Frequency Texture Components." Applied Sciences 13, no. 1 (December 22, 2022): 155. http://dx.doi.org/10.3390/app13010155.

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With the vigorous development of integrated circuit (IC) manufacturing, the harmfulness of defects and hardware Trojans is also rising. Therefore, chip verification becomes more and more important. At present, the accuracy of most existing chip verification methods depends on high-precision sample data of ICs. Paradoxically, it is more challenging to invent an efficient algorithm for high-precision noiseless data. Thus, we recently proposed a fusion clustering framework based on low-quality chip images named High-Frequency Low-Rank Subspace Clustering (HFLRSC), which can provide the data foundation for the verification task by effectively clustering those noisy and low-resolution partial images of multiple target ICs into the correct categories. The first step of the framework is to extract high-frequency texture components. Subsequently, the extracted texture components will be integrated into subspace learning so that the algorithm can not only learn the low-rank space but also retain high-frequency information with texture characteristics. In comparison with the benchmark and state-of-the-art method, the presented approach can more effectively process simulation low-quality IC images and achieve better performance.
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Gang, Liang, and Gao Weishang. "The Effectiveness of Pictorial Aesthetics Based on Multiview Parallel Neural Networks in Art-Oriented Teaching." Computational Intelligence and Neuroscience 2021 (August 23, 2021): 1–14. http://dx.doi.org/10.1155/2021/3735104.

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How to effectively improve the effectiveness of art teaching has always been one of the hot topics concerned by all sectors of society. Especially, in art teaching, situational interaction helps improve the atmosphere of art class. However, there are few attempts to quantitatively evaluate the aesthetics of ink painting. Ink painting expresses images through ink tone and stroke changes, which is significantly different from photos and paintings in visual characteristics, semantic characteristics, and aesthetic standards. For this reason, this study proposes an adaptive computational aesthetic evaluation framework for ink painting based on situational interaction using deep learning techniques. The framework extracts global and local images as multiple input according to the aesthetic criteria of ink painting and designs a model named MVPD-CNN to extract deep aesthetic features; finally, an adaptive deep aesthetic evaluation model is constructed. The experimental results demonstrate that our model has higher aesthetic evaluation performance compared with baseline, and the extracted deep aesthetic features are significantly better than the traditional manual design features, and its adaptive evaluation results reach a Pearson height of 0.823 compared with the manual aesthetic. In addition, art classroom simulation and interference experiments show that our model is highly resistant to interference and more sensitive to the three painting elements of composition, ink color, and texture in specific compositions.
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Dissertations / Theses on the topic "Texture (Art) Computer simulation"

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Opfermann, Martina. "Contenu en ADN et texture de la chromatine des cellules tumorales mammaires humaines." Phd thesis, Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37608542m.

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Su, Ying-fung, and 蘇盈峰. "Role of temporal texture in visual system: exploration with computer simulations." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B43703768.

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Li, Hualong. "Computer simulation of oxide texture and microstructure formation and their effects on oxidation kinetics." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0014/NQ50208.pdf.

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Li, Hualong 1967. "Computer simulation of oxide texture and microstructure formation and their effects on oxidation kinetics." Thesis, McGill University, 1998. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=35467.

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Computer models of oxide texture and microstructure development and oxidation kinetics have been developed. The first computer model enables the evaluation of the effects of various factors on oxide texture and microstructure development. The second computer model enables the evaluation of the effects of oxide texture and microstructure on oxidation kinetics.
Two examples of Ni single crystal and polycrystalline, Zr-2.5%Nb are used to illustrate the proposed computer models. Simplified oxidation mechanisms on Ni and Zr have been proposed.
In the first system, the simulation of oxide texture and oxidation kinetics on the {100} and {111} oriented single crystal Nickel substrate is analyzed. At the nucleation stage the oxide grain orientation is determined by lattice matching between the oxide and the metal substrate. At the stage of oxide grain growth, oxide surface free energy plays an important role. The simulated oxide textures are in good agreement with experimental results. The observed difference in the oxidation kinetics of the two samples is explained by difference in oxide textures formed on the two single crystal substrates. The high percentage of Sigma3 twin boundaries found in the oxide formed on the {111} substrate indicates that the presence of these boundaries significantly improves oxidation resistance.
In the second system where oxidation on Zr-2.5%Nb is simulated and analyzed, lattice matching between the oxide and the metal substrate is used to determine the oxide orientation at the nucleation stage. At the stage of oxide grain growth, oxide orientation is determined by minimizing the compressive stress that is parallel to the metal/oxide interface. Four samples with different substrate orientations have been used in study. The simulated oxide textures and microstructures are in good agreement with experimental results. During the simulation of oxidation kinetics, it is found that oxygen transport through Zr oxide film takes place mainly through two diffusion paths. The first diffusion path is through oxide grain boundaries formed in the bulk alpha-Zr grain region and the second one is through oxide grain boundaries formed at the alpha-Zr grain boundaries and beta-Zr grain region.
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Jamadagni, Navaneeth Prasannakumar. "3-D modelling of IC interconnect using OpenAccess and Art of Illusion." PDXScholar, 2010. https://pdxscholar.library.pdx.edu/open_access_etds/28.

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In search of higher speed and integration, the integrated circuit (IC) technology is scaling down. The total on-chip interconnect length is increasing exponentially. In fact, interconnect takes up the most part of the total chip area. The parasitics associated with these interconnect have significant impact on the circuit performance. Some of the effects of parasitics include cross talk, voltage drop and high current density. These issues can result in cross-talk induced functional failure and failures due to IR drop and electro-migration. This has resulted in interconnect- driven design trend in state-of-the-art integrated circuits. Reliability analysis, that includes simulating the effects of parasitics for voltage drop, current density, has become one of the most important steps in the VLSI design flow. Most of the CAD/EDA tools available, map these analysis results two dimensionally. Al- though this helps the designer, providing a three dimensional view of these results is highly desirable when dealing with complex circuits. In pursuit of visualizing reliability analysis results three dimensionally, as a first step, this work presents a tool that can visualize IC interconnect three di- mensionally. Throughout the course of this research open source tools were used to achieve the objective. In this work the circuit layout is stored as an OpenAc- cess database. A C++ program reads the design information using OpenAccess API and converts it to the .OBJ file format. Art of Illusion, an open source 3D modeling and rendering tool, reads this .OBJ file and models the IC interconnect three-dimensionally. In addition, Eclipse, an open source java IDE is used as a development platform. The tool presented has the capability to zoom in, zoom out and pan in real time.
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Aronsson, Peter. "Automatic Parallelization of Simulation Code from Equation Based Simulation Languages." Licentiate thesis, Linköping University, Linköping University, PELAB - Programming Environment Laboratory, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5720.

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Modern state-of-the-art equation based object oriented modeling languages such as Modelica have enabled easy modeling of large and complex physical systems. When such complex models are to be simulated, simulation tools typically perform a number of optimizations on the underlying set of equations in the modeled system, with the goal of gaining better simulation performance by decreasing the equation system size and complexity. The tools then typically generate efficient code to obtain fast execution of the simulations. However, with increasing complexity of modeled systems the number of equations and variables are increasing. Therefore, to be able to simulate these large complex systems in an efficient way parallel computing can be exploited.

This thesis presents the work of building an automatic parallelization tool that produces an efficient parallel version of the simulation code by building a data dependency graph (task graph) from the simulation code and applying efficient scheduling and clustering algorithms on the task graph. Various scheduling and clustering algorithms, adapted for the requirements from this type of simulation code, have been implemented and evaluated. The scheduling and clustering algorithms presented and evaluated can also be used for functional dataflow languages in general, since the algorithms work on a task graph with dataflow edges between nodes.

Results are given in form of speedup measurements and task graph statistics produced by the tool. The conclusion drawn is that some of the algorithms investigated and adapted in this work give reasonable measured speedup results for some specific Modelica models, e.g. a model of a thermofluid pipe gave a speedup of about 2.5 on 8 processors in a PC-cluster. However, future work lies in finding a good algorithm that works well in general.


Report code: LiU-Tek-Lic-2002:06.
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Dong, Weiming. "Algorithmes pour la Simulation Visuelle de Scènes Naturelles." Phd thesis, Université Henri Poincaré - Nancy I, 2007. http://tel.archives-ouvertes.fr/tel-00152346.

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L'objet de cette thèse est de proposer des algorithmes permettant de synthétiser des scènes naturelles complexes, par le nombre des objets qui les composent, par leur forme et par les phénomènes optiques qui peuvent caractériser certains objets ou phénomènes naturels, dans l'eau ou l'atmosphère. Notre objectif est de synthètiser, avec une certaine interactivitl'e, des images simulant leur apparence.

Pour atteindre cet objectif, nous proposons des algorithmes permettant de résoudre divers problèmes. Nous proposons tout d'abord un algorithme qui permet de combiner, pour une image de donnée, des systèmes de visualisation conventionnels et une représentation spectrale. Cette technique permet de simuler visuellement une scène où se produisent partiellement des effets optiques complexes (diffraction, interférence, etc.), en quelques secondes. Nous introduisons ensuite un algorithme permettant de modéliser et visualiser des motifs de couleur, des motifs de fleurs, par exemple. Une application de cet algorithme aux variations saisonnières des feuilles est également présente.

Pour les scènes d'une complexité qui n'est pas à la portée des techniques de simulation et de visualisation, nous présentons un algorithme qui permet de synthétiser des scènes naturelles à l'aide d'échantillons d'images. ous présentons ainsi d'abord une approche dite "Tile-based texture synthesis", fondée sur l'optimisation de la qualité de l'échantillon sélectionné à l'aide de techniques d'intelligence artificielle. Ensuite, nous présentons une technique de génération de textures guidée par des cartes présentant les caractéristiques perceptuelles globales de l'échantillon retenu. Mots-clés: Coulrtus structurelles, motifs de couleur, texture synthétisée, synthétiser des écosystèmes.
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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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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. It also aims to understand the design issues surrounding the creation of these systems. The approach used is Practice-based, integrating practice, evaluation and theoretical research. Practice used methods from Reflection-in-action and Iterative design to create two interactive art systems: Glass Pond and +-now. Creation of +-now resulted in a novel method for instantiating emergent shapes. Both art works were also evaluated in exploratory studies. In addition, a main study with 30 participants was conducted on participant interaction with +-now. These sessions were video recorded and participants were interviewed about their experience. Recordings were transcribed and analysed using Grounded theory methods. Emergent participant experiences were identified and classified using a taxonomy of emergence in interactive art. This taxonomy draws on theoretical research. The outcomes of this Practice-based research are summarised as follows. Two interactive art systems, where the second work clearly facilitates emergent interaction, were created. Their creation involved the development of a novel method for instantiating emergent shapes and it informed aesthetic and design issues surrounding interactive art systems for emergence. A taxonomy of emergence in interactive art was also created. Other outcomes are the evaluation findings about participant experiences, including different types of emergence experienced and the coding schemes produced during data analysis.
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Massot, Corentin. "Texture et Perception 3D dans les Scènes Naturelles : Modèles d'Inspiration Biologique et Expérimentations Psychophysiques." Phd thesis, Université Joseph Fourier (Grenoble), 2006. http://tel.archives-ouvertes.fr/tel-00207512.

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Dans ce travail nous nous intéressons à l'analyse et l'extraction de l'information 3D (orientation et forme) contenue dans les images de scènes naturelles et des textures homogènes. Pour cela nous adoptons une approche pluridisciplinaire de la modélisation du système visuel.

Nous présentons d'abord des expérimentations psychophysiques où nous avons cherché à évaluer la contribution relative des indices de variation de fréquence et de perspective linéaire pour la perception 3D.
Pour cela nous avons créé des stimuli spécifiques représentant des textures homogènes composées de masques de Gabor disposés sur une surface plane.
Le plan est vu en projection perspective suivant une inclinaison (slant) et une orientation (tilt) particulière.
La fréquence et l'orientation de chaque masque de Gabor sont déterminées en fonction du gradient de fréquence local et de la perspective linéaire locale définis par la projection.
Nous synthétisons ainsi des textures présentant uniquement une variation de fréquence ou une variation d'orientation ou les deux types de variation (en combinaison ou en conflit).

Pour chaque texture, une tâche de discrimination du slant et du tilt est effectuée. L'indice de variation de fréquence apparaît prépondérant dans l'estimation de l'inclinaison d'une surface par rapport à la perspective linéaire.
Par contre les deux indices jouent un role dans l'estimation de l'orientation.
Ces résultats valident l'utilisation de nos stimuli pour la perception 3D et permettent de préciser la décomposition de l'indice de texture en composantes élémentaires.

Basé sur cette approche, nous présentons un modèle biologiquement plausible d'analyse de la variation de fréquence au niveau de V1.
Nous modélisons la réponse des cellules complexes par des filtres log-normaux à variables séparables présentant différents avantages théoriques et pratiques par rapport aux filtres de Gabor classiquement utilisés.i
L'algorithme se compose d'une étape de prétraitement composé d'un filtrage rétinien pour ne conserver que les informations de texture et d'une décomposition de l'image en un ensemble d'imagettes similairement aux champs récepteurs des cellules corticales.
Une technique robuste d'estimation de la fréquence moyenne locale, indépendante de l'information d'orientation et correspondant à une combinaison simple de lensemble des filtres est appliquée à chaque imagette.
La mesure de la variation locale de fréquence entre chaque imagette permet d'estimer le tilt et le slant de la surface étudiée ainsi que sa forme.

La méthode est évaluée sur différentes bases d'images et de textures. Elle s'avère comparable en précision aux autres techniques et s'applique à des textures irrégulières avec une moindre complexité calculatoire.
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Books on the topic "Texture (Art) Computer simulation"

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1946-, Magnenat-Thalmann Nadia, ed. Virtual clothing: Theory and practice. Berlin: Springer, 2000.

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Rao, A. Ravishankar. A Taxonomy for Texture Description and Identification. New York, NY: Springer US, 1990.

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Austria), EUROGRAPHICS (1991 Vienna. State of the art reports. [S.l: Eurographics?, 1991.

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The art of molecular dynamics simulation. 2nd ed. Cambridge, UK: Cambridge University Press, 2004.

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The art of molecular dynamics simulation. Cambridge: Cambridge University Press, 1995.

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Institut des sciences humaines et sociales (France), ed. Simulation technologique et matérialisation artistique: Une exploration transdisciplinaire arts/sciences. Paris: L'Harmattan, 2011.

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Christine, Urszenyi, ed. Digital texturing & painting. Indianapolis, IN: New Riders, 2002.

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Conference on Military, Government & Aerospace Simulation (1995 Phoenix, Ariz.). Military, government and aerospace simulation. San Diego, CA: Society for Computer Simulation, 1995.

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Commission on Preservation and Access., ed. Computer images for research, teaching, and publication in art history and related disciplines. Washington, DC: Commission on Preservation & Access, 1996.

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Turin (Italy). Galleria civica d'arte moderna e contemporanea, ed. Mimesi permanente: An exhibition about simulation and realism. Milano: Electa, 2010.

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Book chapters on the topic "Texture (Art) Computer simulation"

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Heckbert, Paul S., and Henry P. Moreton. "Interpolation for Polygon Texture Mapping and Shading." In State of the Art in Computer Graphics, 101–11. New York, NY: Springer New York, 1991. http://dx.doi.org/10.1007/978-1-4612-4448-6_5.

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Zhang, Jimin, and Joseph L. Rose. "Computer Simulation of Ultrasonic Scattering and Texture in B-Mode Images." In Review of Progress in Quantitative Nondestructive Evaluation, 1765–72. Boston, MA: Springer US, 1995. http://dx.doi.org/10.1007/978-1-4615-1987-4_226.

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Brenner, D. W. "The Art and Science of an Analytic Potential." In Computer Simulation of Materials at Atomic Level, 23–40. Weinheim, FRG: Wiley-VCH Verlag GmbH & Co. KGaA, 2005. http://dx.doi.org/10.1002/3527603107.ch2.

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Beisbart, Claus. "Advancing Knowledge Through Computer Simulations? A Socratic Exercise." In The Science and Art of Simulation I, 153–74. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55762-5_11.

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Badler, Norman I. "Artificial Intelligence, Natural Language, and Simulation for Human Animation." In State-of-the-art in Computer Animation, 19–31. Tokyo: Springer Japan, 1989. http://dx.doi.org/10.1007/978-4-431-68293-6_2.

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Hubig, Christoph, and Andreas Kaminski. "Outlines of a Pragmatic Theory of Truth and Error in Computer Simulation." In The Science and Art of Simulation I, 121–36. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55762-5_9.

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Grignard, Arnaud, Patrick Taillandier, Benoit Gaudou, Duc An Vo, Nghi Quang Huynh, and Alexis Drogoul. "GAMA 1.6: Advancing the Art of Complex Agent-Based Modeling and Simulation." In Lecture Notes in Computer Science, 117–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-44927-7_9.

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Furu, T., H. E. Vatne, S. Johnsen, R. Shahani, L. Poizat, B. Bengtsson, and H. E. Ekstrøm. "Improvement of Quality and Productivity for Rolled and Extruded Aluminium Products (REAP) through Microstructure and Texture Modelling." In Microstructures, Mechanical Properties and Processes - Computer Simulation and Modelling, 70–77. Weinheim, FRG: Wiley-VCH Verlag GmbH & Co. KGaA, 2005. http://dx.doi.org/10.1002/3527606157.ch12.

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Selbie, Scott. "An Introduction to the Use of Dynamic Simulation for the Animation of Human Movement." In State-of-the-art in Computer Animation, 33–45. Tokyo: Springer Japan, 1989. http://dx.doi.org/10.1007/978-4-431-68293-6_3.

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Ferreira, Cleiton Pons, and Carina Soledad González González. "State of the Art of Business Simulation Games Modeling Supported by Brain-Computer Interfaces." In Communications in Computer and Information Science, 243–52. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-66919-5_25.

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Conference papers on the topic "Texture (Art) Computer simulation"

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Mengoni, Maura, Barbara Colaiocco, Michele Germani, and Margherita Peruzzini. "Design of a Novel Human-Computer Interface to Support HCD Application." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28975.

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The importance of Human-Centered Design (HCD) drives research toward the development of new UIs (User Interfaces) in order to predict human interaction with products at the early design stages. Virtual Reality (VR) allows carrying out usability tests on virtual prototypes to investigate users’ cognitive and affective response. Application problems regard with the reproduction of synaesthesia qualities in order to make the information processing similar to the one obtained by real sensory stimulation. While visualization technologies seem to be mature enough to overcome the above mentioned limitation, tactile devices are still far from properly simulating materials properties. In this context, the present work aims at structuring and applying a systematic approach to conceive, define and develop a novel VR-based technology, called I-perTouch. The goal is to stimulate the skin mechanoreceptors to generate a meaningful tactile sensation about materials softness, friction and roughness. The system can be also integrated with imaging and sound technologies to create a multi-sensorial product experience. The preliminary architecture results from the analysis of human tactile perception and the benchmark of available simulation devices and techniques. This paper contributes to discuss current issues of existing VR-based technologies in supporting HCD applications and to address technical developments toward the creation of a reliable system for texture perception.
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Papadopoulos, C. I., P. G. Nikolakopoulos, and L. Kaiktsis. "Characterization of Stiffness and Damping in Textured Sector-Pad Micro- Thrust Bearings Using Computational Fluid Dynamics." In ASME Turbo Expo 2012: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/gt2012-69403.

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In the present paper, a study of stiffness and damping in sector-pad micro-thrust bearings with artificial surface texturing is presented, based on Computational Fluid Dynamics (CFD) simulations. The bearing pads are modeled as consecutive three-dimensional independent micro-channels, each consisting of a smooth rotating wall (rotor) and a partially textured stationary wall (stator). CFD simulations are performed, consisting in the numerical solution of the Navier-Stokes equations for incompressible isothermal flow. The goal of the present study is to characterize the dynamic behavior of favorable designs, identified in previous optimization studies, comprising parallel and convergent thrust bearings with rectangular texture patterns. To this end, a translational degree of freedom (DOF) along the thrust direction and a rotational (tilting) DOF of the rotor are considered. By implementing appropriate small perturbations around the equilibrium (steady-state) position and processing the simulation results, the stiffness and damping coefficients of the bearing are obtained for each DOF. The computed dynamic coefficients of textured thrust bearings are compared to those of conventional (smooth slider) designs. It is found that the dependence of bearing stiffness and damping on geometrical parameters exhibits the same trends for both DOFs. Both stiffness and damping are found to increase with bearing width. In general, increasing the bearing convergence ratio results in increased bearing stiffness and decreased damping. Finally, the present results demonstrate that properly textured parallel sliders are characterized by an overall dynamic performance which is superior to that of smooth converging sliders.
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Ishihama, Masao, Akane Shimizu, Yu Kakumoto, and Masato Hayashi. "Tire Sound Quality Evaluation Tool Using Sound Synthesis With Physical Modeling." In ASME 2007 International Mechanical Engineering Congress and Exposition. ASMEDC, 2007. http://dx.doi.org/10.1115/imece2007-41142.

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A computer aided tool for tire sound quality evaluation was developed. Automotive engineers can evaluate a tire structure by listening to synthesized sound that the tire would radiate when it rolls on a specific type of road surface. Among three kinds of tire sound, this study dealt with only the tire sound that radiates through its structural vibration caused by road surface texture excitation. The tool can be used on personal computers. To make it happen, tire sound radiation process is modeled into two parts. One is excitation. Tire deformation at the contact patch was calculated from road surface texture database by rolling contact analyses using multi-body dynamics simulation software. The model includes rolling tire structure model with contact compliance and simple suspension system for the wheel axle. Observation of the calculation results gives such an insight that excitation waveforms from road surface have prominent peaks that occur only at high peaks isolated from others, and do not have dips. This transformation process from road surface waveform to excitation is more accurate than tire envelope model and also not prohibitive considering today’s low-price computing power. The other process is tire structure vibration response. By limiting the usage of tire structure models just in representing over all vibration modal responses to road surface excitations in relatively low frequency range, a simple structural finite element model (FEM) was created. In this FEM, tire wall composite structures are modeled as assembly of solid elements with uniform material properties. The trick in using this FEM model lies in its boundary condition setting. By measuring vibration transfer functions from many points on a contact patch to tire tread and sidewalls, excitation in the middle of the contact patch was found to be blocked to travel to the sidewalls in higher frequency range due to the contact restriction on the periphery of the patch. This finding is essential in giving suitable boundary conditions to the FEM model and choosing the excitation points. To make the computing time minimum for synthesis, the vibration responses of the tire are represented by infinite impulse response (IIR) digital filter banks. The waveform obtained by applying the measured road texture waveforms to the IIR filter, was transferred to sound waves by the sound command of Matlab. By modifying the IIR filter, automotive engineers can judge the effect of tire structural design changes.
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"Cover Art." In Simulation of Computer and Telecommunication Systems (MASCOTS). IEEE, 2011. http://dx.doi.org/10.1109/mascots.2011.72.

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"[Cover art]." In 2009 International Conference on Computer Modeling and Simulation. ICCMS 2009. IEEE, 2009. http://dx.doi.org/10.1109/iccms.2009.84.

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"[Cover art]." In 2008 Tenth International Conference on Computer Modeling and Simulation UKSIM. IEEE, 2008. http://dx.doi.org/10.1109/uksim.2008.142.

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"[Cover art]." In 2008 Second UKSIM European Symposium on Computer Modeling and Simulation (EMS). IEEE, 2008. http://dx.doi.org/10.1109/ems.2008.111.

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"[Cover art]." In 2009 11th International Conference on Computer Modelling and Simulation. UKSIM 2009. IEEE, 2009. http://dx.doi.org/10.1109/uksim.2009.127.

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"Cover Art." In 2011 UkSim 13th International Conference on Computer Modelling and Simulation (UKSim). IEEE, 2011. http://dx.doi.org/10.1109/uksim.2011.119.

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"[Cover art]." In 2012 UKSim 14th International Conference on Computer Modelling and Simulation (UKSim). IEEE, 2012. http://dx.doi.org/10.1109/uksim.2012.123.

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Reports on the topic "Texture (Art) Computer simulation"

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Kayser, M. B., and A. G. Collins. Computer simulation models relevant to ground water contamination from EOR or other fluids - state-of-the-art. Office of Scientific and Technical Information (OSTI), March 1986. http://dx.doi.org/10.2172/6003706.

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Semerikov, Serhiy, Viacheslav Osadchyi, and Olena Kuzminska. Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 2: AET. SciTePress, 2022. http://dx.doi.org/10.31812/123456789/7011.

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Symposium on Advances in Educational Technology (AET) is a peer-reviewed international conference focusing on research advances and applications of combined use of computer hardware, software, and educational theory and practice to facilitate learning. Today, AET is the premier interdisciplinary forum for learning scientists, academicians, researchers, professionals, policymakers, postgraduate students, and practitioners to present their latest research results, ideas, developments, and applications. AET topics of interest are: • Artificial intelligence in education • Augmented reality in education • Cloud-based learning environments • Cloud technologies for mathematics learning • Cloud technologies for informatics learning • Computer simulation in science and mathematics learning • ICT in primary and secondary education • ICT in higher education • Learning environments • Learning technology • Professional training in the digital space • Massive open online courses • Methodology of informatization in education • Modelling systems in education • Psychological safety in the digital educational environment • Soft skills development • STEM education • Virtualization of learning This volume represents the proceedings of the Symposium on Advances in Educational Technology, held in Kyiv, Ukraine, on November 12-13, 2020. It comprises 110 contributed papers that were carefully peer-reviewed and selected from 282 submissions. Each submission was reviewed by at least 3, and on the average 3.1, program committee members. The accepted papers present a state-of-the-art overview of successful cases and provide guidelines for future research. We are thankful to all the authors who submitted papers and the delegates for their participation and their interest in AET as a platform to share their ideas and innovation. Also, we are also thankful to all the program committee members for providing continuous guidance and efforts taken by peer reviewers contributed to improve the quality of papers provided constructive critical comments, improvements and corrections to the authors are gratefully appreciated for their contribution to the success of the workshop. Moreover, we would like to thank the developers of HotCRP, who made it possible for us to use the resources of this excellent and comprehensive conference management system, from the call of papers and inviting reviewers, to handling paper submissions, communicating with the authors, and creating the volume of the workshop proceedings.
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