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

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1

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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11

Liu, Bing, Huiying Liu, and Vinh Phuc Dung. "3D Animation Graphic Enhancing Process Effect Simulation Analysis." Wireless Communications and Mobile Computing 2022 (July 22, 2022): 1–11. http://dx.doi.org/10.1155/2022/9208495.

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Processing of graphics is the intermediate stage of an animated film. The adequacy of the preproduction preparation often requires the creators to repeatedly discuss a series of issues such as the story of the script, the structure of the play, the style of the art design and the setting of the scenes, the shape of the characters, and the style of the music. The study of the process of 3D animation graphics enhancing effect optimization can effectively improve the visual effect of images. The optimization of the effect of authenticity of 3D animation graphics requires the optimization of lighting of animation graphics, and the optimization of texture processing of images by extending the shadow map method to complete the optimization of the effect of authenticity of animation graphics. Image enhancement is a very important branch in the field of digital processing of graphics. It is a method of making some transformations to the information or data of an image by some strategy to make the region of interest more prominent in the image while suppressing the secondary information that does not need to be enhanced, with the ultimate goal of making the image conform to the visual response characteristics. It is in this context that this paper proposes to build a process of graphics simulation platform to simulate and analyze the effect of process of 3D animation graphics enhancing. The experimental results show that the enhancement of graphics reduces the running time by 16.5 s and 14.3 s compared to the CDD and FMM algorithms, respectively, and that the MSE and PSNR are both improved, indicating that the enhancement of graphics effectively improves the restoration effect while running quickly. Therefore, it is confirmed that the process of 3D animation graphics enhancing effect has a good balance to obtain a more desirable animation in 3D enhancement effect.
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12

Zhang, Lin, Tiziano Portenier, and Orcun Goksel. "Learning ultrasound rendering from cross-sectional model slices for simulated training." International Journal of Computer Assisted Radiology and Surgery 16, no. 5 (April 8, 2021): 721–30. http://dx.doi.org/10.1007/s11548-021-02349-6.

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Abstract Purpose Given the high level of expertise required for navigation and interpretation of ultrasound images, computational simulations can facilitate the training of such skills in virtual reality. With ray-tracing based simulations, realistic ultrasound images can be generated. However, due to computational constraints for interactivity, image quality typically needs to be compromised. Methods We propose herein to bypass any rendering and simulation process at interactive time, by conducting such simulations during a non-time-critical offline stage and then learning image translation from cross-sectional model slices to such simulated frames. We use a generative adversarial framework with a dedicated generator architecture and input feeding scheme, which both substantially improve image quality without increase in network parameters. Integral attenuation maps derived from cross-sectional model slices, texture-friendly strided convolutions, providing stochastic noise and input maps to intermediate layers in order to preserve locality are all shown herein to greatly facilitate such translation task. Results Given several quality metrics, the proposed method with only tissue maps as input is shown to provide comparable or superior results to a state-of-the-art that uses additional images of low-quality ultrasound renderings. An extensive ablation study shows the need and benefits from the individual contributions utilized in this work, based on qualitative examples and quantitative ultrasound similarity metrics. To that end, a local histogram statistics based error metric is proposed and demonstrated for visualization of local dissimilarities between ultrasound images. Conclusion A deep-learning based direct transformation from interactive tissue slices to likeness of high quality renderings allow to obviate any complex rendering process in real-time, which could enable extremely realistic ultrasound simulations on consumer-hardware by moving the time-intensive processes to a one-time, offline, preprocessing data preparation stage that can be performed on dedicated high-end hardware.
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Quigley, Ed, Winnie Lin, Yilin Zhu, and Ronald Fedkiw. "Three Dimensional Reconstruction of Botanical Trees with Simulatable Geometry." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 3 (September 22, 2021): 1–16. http://dx.doi.org/10.1145/3480146.

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We tackle the challenging problem of creating full and accurate three dimensional reconstructions of botanical trees with the topological and geometric accuracy required for subsequent physical simulation, e.g. in response to wind forces. Although certain aspects of our approach would benefit from various improvements, our results exceed the state of the art especially in geometric and topological complexity and accuracy. Starting with two dimensional RGB image data acquired from cameras attached to drones, we create point clouds, textured triangle meshes, and a simulatable and skinned cylindrical articulated rigid body model. We discuss the pros and cons of each step of our pipeline, and in order to stimulate future research we make the raw and processed data from every step of the pipeline as well as the final geometric reconstructions publicly available.
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Li, Zhihua, Weili Shi, Qiwei Xing, Yu Miao, Wei He, Huamin Yang, and Zhengang Jiang. "Low-Dose CT Image Denoising with Improving WGAN and Hybrid Loss Function." Computational and Mathematical Methods in Medicine 2021 (August 26, 2021): 1–14. http://dx.doi.org/10.1155/2021/2973108.

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The X-ray radiation from computed tomography (CT) brought us the potential risk. Simply decreasing the dose makes the CT images noisy and diagnostic performance compromised. Here, we develop a novel denoising low-dose CT image method. Our framework is based on an improved generative adversarial network coupling with the hybrid loss function, including the adversarial loss, perceptual loss, sharpness loss, and structural similarity loss. Among the loss function terms, perceptual loss and structural similarity loss are made use of to preserve textural details, and sharpness loss can make reconstruction images clear. The adversarial loss can sharp the boundary regions. The results of experiments show the proposed method can effectively remove noise and artifacts better than the state-of-the-art methods in the aspects of the visual effect, the quantitative measurements, and the texture details.
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Lei, Yongxiang, and Hamid Reza Karimi. "A Digital Twin Model of Three-Dimensional Shading for Simulation of the Ironmaking Process." Machines 10, no. 12 (November 27, 2022): 1122. http://dx.doi.org/10.3390/machines10121122.

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Advanced manufacturing is a new trend for sustainable industrial development, and digital twin is a new technology that has attracted attention. Blast furnace smelting is an effective method in the manufacturing of iron and steel. Comprehensive and dependable surveillance of the blast furnace smelting process is essential for ensuring the smooth operation and improving of iron and steel output quality. The current technology makes it difficult to monitor the entire process of blast furnace ironmaking. Based on Unity 3D, this study presents a digital-twin virtual reality simulation system of blast furnace ironmaking. First, shading modeling creates a three-dimensional dynamic geometric model in different ironmaking system scenarios. Then, we script the animation and call particle system according to the motion mode of distinct geometric objects to give the dynamic effect of geometric objects. Shaders are the focus of the design and contributions. In addition, shader optimization technology can reduce hardware resource consumption and increase system fluency. Vertex shaders are used for all types of coordinate space transformation and vertex output; fragment shaders are used for texture sampling, light model calculation, normal calculation, noise superposition, and color output. The shader rendering technique allows for more realistic lighting effects. The presented dynamic digital twin system implements more realistic lighting analyzed in the ironmaking process. Virtual interaction logic’s design and deployment process is based on HTC VIVE hardware and VRTK toolkit. In the actual simulation process, the typical animation frame rate is stable at about 75 FPS (frames per second). The simulation system runs smoothly and a cutting-edge and state-of-the-art method for observing the blast furnace ironmaking process is suggested.
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Qian, Wenhua, Dan Xu, Zheng Guan, Kun Yue, and Yuanyuan Pu. "Simulating Chalk Art Style Painting." International Journal of Pattern Recognition and Artificial Intelligence 31, no. 12 (September 17, 2017): 1759026. http://dx.doi.org/10.1142/s0218001417590261.

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Different kinds of illustrations and artistic imagery can be generated or simulated through the nonphotorealistic rendering (NPR) technique. However, designing and simulating new NPR artistic styles remains extremely challenging. Chalk art style is a very famous artistic work all over the world, and few algorithms have been put forward to illustrate this style. This paper presents a novel NPR technique which generates a chalk art drawing from a 2D photograph automatically. We aim at obtaining a set of lines surface with coarse appearance and generating stroke textures of the real chalk painting. Firstly, the edge of the source image is extracted by difference-of-Gaussian filter method. To simulate chalk painting’s lines, image diffusion and enhancement techniques are proposed to produce coarse and rough lines. Secondly, we developed an improved line integral convolution and dilation operation methods to produce the chalk stroke texture. Finally, the edge image, stroke texture image and color image will be mapped to another background image to generate the chalk art drawing. Experimental results are presented to show the effectiveness of our method in producing the color chalk stylistic illustrations, and the methods can simulate the characters of the real chalk art painting. The proposed method of this paper will enlarge the research and application fields of NPR. Meanwhile, it provides a tool for the user to create chalk art paintings via computers even without painting skill.
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Kittisuwan, P. "Textural Image Denoising Using Gumbel Random Vectors in Gaussian Noise." International Journal of Image and Graphics 17, no. 01 (January 2017): 1750003. http://dx.doi.org/10.1142/s0219467817500036.

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Gaussian noise is an important problem in computer vision. The novel methods that become popular in recent years for Gaussian noise reduction are Bayesian techniques in wavelet domain. In wavelet domain, the Bayesian techniques require a prior distribution of wavelet coefficients. In general case, the wavelet coefficients might be better modeled by non-Gaussian density such as Laplacian, two-sided gamma, and Pearson type VII densities. However, statistical analysis of textural image is Gaussian model. So, we require flexible model between non-Gaussian and Gaussian models. Indeed, Gumbel density is a suitable model. So, we present new Bayesian estimator for Gumbel random vectors in AWGN (additive white Gaussian noise). The proposed method is applied to dual-tree complex wavelet transform (DT-CWT) as well as orthogonal discrete wavelet transform (DWT). The simulation results show that our proposed methods outperform the state-of-the-art methods qualitatively and quantitatively.
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Biniaz, Abbas, and Ataollah Abbasi. "Segmentation and Edge Detection Based on Modified ant Colony Optimization for Iris Image Processing." Journal of Artificial Intelligence and Soft Computing Research 3, no. 2 (April 1, 2013): 133–41. http://dx.doi.org/10.2478/jaiscr-2014-0010.

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Abstract Ant colony optimization (stocktickerACO) is a meta-heuristic algorithm inspired by food searching behavior of real ants. Recently stocktickerACO has been widely used in digital image processing. When artificial ants move in a discrete habitat like an image, they deposit pheromone in their prior position. Simultaneously, vaporizing of pheromone in each iteration step avoids from falling in the local minima trap. Iris recognition because of its great dependability and non-invasion has various applications. simulation results demonstrate stocktickerACO algorithm can effectively extract the iris texture. Also it is not sensitive to nuisance factors. Moreover, stocktickerACO in this research preserves details of the various synthetic and real images. Performance of ACO in iris segmentation is compared with operation of traditional approaches such as canny, robert, and sobel edge detections. Experimental results reveal high quality and quite promising of stocktickerACO to segment images with irregular and complex structures.
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Mouratidis, Despoina, Maria Nefeli Nikiforos, and Katia Lida Kermanidis. "Deep Learning for Fake News Detection in a Pairwise Textual Input Schema." Computation 9, no. 2 (February 17, 2021): 20. http://dx.doi.org/10.3390/computation9020020.

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In the past decade, the rapid spread of large volumes of online information among an increasing number of social network users is observed. It is a phenomenon that has often been exploited by malicious users and entities, which forge, distribute, and reproduce fake news and propaganda. In this paper, we present a novel approach to the automatic detection of fake news on Twitter that involves (a) pairwise text input, (b) a novel deep neural network learning architecture that allows for flexible input fusion at various network layers, and (c) various input modes, like word embeddings and both linguistic and network account features. Furthermore, tweets are innovatively separated into news headers and news text, and an extensive experimental setup performs classification tests using both. Our main results show high overall accuracy performance in fake news detection. The proposed deep learning architecture outperforms the state-of-the-art classifiers, while using fewer features and embeddings from the tweet text.
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Khan, Jebran, and Sungchang Lee. "Enhancement of Text Analysis Using Context-Aware Normalization of Social Media Informal Text." Applied Sciences 11, no. 17 (September 3, 2021): 8172. http://dx.doi.org/10.3390/app11178172.

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We proposed an application and data variations-independent, generic social media Textual Variations Handler (TVH) to deal with a wide range of noise in textual data generated in various social media (SM) applications for enhanced text analysis. The aim is to build an effective hybrid normalization technique that ensures the use of useful information of the noisy text in its intended form instead of filtering them out to analyze SM text better. The proposed TVH performs context-aware text normalization based on intended meaning to avoid the wrong word substitution. We integrate the TVH with state-of-the-art (SOTA) deep-learning-based text analysis methods to enhance their performance for noisy SM text data. The proposed scheme shows promising improvement in the text analysis of informal SM text in terms of precision, recall, accuracy, and F1-score in simulation.
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Alotaibi, Saud S. "HDL-ODPRs: A Hybrid Deep Learning Technique Based Optimal Duplication Detection for Pull-Requests in Open-Source Repositories." Applied Sciences 12, no. 24 (December 8, 2022): 12594. http://dx.doi.org/10.3390/app122412594.

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Recently, open-source repositories have grown rapidly due to volunteer contributions worldwide. Collaboration software platforms have gained popularity as thousands of external contributors have contributed to open-source repositories. Although data de-duplication decreases the size of backup workloads, this causes poor data locality (fragmentation) and redundant review time and effort. Deep learning and machine learning techniques have recently been applied to identify complex bugs and duplicate issue reports. It is difficult to use, but it increases the risk of developers submitting duplicate pull requests, resulting in additional maintenance costs. We propose a hybrid deep learning technique in this work on the basis of an optimal duplication detection is for pull requests (HDL-ODPRs) in open-source repositories. An algorithm used to extract textual data from pull requests is hybrid leader-based optimization (HLBO), which increases the accuracy of duplicate detection. Following that, we compute the similarities between pull requests by utilizing the multiobjective alpine skiing optimization (MASO) algorithm, which provides textual, file-change, and code-change similarities. For pull request duplicate detection, a hybrid deep learning technique (named GAN-GS) is introduced, in which the global search (GS) algorithm is used to optimize the design metrics of the generative adversarial network (GAN). The proposed HDL-ODPR model is validated against the public standard benchmark datasets, such as DupPR-basic and DupPR-complementary data. According to the simulation results, the proposed HDL-ODPR model can achieve promising results in comparison with existing state-of-the-art models.
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ABBRUZZESE, G., K. LÜCKE, and H. EICHELKRAUT. "Computer simulation of texture-controlled grain growth." Transactions of the Iron and Steel Institute of Japan 28, no. 10 (1988): 818–25. http://dx.doi.org/10.2355/isijinternational1966.28.818.

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Bratkovsky, A. M., E. K. H. Salje, S. C. Marais, and Volker Heine. "Theory and computer simulation of tweed texture." Phase Transitions 48, no. 1-3 (March 1994): 1–13. http://dx.doi.org/10.1080/01411599408200351.

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Zhao, Yuanyuan. "Formation and Schema Analysis of Oil Painting Style Based on Texture and Color Texture Features under Few Shot." Computational Intelligence and Neuroscience 2022 (June 13, 2022): 1–10. http://dx.doi.org/10.1155/2022/4125833.

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Texture has strong expressiveness in picture art, and color texture features play an important role in composition. Together with texture, they can convey the artistic connotation of portrait, especially in oil painting. Therefore, in order to make the picture form oil painting style and oil painting schema, we need to study the texture and color texture in combination with the previous oil painting art images. But now, there are few samples of good oil paintings, so it is difficult to study the texture and color texture in oil paintings. Therefore, in order to form a unique artistic style of modern oil painting and promote the development of modern oil painting art, this paper studies the texture and color texture characteristics in the environment of few oil painting works. This paper establishes a model through deep neural network to extract the image incentive and color texture of oil painting art works, which provides guidance for promoting the development of oil painting art. The experiments in this paper show that the depth neural network has high definition for the extraction of texture and color texture of small sample oil painting images, which can reach more than 85%. It has high guiding significance for the research and creation of oil painting art.
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Cui, Ziwei. "Application of Line Integral Convolution Techniques in the Generation of Fine Art Painting Effects." Mobile Information Systems 2022 (July 4, 2022): 1–7. http://dx.doi.org/10.1155/2022/6872214.

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Since the 1980s, nonrealistic drawing techniques have become one of the main focuses of research in computer graphics. In recent years, with the rapid development of computer graphics, nonrealistic drawing techniques have become capable of rendering any digital image into an image with an alternative artistic style. As a result, many scholars have focused on the pencil sketch style. Against this backdrop, research into how to create more realistic art drawings has become a hot topic. Although the rapid development of computer technology has led to advances in art drawing techniques, traditional fine art painting methods are not yet able to simulate realistic pencil sketches in a quite realistic way. In other words, the following issues have been noted. For example, they fail to simulate the gradation of shades and densities of real sketches, the direction of the shadows does not conform to the general rules of sketching, and the results produced are not artistic and realistic. After all, unlike realistic graphics, which seeks a photo-like realism, nonrealistic graphics wants to highlight the message of the image with the help of computer simulations. As a result, nonrealistic graphics often ignores unimportant details in the image. On the other hand, nonrealistic graphics can also simulate an artist’s painting to a certain extent, thus producing an artistically effective image. Many nonrealistic drawing methods have been devised to simulate the styles of oil, watercolour, and ink, but not many algorithms have been developed to generate colour sketches. In order to address this topic, this study improves a fine art drawing generation approach based on the line integral convolution techniques. To be specific, this investigation begins by segmenting the colour images through cluster analysis. Two basic colours are then assigned to each region by calculating the colour variability, and the density of each colour is calculated using a two-tone mapping technique. After that, the line integral convolution technique is applied to generate sketch textures for each of the two basic colour layers, and the two layers are fused to produce the coloured textures. At the same time, a neon transform is used to generate the sketch contour lines. Eventually, the contours are blended with the coloured textures to obtain the coloured sketch effect. The experimental results show that the art painting generation method designed in this paper is able to automatically transform from colour images to coloured pencil drawings, thus improving the efficiency of the process as well as meeting the real-time requirements.
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Zhao, Zinan, and Geriletu Bao. "Artistic Style Analysis of Root Carving Visual Image Based on Texture Synthesis." Mobile Information Systems 2022 (March 16, 2022): 1–9. http://dx.doi.org/10.1155/2022/5190339.

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Texture synthesis is a hotspot of research in the field of realism and nonphotorealistic rendering, with applications in virtual reality, computer vision, and other areas. It has a wide application prospect in image editing, filling of defective images, data compression, rapid transmission of network data, generation of large-scale scenes, and rendering of realistic and nonrealistic images, and it is used to solve the problems of seam, distortion, and parameter adjustment of traditional methods. Root carving is a one-of-a-kind plastic art form that dates back to the Xia and Shang dynasties and peaked during the Ming and Qing dynasties. Texture synthesis uses existing texture data to create a large-area texture that looks similar. This technology detects matching points in the sample texture and copies them to the output image, resulting in a texture image that is similar to and continuous with the sample texture. Realistic and nonrealistic rendering, image restoration, and computer-aided design are just a few of the applications. Texture can describe a variety of natural phenomena with repeating features, as well as expressing the rich details of an object’s surface. Because of its characteristics of both practicality and artistry, as well as the coexistence of popularity and elegance, the art of root carving retains its unique charm despite its ups and downs as a more than 2,000-year-old art form. A genetic evolution search strategy is used to propose an optimization search algorithm in this paper. We further investigate the ecological aesthetic characteristics of root carving art, in accordance with the nature of its aesthetics. By using a genetic search strategy, you will be able to find what you are looking for faster. A better matching block can be quickly found to complete the search for the best matching block, speeding up the algorithm’s search process and ensuring better synthesis results.
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Meng, Zhou. "An Artistic Image Fusion Method with Improved Cartoon-Texture Decomposition." Advances in Multimedia 2022 (May 9, 2022): 1–9. http://dx.doi.org/10.1155/2022/9654393.

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When the art images are restored by the virtual restoration method, there are problems such as insufficient clarity and more noise in the reference image. An improved cartoon-texture decomposition method for art image fusion is proposed. The nonlinear local total variation component is used as the indicator function of image decomposition to obtain the image cartoon structure component and texture oscillation component. According to the oscillation component’s strong repetitiveness and structural directionality, the image texture part is filtered by combining the improved directional diffusion algorithm. Using the sparse coefficients of the fused cartoon component and the sparse coefficients of the texture component, the cartoon and texture of the image is inverse transformed and weighted and summed to obtain the recovered image after fusion. The experimental results show that this paper has a good effect after image fusion, and the recovered clarity is higher, which can better express the basic information of the source image; compared with several decomposition fusion methods commonly used at present, this paper has better recovery performance and detail processing ability and preserves the edge information of essential details in the image while filtering and denoising and is more excellent in objective performance evaluation indexes such as PSNR and SSIM. It can be used as a reference basis in the restoration process of art images.
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Yao, Wenting, and Mishal Sohail. "Design of Artistic Creation Style Extraction Model Based on Color Feature Data." Mathematical Problems in Engineering 2022 (January 19, 2022): 1–9. http://dx.doi.org/10.1155/2022/4811191.

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In order to improve the style extraction and extraction ability of works of art, a color extraction method based on color features is proposed. The color feature extraction method is used to extract the style of visual works of art. The color feature region of works of art is segmented combined with a sparse scattered point reorganization method. Texture tracking and matching method is used for information fusion of works of art, combined with corner detection, three-dimensional edge contour feature detection method to realize texture filling and automatic rendering of art color extraction to improve art graphics’ color visual feature expression ability. The color feature data method is used for visual feature sampling and equalizing works of art. According to the equilibrium configuration results, the fuzzy clustering method is used to extract the color style of works of art to improve the style extraction and extraction identification ability of works of art. The simulation results show that this method has high accuracy in color extraction of works of art. It has a good effect on the extraction of art creation style and improves the ability of three-dimensional extraction and automatic extraction of art.
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Bunge, H. J. "Some Remarks on Modelling and Simulation of Physical Phenomena." Textures and Microstructures 28, no. 3-4 (January 1, 1997): 151–65. http://dx.doi.org/10.1155/tsm.28.151.

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Mathematical modelling and computer simulation of physical phenomena is a rapidly growing field of work in all areas of pure and applied sciences. In principle, mathematical modelling of physical phenomena has been the field of theoretical physics from the very beginning of physics although the computer has increased the potentials of this method by many orders of magnitude. Modelling and simulation are often used as synonyms. It may, however, be meaningfull to distinguish the development of a mathematical model from its use in computer simulation. Also, a mathematical model in this sense must be distinguished from mathematical expressions interpolating experimental data. In the field of textures, models of texture formation, models of materials properties, as well as the combination of the two are being used. In this connection it is important whether a texture formation model is linear or non-linear. In the first case the texture formation operator can be reduced to the orientation space whereas a non-linear operator operates in the full texture space.
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Sang, Ruijuan, Adam John Manley, Zhihui Wu, and Xinhao Feng. "Digital 3D Wood Texture: UV-Curable Inkjet Printing on Board Surface." Coatings 10, no. 12 (November 24, 2020): 1144. http://dx.doi.org/10.3390/coatings10121144.

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Natural wood textures are appreciated in most forest products industries for their appealing visual characteristics including grain and color, but also their fine surface tactile sensation. The following presents an ultraviolet (UV)-curable inkjet technology printing 3D wood texture on wood-based substrate by image processing and surface treatment. The UV printing was created from scanned digital images of a real wood surface and processed in graphics software. The images were converted to grayscale graphics by selecting color range and setting the parameter of fuzziness. The grayscale images were printed as 3D texture height simulation on the substrates and coated by printing the color images as texture mapping. Based on these wood texture digital images, the marquetry art is also considered in the images processing design to increase the artistry of the printed materials. The medium-density fiberboard (MDF) coated printing marquetry surface replicate realistic natural 3D wood texture surface layers on wood-based panels and imitated the effect of handcrafted wood art works. This study proves that printing 3D texture surface material is creative and valuable with ecologically friendly, low-consumption UV-curable inkjet technology and provides a feasible and scalable approach in flooring/furniture/decorative architectural panels.
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Barceló, Juan A. "Computer simulation in archaeology. Art, science or nightmare?" Virtual Archaeology Review 3, no. 5 (May 13, 2012): 8. http://dx.doi.org/10.4995/var.2012.4489.

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<p>By simulating historical processes and not just the archaeological material, I intend to explain social causality at the micro and macro levels. The target is no more an archaeological artifact but a human society at large, although existing only in the virtual world. A new target, the artificial society, is created with its own structure and behavior. With the possibility of simulating virtual social systems, a new methodology of scientific inquiry becomes possible.</p>
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Muñoz-Leiva, Francisco, María Eugenia Rodríguez López, Francisco Liebana-Cabanillas, and Sérgio Moro. "Past, present, and future research on self-service merchandising: a co-word and text mining approach." European Journal of Marketing 55, no. 8 (May 21, 2021): 2269–307. http://dx.doi.org/10.1108/ejm-02-2019-0179.

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Purpose This study aims to discern emerging trends and provide a longitudinal perspective on merchandising research by identifying relationships between merchandising-related subdomains/themes. Design/methodology/approach This study sourced 657 merchandising-related articles published since 1960, from the Scopus database and 425 from Web of Science. After processing and normalizing the data, this study performed co-word and thematic network analyses. Taking a text mining approach, this study used topic modeling to identify a set of coherent topics characterized by the keywords of the articles. Findings This study identified the following merchandising-related themes: branding, retail, consumer, behavior, modeling, textile and clothing industry and visual merchandising. Although visual merchandising was the first type of merchandising to be used in-store, only recently has it become an emerging topic in the academic literature. There has been a further trend over the past decade to understand the adoption of simulation technology, such as computer-aided design, particularly in supply chain management in the clothing industry. These and other findings contribute to the discussion of the merchandising concept, approached from an evolutionary perspective. Research limitations/implications The conclusions of this study hold implications at the intersection of merchandising, sectors, new technologies, research methodologies and merchandising-practitioner education. Research trends suggest that, in the future, virtual reality and augmented reality using neuroscientific methods will be applied to the e-merchandising context. Practical implications The different dimensions of merchandising can be used to leverage store managers’ decision-making process toward an integrated store-management strategy. In particular, by adopting loyalty merchandising tactics, the store can generate emotional attachment among consumers, who will perceive its value and services as unique, thanks to merchandising items designed specifically with that aim in mind. The stimulation of unplanned purchases, the strategic location of products and duration of each merchandising activity in the store, the digitalization of merchandising and the application of findings from neuroscience studies are some of the most relevant practical applications. Originality/value This study provides the first-ever longitudinal review of the state of the art in merchandising research, taking a holistic perspective of this field of knowledge spanning a 60-year period. The work makes a valuable contribution to the development of the marketing discipline.
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Nguyen, Thanh Tuan, and Thanh Phuong Nguyen. "A Comprehensive Taxonomy of Dynamic Texture Representation." ACM Computing Surveys 55, no. 1 (January 31, 2023): 1–39. http://dx.doi.org/10.1145/3487892.

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Representing dynamic textures (DTs) plays an important role in many real implementations in the computer vision community. Due to the turbulent and non-directional motions of DTs along with the negative impacts of different factors (e.g., environmental changes, noise, illumination, etc.), efficiently analyzing DTs has raised considerable challenges for the state-of-the-art approaches. For 20 years, many different techniques have been introduced to handle the above well-known issues for enhancing the performance. Those methods have shown valuable contributions, but the problems have been incompletely dealt with, particularly recognizing DTs on large-scale datasets. In this article, we present a comprehensive taxonomy of DT representation in order to purposefully give a thorough overview of the existing methods along with overall evaluations of their obtained performances. Accordingly, we arrange the methods into six canonical categories. Each of them is then taken in a brief presentation of its principal methodology stream and various related variants. The effectiveness levels of the state-of-the-art methods are then investigated and thoroughly discussed with respect to quantitative and qualitative evaluations in classifying DTs on benchmark datasets. Finally, we point out several potential applications and the remaining challenges that should be addressed in further directions. In comparison with two existing shallow DT surveys (i.e., the first one is out of date as it was made in 2005, while the newer one (published in 2016) is an inadequate overview), we believe that our proposed comprehensive taxonomy not only provides a better view of DT representation for the target readers but also stimulates future research activities.
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Kim, Jungeon, Hyomin Kim, Hyeonseo Nam, Jaesik Park, and Seungyong Lee. "TextureMe: High-Quality Textured Scene Reconstruction in Real Time." ACM Transactions on Graphics 41, no. 3 (June 30, 2022): 1–18. http://dx.doi.org/10.1145/3503926.

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Three-dimensional (3D) reconstruction using an RGB-D camera has been widely adopted for realistic content creation. However, high-quality texture mapping onto the reconstructed geometry is often treated as an offline step that should run after geometric reconstruction. In this article, we propose TextureMe , a novel approach that jointly recovers 3D surface geometry and high-quality texture in real time. The key idea is to create triangular texture patches that correspond to zero-crossing triangles of truncated signed distance function (TSDF) progressively in a global texture atlas. Our approach integrates color details into the texture patches in parallel with the depth map integration to a TSDF. It also actively updates a pool of texture patches to adapt TSDF changes and minimizes misalignment artifacts that occur due to camera drift and image distortion. Our global texture atlas representation is fully compatible with conventional texture mapping. As a result, our approach produces high-quality textures without utilizing additional texture map optimization, mesh parameterization, or heavy post-processing. High-quality scenes produced by our real-time approach are even comparable to the results from state-of-the-art methods that run offline.
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Zelin, M. G., and M. V. Aleksandrova. "Computer Simulation of the Effect of Crystallographic Texture on Superplastic Flow." Materials Science Forum 62-64 (January 1991): 687–88. http://dx.doi.org/10.4028/www.scientific.net/msf.62-64.687.

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Germani, Michele, Maura Mengoni, and Margherita Peruzzini. "Electro-tactile device for material texture simulation." International Journal of Advanced Manufacturing Technology 68, no. 9-12 (February 21, 2013): 2185–203. http://dx.doi.org/10.1007/s00170-013-4832-1.

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Engler, Olaf. "Simulation of Recrystallization and Recrystallization Textures in Aluminium Alloys." Materials Science Forum 715-716 (April 2012): 399–406. http://dx.doi.org/10.4028/www.scientific.net/msf.715-716.399.

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The control of the plastic anisotropy during forming of a metallic sheet requires detailed knowledge on its microstructure and, especially, crystallographic texture. During the thermo-mechanical processing of aluminium sheet products in commercial production lines the material experiences a complex history of temperature, time and strain paths, which result in alternating cycles of deformation and recrystallization with the associated changes in texture and microstructure. Thus, computer-based alloy and process development requires integration of models for simulating the evolution of microstructure, microchemistry and crystallographic texture into process models of the thermo-mechanical production of Al sheet. The present study focuses on recent developments in linking softening modules that simulate the progress of recovery and recrystallization with the following texture changes to deformation and microchemistry models.
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38

Böhlke, Thomas. "Texture simulation based on tensorial Fourier coefficients." Computers & Structures 84, no. 17-18 (June 2006): 1086–94. http://dx.doi.org/10.1016/j.compstruc.2006.01.006.

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39

Cao, Yulu, and Zonghan Li. "Research on Dynamic Simulation Technology of Urban 3D Art Landscape Based on VR-Platform." Mathematical Problems in Engineering 2022 (April 27, 2022): 1–9. http://dx.doi.org/10.1155/2022/3252040.

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With the rise of some concepts such as “Digital Earth” and “digital city,” how to realize the three-dimensional reconstruction and visualization of the urban art landscape is becoming a current research hotspot. This study takes the VR-Platform as the development platform and combines it with 3dsMax technology to study the dynamic simulation technology of urban 3D art landscapes. Additionally, this study combines the dynamic simulation technology of urban three-dimensional artistic landscape, designs the urban three-dimensional artistic landscape dynamic simulation system from the aspects of landscape modeling, texture mapping, drive integration, and so on, and finally realizes the basic functions such as roaming interaction, map navigation, information measurement, and visual display of the urban three-dimensional artistic landscape dynamic simulation system, which has a certain practical application value.
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40

WANG, Jingqiu. "State of the Art in Innovative Design of Surface Texture." Journal of Mechanical Engineering 51, no. 23 (2015): 84. http://dx.doi.org/10.3901/jme.2015.23.084.

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41

Petikam, Lohit, Ken Anjyo, and Taehyun Rhee. "Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters." ACM Transactions on Graphics 40, no. 5 (October 31, 2021): 1–14. http://dx.doi.org/10.1145/3461696.

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Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.
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Fu, Yu. "Research on Texture Effect of Image Processing Algorithm Based on Parallel Computing Model." Advanced Materials Research 846-847 (November 2013): 1068–71. http://dx.doi.org/10.4028/www.scientific.net/amr.846-847.1068.

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Under the background of information age, the computer plays a dominant role, and especially the emergence of the network makes the parallel computing possible. It makes the computer do a lot of image information processing in a short period of time, so as to obtain the best effect of art image design. Based on this principle, we design the model and algorithm of art image design through computer. We use normal bump of texture image processing technology, transforming two-dimensional image to 3D display, so as to achieve a good effect of art show. Finally, based on the construction of city public environmental art and city image, using the public environmental logo design as an example, we study the three-dimensional effect in identification system, so as to get a good image of the city, and provide a theoretical reference for the study of city public art and the image of the city.
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43

Holm, Elizabeth A., Kristopher J. Healey, and Corbett C. Battaile. "Coupled Computer Simulations of Recrystallization in Deformed Polycrystals." Materials Science Forum 467-470 (October 2004): 641–46. http://dx.doi.org/10.4028/www.scientific.net/msf.467-470.641.

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Because both nucleation and growth are local phenomena, recrystallization depends on the spatial distribution of strains in a plastically deformed polycrystal. Using a polycrystal plasticity finite element model, we calculated these distributions for equiaxed polycrystals of copper with a random texture. We incorporated the results into a mesoscale recrystallization simulation with a nucleation model based on subgrain evolution. The coupled simulation results indicate that differences in local structure cause significant differences in recrystallization kinetics and grain size distribution. Furthermore, recrystallization in non-uniformly deformed polycrystals, even those with a random texture, is quantitatively and qualitatively different than predicted by continuum models that assume a uniform distribution of strains. This work highlights the need to examine all length scales relevant to the recrystallization process.
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Wan, Q., M. L. Zheng, S. C. Yang, and J. K. Sun. "Optimization of Micro-Texture Distribution through Finite-Element Simulation." International Journal of Simulation Modelling 18, no. 3 (September 15, 2019): 543–54. http://dx.doi.org/10.2507/ijsimm18(3)co15.

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45

Yue, Xiaohong. "Image Layout and Schema Analysis of Chinese Traditional Woodblock Prints Based on Texture and Color Texture Characteristics in the Environment of Few Samples." Computational Intelligence and Neuroscience 2022 (July 11, 2022): 1–8. http://dx.doi.org/10.1155/2022/8008796.

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Technology is the means by which all arts, including woodblock prints, are realized. The “kinship” with modern science and technology makes the development history of woodcut art that can also be understood as a technology history. The purpose of the texture expression produced in the creation of contemporary woodcut is to explore the rich texture expression forms made by contemporary representative painters using special material materials and tools in artistic creation, form a painting technique of personalized words, add new aesthetic meaning to art, and lay a foundation for the formation of unique style of Contemporary Art and the creation and development of woodcut texture. With the development of the times and the change of the public’s aesthetic taste, the traditional pattern of printmaking needs to be properly transformed if it is to adapt to the modern humanistic environment, which also involves the importance of screen layout and pattern analysis of Chinese traditional woodcut. Based on the analysis of texture and color texture features in a few-sample environment, this paper proposes an automatic classification method for vignetting texture pictures by extracting the corresponding vignetting coefficients, and through experiments to verify that the proposed SILCO has good generalization sex. In the algorithm designed in this paper, the experiment shows that the accuracy P has a 64.7% improvement effect, and the recall r has a 67.8% performance improvement. On the whole, the experimental data show that the comprehensive classification accuracy is more than 57.4%.
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Barker, Gary C., and Malcolm J. Grimson. "Food colloid science and the art of computer simulation." Food Hydrocolloids 3, no. 5 (November 1989): 345–63. http://dx.doi.org/10.1016/s0268-005x(89)80010-4.

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47

Lin, Zhijie, Zhongtian Hu, Senyu Lou, Lingling Guo, and Jingjing Chen. "A Novel Method for Simulating Micro-Scale Water Droplet Movements." Separations 9, no. 12 (December 19, 2022): 451. http://dx.doi.org/10.3390/separations9120451.

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Micro-scale fluids are tiny droplets that adhere to the surface of an object as a result of rainfall, perspiration, etc. Micro-scale fluid simulation is widely used in fields such as film and games. The existing state-of-the-art simulation methods are not suitable for simulating water droplets moving on a surface due to the fact that the water droplets cannot leave the texture space and their movements always depend on the continuous UV region. In this study, a novel method for simulating water droplets moving on a surface is proposed. We divide the droplets into two types: (1) two-dimensional droplets and (2) three-dimensional droplets and we implement the transformation between two-dimensional droplets in the texture space and three-dimensional droplets in the physical space. In the preprocessing phase, jump textures, coordinate transform textures and force field textures are generated in the non-continuous UV regions on a 3D object’s surface. In the process of simulation, water droplets are treated as rigid particles. The Velocity-Verlet-based method is adopted to solve the motion trajectory equation, and the boundary droplet transport algorithm is implemented based on jump texture. In the process of rendering, the height map is generated according to the simulation in the texture space and then the liquid bridge phenomenon between the droplets is simulated based on the Gaussian blur and the color rank algorithm. Finally, they are converted into normal texture-rendering droplets. The experimental result shows that the proposed method works well when simulating the movements of water droplets on a surface in a real-time manner, and it makes the movement simulation of dimension-reducing water droplets no longer depend on the continuous surface and continuous UV region. Moreover, the simulation efficiency of the proposed method is two times higher than that of the Smoothed Particle Hydrodynamics (SPH) method.
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48

Tian, Chuangeng, Lu Tang, Xiao Li, Kaili Liu, and Jian Wang. "Morphological Component Analysis-Based Perceptual Medical Image Fusion Using Convolutional Sparsity-Motivated PCNN." Scientific Programming 2021 (March 29, 2021): 1–9. http://dx.doi.org/10.1155/2021/6647200.

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This paper proposes a perceptual medical image fusion framework based on morphological component analysis combining convolutional sparsity and pulse-coupled neural network, which is called MCA-CS-PCNN for short. Source images are first decomposed into cartoon components and texture components by morphological component analysis, and a convolutional sparse representation of cartoon layers and texture layers is produced by prelearned dictionaries. Then, convolutional sparsity is used as a stimulus to motivate the PCNN for dealing with cartoon layers and texture layers. Finally, the medical fused image is computed via combining fused cartoon layers and texture layers. Experimental results verify that the MCA-CS-PCNN model is superior to the state-of-the-art fusion strategy.
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Chen, Zhiyong, Xinming Zhang, Chuming Liu, Hongnian Cai, and Fuchi Wang. "Computer Simulation of Rolling Textures Evolution of Pure Aluminum with Initial Texture." MATERIALS TRANSACTIONS 45, no. 9 (2004): 2845–50. http://dx.doi.org/10.2320/matertrans.45.2845.

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50

Wang, Yuye, Guofeng Zhang, and Xiaoguang Hu. "Large-scale scene real-time infrared simulation based on texture blending." International Journal of Intelligent Computing and Cybernetics 9, no. 4 (November 14, 2016): 406–15. http://dx.doi.org/10.1108/ijicc-07-2016-0024.

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Purpose Infrared simulation plays an important role in small and affordable unmanned aerial vehicles. Its key and main goal is to get the infrared image of a specific target. Infrared physical model is established through a theoretical research, thus the temperature field is available. Then infrared image of a specific target can be simulated properly while taking atmosphere state and effect of infrared imaging system into account. For recent years, some research has been done in this field. Among them, the infrared simulation for large scale is still a key problem to be solved. In this passage, a method of classification based on texture blending is proposed and this method effectively solves the problem of classification of large number of images and increase the frame rate of large infrared scene rendering. The paper aims to discuss these issues. Design/methodology/approach Mosart Atmospheric Tool (MAT) is used first to calculate data of sun radiance, skyshine radiance, path radiance, temperatures of different material which is an offline process. Then, shader in OGRE does final calculation to get simulation result and keeps a high frame rate. Considering this, the authors convert data in MAT file into textures which can be easily handled by shader. In shader responding, radiance can be indexed by information of material, vertex normal, eye and sun. Adding the effect of infrared imaging system, the final radiance distribution is obtained. At last, the authors get infrared scene by converting radiance to grayscale. Findings In the fragment shader, fake infrared textures are used to look up temperature which can calculate radiance of itself and related radiance. Research limitations/implications The radiance is transferred into grayscale image while considering effect of infrared imaging system. Originality/value Simulation results show that a high frame rate can be reached while guaranteeing the fidelity.
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