Academic literature on the topic 'Voxel Graphic'

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Journal articles on the topic "Voxel Graphic"

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Jiang, Bing Chuan, Qing Xia, and Xiong You. "The Application Research on Voxel-Based Expression of the Virtual Geographical Environment." Advanced Materials Research 588-589 (November 2012): 1287–91. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1287.

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Due to the nature of the two-dimensional features of traditional “surface model” method for building the virtual geo-graphic environment, it is difficult to realistically simulate the real world of three-dimensional body. In this paper, fully understanding the basic concepts of voxels and features, based on the analysis of octree voxel model and rendering, we focus on the voxels in a virtual three-dimensional topography of the geographical environment for the simulation of natural phenomena, the expression of geographical process, spatial analysis and its research in the application. Also we discuss the virtual geographic environment which is based on “volumetric model”.
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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.
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Grigor’ev, S. N., and A. V. Tolok. "Dichotomous indexing of array in recursive construction of voxel-graphic images." Automation and Remote Control 75, no. 1 (January 2014): 119–28. http://dx.doi.org/10.1134/s0005117914010093.

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Sycheva, Anastasiya. "Functional-Voxel Modelling of Bezie Curves." Geometry & Graphics 9, no. 4 (April 14, 2022): 63–72. http://dx.doi.org/10.12737/2308-4898-2022-9-4-63-72.

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The problem of this research is the impossibility of applying parametric functions in theoretical-multiple modeling, that significantly narrows the range of problems solved by analytical models and methods of computational geometry. To expand the possibilities of R-functional modeling application in the field of computer-aided design systems, it is proposed to solve the problem of finding an appropriate representation of parametric curves using functional-voxel computer models. The method of functional-voxel modeling is considered as a computer graphic representation of analytical functions’ areas on the computer. The basic principles and examples of combining R-functional and functional-voxel methods with obtaining R-voxel modeling have been presented. In this case, R-functional operations have been implemented on functional-voxel models by means of functional-voxel arithmetic. Based on the described approach to modeling of theoretical-multiple operations for the function area represented by graphical M-images, two approaches to construction a functional-voxel model of the Bezier curve have been proposed. The first one is based on the sequential construction of the curve’s interior by intersection a positive area of half-planes, which enumeration is performed by De Castiljo algorithm. This approach is limited by the convexity of the curve’s reference polygon. This problem’s solution has been considered. The second approach is based on the application of a two-dimensional function for local zeroing (FLOZ), i.e., a nil segment on the positive area of function values. By consecutive unification of such segments it is proposed to construct the required parametrically given curve. Some features related to operation and realization of the proposed approaches have been described and illustrated in detail. The advantages and disadvantages of described approaches have been highlighted. Assumptions about applicability of proposed algorithms for Bezier curve functional-voxel modeling in solving of various geometric modeling problems have been made.
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Pushkarev, S., A. Plaksin, A. Sycheva, and P. Harlanova. "Geometric Modeling of Stress Visualization Tools Based on the Functional-Voxel Method." Geometry & Graphics 8, no. 3 (November 24, 2020): 36–43. http://dx.doi.org/10.12737/2308-4898-2020-36-43.

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One of the approaches to the construction of graphic images of the stress state for the force vector applied to a point is considered in this work. Has been proposed a geometric model for a continuous medium, formed by a bunch of projection planes for each point of the examined object’s space. This permits to obtain a model for a volume vector in the form of a distributed decomposition into stress components at each point specified by a bunch of projection planes. The building a model for a volume vector, defined as a set of specified laws of direction and length, in the context of modeling stress from an applied force vector to a selected point, is based on strength of materials’ classical laws for calculation the stress state values at an inclined section. Such approach allows use a voxel graphic structure for computer representation of the simulated stress, rather than a finite element mesh. In such a case, there is no obtained result’s error dependence on the spatial position of the mesh nodal points, which is often a problem in FEM calculations. The resulting functional-voxel computer model of the volume stress vector is a structural unit for modeling the distributed load on areas of complex configuration. In this case, the elementary summation of such vectors allows any uneven distribution of the load relative to each point on the specified area. The considered approach works well with geometric models initially represented analytically in the form of a function space (for example, models obtained by the R-functional modelling – RFM-method), and reduced to functional-voxel computer models. A method for deformation modeling based on obtained stresses by means of local transformations of the function space, describing the investigated geometric object, is demonstrated.
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Gocławski, Jarosław, and Joanna Sekulska-Nalewajko. "A New Idea of Fast Three-Dimensional Median Filtering for Despeckling of Optical Coherence Tomography Images." Image Processing & Communications 20, no. 3 (September 1, 2015): 25–34. http://dx.doi.org/10.1515/ipc-2015-0037.

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Abstract Median filtering has been widely used in image processing for noise removal because it can significantly reduce the power of noise while limiting edge blurring. This filtering is still a challenging task in the case of three-dimensional images containing up to a billion of voxels, especially for large size filtering windows. The authors encountered the problem when applying median filter to speckle noise reduction in optical coherence tomography images acquired by the Spark OCT systems. In the paper a new approach to the GPU (Graphics Processing Unit) based median smoothing has been proposed, which uses two-step evaluation of local intensity histograms stored in the shared memory of a graphic device. The solution is able to output about 50 million voxels per second while processing the neighbourhood of 125 voxels by Quadro K6000 graphic card configured on the Kepler architecture.
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Huang, Bo-Cheng, Yu-Cheng Feng, and Tyng-Yeu Liang. "A Voxel Generator Based on Autoencoder." Applied Sciences 12, no. 21 (October 24, 2022): 10757. http://dx.doi.org/10.3390/app122110757.

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In recent years, 3D models have been widely used in the virtual/augmented reality industry. The traditional way of constructing 3D models for real-world objects remains expensive and time-consuming. With the rapid development of graphics processors, many approaches based on deep learning models have been proposed to reduce the time and economic cost of the generation of 3D object models. However, the quality of the generated 3D object models leaves considerable room for improvement. Accordingly, we designed and implemented a voxel generator called VoxGen, based on the autoencoder framework. It consists of an encoder that extracts image features and a decoder that maps feature values to voxel models. The main characteristics of VoxGen are exploiting modified VGG16 and ResNet18 to enhance the effect of feature extraction and mixing the deconvolution layer with the convolution layer in the encoder to enhance the feature of generated voxels. Our experimental results show that VoxGen outperforms related approaches in terms of the volumetric intersection over union (IOU) values of generated voxels.
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Udeshi, Tushar, and Eric Parker. "Exploiting Self-Similarity in Geometry for Voxel Based Solid Modeling." Journal of Computing and Information Science in Engineering 4, no. 1 (March 1, 2004): 49–55. http://dx.doi.org/10.1115/1.1641187.

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Voxel-based modeling techniques are known for their robustness and flexibility. However, they have three major shortcomings: (1) Memory intensive, since a large number of voxels are needed to represent high-resolution models (2) Computationally expensive, since a large number of voxels need to be visited (3) Computationally expensive isosurface extraction is needed to visualize the results. We describe techniques which alleviate these by taking advantage of self-similarity in the data making voxel-techniques practical and attractive. We describe algorithms for MEMS process emulation, isosurface extraction and visualization which utilize these techniques.
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Aleksandrov, Mitko, Sisi Zlatanova, and David J. Heslop. "Voxelisation Algorithms and Data Structures: A Review." Sensors 21, no. 24 (December 9, 2021): 8241. http://dx.doi.org/10.3390/s21248241.

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Voxel-based data structures, algorithms, frameworks, and interfaces have been used in computer graphics and many other applications for decades. There is a general necessity to seek adequate digital representations, such as voxels, that would secure unified data structures, multi-resolution options, robust validation procedures and flexible algorithms for different 3D tasks. In this review, we evaluate the most common properties and algorithms for voxelisation of 2D and 3D objects. Thus, many voxelisation algorithms and their characteristics are presented targeting points, lines, triangles, surfaces and solids as geometric primitives. For lines, we identify three groups of algorithms, where the first two achieve different voxelisation connectivity, while the third one presents voxelisation of curves. We can say that surface voxelisation is a more desired voxelisation type compared to solid voxelisation, as it can be achieved faster and requires less memory if voxels are stored in a sparse way. At the same time, we evaluate in the paper the available voxel data structures. We split all data structures into static and dynamic grids considering the frequency to update a data structure. Static grids are dominated by SVO-based data structures focusing on memory footprint reduction and attributes preservation, where SVDAG and SSVDAG are the most advanced methods. The state-of-the-art dynamic voxel data structure is NanoVDB which is superior to the rest in terms of speed as well as support for out-of-core processing and data management, which is the key to handling large dynamically changing scenes. Overall, we can say that this is the first review evaluating the available voxelisation algorithms for different geometric primitives as well as voxel data structures.
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Madoš, Branislav, Eva Chovancová, Martin Chovanec, and Norbert Ádám. "CSVO: Clustered Sparse Voxel Octrees—A Hierarchical Data Structure for Geometry Representation of Voxelized 3D Scenes." Symmetry 14, no. 10 (October 12, 2022): 2114. http://dx.doi.org/10.3390/sym14102114.

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When representing the geometry of voxelized three-dimensional scenes (especially if they have been voxelized to high resolutions) in a naive—uncompressed—form, one may end up using vast amounts of data. These can easily attack the available memory capacity of the graphics card, the operating memory or even secondary storage of computer. A viable solution to this problem is to use domain-specific hierarchical data structures, based on octant trees or directed acyclic graphs, which, among other advantages, provide a compact binary representation that can thus be considered to be their compressed encoding. These data structures include—inter alia—sparse voxel octrees, sparse voxel directed acyclic graphs and symmetry-aware sparse voxel directed acyclic graphs. The paper deals with the proposal of a new domain-specific hierarchical data structure: the clustered sparse voxel octrees. It is designed to represent the geometry of voxelized three-dimensional scenes and can be constructed using the out-of-core algorithm proposed in the paper. The advantage of the presented data structure is in its compact binary representation, achieved by omitting a significant number of pointers to child nodes (82.55% in case of Angel Lucy model in 1283 voxels resolution) and by using a wider range of child node pointer lengths, including 8b, 16b and 32b. We achieved from 6.57 to 6.82 times more compact encoding, compared to sparse voxel octrees, whose all node components were 32b aligned, and from 4.11 to 4.27 times more compact encoding, when not all node components were 32b aligned.
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Dissertations / Theses on the topic "Voxel Graphic"

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Буковський, Олександр Миколайович. "Графічний редактор для побудови 3D-моделі Voxel." Bachelor's thesis, КПІ ім. Ігоря Сікорського, 2020. https://ela.kpi.ua/handle/123456789/34951.

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Кваліфікаційна робота включає пояснювальну записку (54 с., 19 рис., 2 табл., список використаної літератури з 15 найменувань, 3 додатки). Метою дипломного проєкту є розробка простого графічного редактору з використанням 3D моделі Voxel, який дозволяє дослідити можливості використання даної технології на сучасних персональних комп’ютерах. Розроблений графічний редактор дозволяє: створювати воксельну модель з існуючої моделі іншого типу; візуалізувати створені воксельні моделі; виконувати перетворення воксельних моделей з використанням буферів глибини. В процесі розробки були використані власні реалізації технології Voxel, розрідженого воксельного дерева та стандарт графічних адаптерів OpenGL 3.3. В ході розробки: - реалізовано об’єкт Voxel, що інкапсулює нюанси реалізації технології в умовах відсутності апаратної підтримки; - реалізовано розріджене воксельне дерево, що використовується для представлення об’єкту типу Voxel; - реалізовані алгоритми побудови, візуалізації та редагування воксельних об’єктів; - реалізовано простий графічний редактор з підтримкою розроблених алгоритмів. Результати дипломного проєкту можуть бути використані для оцінки можливостей воксельної технології та доцільності її використання.
Qualification work includes an explanatory note (54 p., 19 figs., 2 tables., list of references with 15 items, 3 appendices). The purpose of the thesis project is to develop a simple graphic editor using the 3D model Voxel, to explore the possibility of using technology on modern PCs. Developed graphic editor allows you to: create a voxel model from an existing model of another type; visualize the created voxel models; perform voxel model transformations using depth buffers. In the development process, we used our own implementations of Voxel technology, sparse voxel octree and the OpenGL 3.3 graphics adapter standard. During development: - implemented Voxel object, which encapsulates the nuances of technology implementation in the absence of hardware support. - sparse voxel octree used to represent a Voxel object is implemented. - implemented algorithms for building, visualizing and editing voxel objects. - implemented a simple graphical editor with support for developed algorithms. The results of the thesis project can be used to assess the capabilities of voxel technology and the feasibility of its use
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Crumley, Zacharia. "Voxel-Space Shape Grammars." Thesis, University of Cape Town, 2012. http://pubs.cs.uct.ac.za/archive/00000783/.

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The field of Procedural Generation is being increasingly used in modern content generation for its ability to significantly decrease the cost and time involved. One such area of Procedural Generation is Shape Grammars, a type of formal grammar that operates on geometric shapes instead of symbols. Conventional shape grammar implementations use mesh representations of shapes, but this has two significant drawbacks. Firstly, mesh representations make Boolean geometry operations on shapes difficult to accomplish. Boolean geometry operations allow us to combine shapes using Boolean operators (and, or, not), producing complex, composite shapes. A second drawback is that sub-, or trans-shape detailing is challenging to achieve. To address these two problems with conventional mesh-based shape grammars, we present a novel extension to shape grammars, in which a voxel representation of the generated shapes is used. We outline a five stage algorithm for using these extensions and discuss a number of optional enhancements and optimizations. The final output of the algorithm is a detailed mesh model, suitable for use in real-time or offline graphics applications. We also test our extension’s performance and range of output with three categories of testing: performance testing, output range testing, and variation testing. The results of the testing with our proof-of-concept implementation show that our unoptimized algorithm is slower than conventional shape grammar implementations, with a running time that is O(N^3) for an N^3 voxel grid. However, there is scope for further optimization to our algorithm, which would significantly reduce running times and memory consumption. We outline and discuss several such avenues for performance enhancement. Additionally, testing reveals that our algorithm is able to successfully produce a broad range of detailed outputs, exhibiting many features that would be very difficult to accomplish using mesh-based shape grammar implementations. This range of 3D models includes fractals, skyscraper buildings, space ships, castles, and more. Further, stochastic rules can be used to produce a variety of models that share a basic archetype, but differ noticeably in their details.
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Freed, Sam Thomas. "Tessellated Voxelization for Global Illumination using Voxel Cone Tracing." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1885.

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Modeling believable lighting is a crucial component of computer graphics applications, including games and modeling programs. Physically accurate lighting is complex and is not currently feasible to compute in real-time situations. Therefore, much research is focused on investigating efficient ways to approximate light behavior within these real-time constraints. In this thesis, we implement a general purpose algorithm for real-time applications to approximate indirect lighting. Based on voxel cone tracing, we use a filtered representation of a scene to efficiently sample ambient light at each point in the scene. We present an approach to scene voxelization using hardware tessellation and compare it with an approach utilizing hardware rasterization. We also investigate possible methods of warped voxelization. Our contributions include a complete and open-source implementation of voxel cone tracing along with both voxelization algorithms. We find similar performance and quality with both voxelization algorithms.
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Vogel, Daniel [Verfasser]. "Elliptical graphical modelling / Daniel Vogel." Dortmund : Universitätsbibliothek Technische Universität Dortmund, 2011. http://d-nb.info/1011568349/34.

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Pineda, Steven. "Exploring Material Representations for Sparse Voxel DAGs." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2297.

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Ray tracing is a popular technique used in movies and video games to create compelling visuals. Ray traced computer images are increasingly becoming more realistic and almost indistinguishable from real-word images. Due to the complexity of scenes and the desire for high resolution images, ray tracing can become very expensive in terms of computation and memory. To address these concerns, researchers have examined data structures to efficiently store geometric and material information. Sparse voxel octrees (SVOs) and directed acyclic graphs (DAGs) have proven to be successful geometric data structures for reducing memory requirements. Moxel DAGs connect material properties to these geometric data structures, but experience limitations related to memory, build times, and render times. This thesis examines the efficacy of connecting an alternative material data structure to existing geometric representations. The contributions of this thesis include the creation of a new material representation using hashing to accompany DAGs, a method to calculate surface normals using neighboring voxel data, and a demonstration and validation that DAGs can be used to super sample based on proximity. This thesis also validates the visual acuity from these methods via a user survey comparing different output images. In comparison to the Moxel DAG implementation, this work increases render time, but reduces build times and memory, and improves the visual quality of output images.
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Chandra, B. R. Naveen. "Threaded octree structures for fast neighbor voxel processing in a parallel ray tracer." PDXScholar, 1990. https://pdxscholar.library.pdx.edu/open_access_etds/3978.

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In the field of Computer Graphics, Ray Tracing has so far been the the best algorithm for rendering of realistic three dimensional images created by mathematical models. Ray Tracing is also known for its very large computation times, where the computation depends on the picture resolution, the number of objects and the complexity of the scene.
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Williams, Brent Robert. "Moxel DAGs: Connecting Material Information to High Resolution Sparse Voxel DAGs." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1465.

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As time goes on, the demand for higher resolution and more visually rich images only increases. Unfortunately, creating these more realistic computer graphics is pushing our computational resources to their limits. In realistic rendering, one of the common ways 3D objects are represented is as volumetric elements called voxels. Traditionally, voxel data structures are known for their high memory requirements. One of the standard ways these requirements are minimized is by storing the voxels in a sparse voxel octree (SVO). Very recently, a method called High Resolution Sparse Voxel DAGs was presented that can store binary voxel data orders of magnitudes more efficiently than SVOs. This memory efficiency is achieved by converting the tree into a directed acyclic graph (DAG). The method was also shown to have competitive rendering performance to recent GPU ray tracers. Unfortunately, it does not support storing collections of rendering attributes, commonly called materials. These represent a given object's reflectance properties, and are necessary for calculating its perceived color. We present a method for connecting material information to High Resolution Sparse Voxel DAGs for mid-level scenes, with multiple meshes, and several different materials. This is achieved using an extended Sparse Voxel DAG, called a Moxel DAG, and an external data structure for holding the material information, we call a Moxel Table. Our method is much more memory efficient than traditional SVOs, and only increases in efficiency in comparison when at higher resolutions. Because it stores the equivalent information as SVOs, it achieves the exact same visual quality at the same resolutions.
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Wahlén, Conrad. "Global Illumination in Real-Time using Voxel Cone Tracing on Mobile Devices." Thesis, Linköpings universitet, Informationskodning, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141881.

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This thesis explores Voxel Cone Tracing as a possible Global Illumination solutionon mobile devices.The rapid increase of performance on low-power graphics processors hasmade a big impact. More advanced computer graphics algorithms are now possi-ble on a new range of devices. One category of such algorithms is Global Illumi-nation, which calculates realistic lighting in rendered scenes. The combinationof advanced graphics and portability is of special interest to implement in newtechnologies like Virtual Reality.The result of this thesis shows that while possible to implement a state of theart Global Illumination algorithm, the performance of mobile Graphics Process-ing Units is still not enough to make it usable in real-time.
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Sand, Victor. "Dynamic Visualization of Space Weather Simulation Data." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112092.

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The work described in this thesis is part of the Open Space project, a collaboration between Linköping University, NASA and the American Museum of Natural History. The long-term goal of Open Space is a multi-purpose, open-source scientific visualization software. The thesis covers the research and implementation of a pipeline for preparing and rendering volumetric data. The developed pipeline consists of three stages: A data formatting stage which takes data from various sources and prepares it for the rest of the pipeline, a pre-processing stage which builds a tree structure of of the raw data, and finally an interactive rendering stage which draws a volume using ray-casting. The pipeline is a fully working proof-of-concept for future development of Open Space, and can be used as-is to render space weather data using a combination of suitable data structures and an efficient data transfer pipeline. Many concepts and ideas from this work can be utilized in the larger-scale software project.
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Öztürk, Gökhan [Verfasser], Matthias [Akademischer Betreuer] Rehahn, Götz Peter [Akademischer Betreuer] Hellmann, Barbara [Akademischer Betreuer] Albert, and Herbert [Akademischer Betreuer] Vogel. "Hochgefüllte Graphit-Polymer-Compounds für Einsätze im Wärmemanagement / Gökhan Öztürk. Betreuer: Matthias Rehahn ; Götz Peter Hellmann ; Barbara Albert ; Herbert Vogel." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2012. http://d-nb.info/1106118537/34.

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Books on the topic "Voxel Graphic"

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Mieth, Katja Margarethe. Zwischen Davos und Auerbach: Leben und Wirken des Volksschullehrers Hellmuth Vogel (1890-1950). [Husum]: Verlag der Kunst Dresden, 2010.

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Dr, Vogel Carl Prof, and Rügen (Germany), eds. Zeitgenössische graphische Folgen: Mappen, Reihen, Serien, Zyklen, Schachteln, Diptycha : der weite Blick : Katalog zu einer Ausstellung aus der Sammlung Vogel C. & C., Prora bei Binz auf Rügen. Köln: Salon, 2000.

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Book chapters on the topic "Voxel Graphic"

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Bartz, Dirk, and Michael Meißner. "Voxels versus Polygons: A Comparative Approach for Volume Graphics." In Volume Graphics, 171–84. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0737-8_10.

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Liu, Yuqi, Wei Long, Zhenyu Shu, Shun Yi, and Shiqing Xin. "Voxel-Based 3D Shape Segmentation Using Deep Volumetric Convolutional Neural Networks." In Advances in Computer Graphics, 489–500. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_38.

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Hirose, Masaki, Jun Mitani, Yoshihiro Kanamori, and Yukio Fukui. "An Interactive Design System for Sphericon-Based Geometric Toys Using Conical Voxels." In Smart Graphics, 37–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22571-0_4.

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Kaufman, Arie, and Reuven Bakalash. "CUBE — An Architecture Based on a 3D Voxel Map." In Theoretical Foundations of Computer Graphics and CAD, 689–701. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988. http://dx.doi.org/10.1007/978-3-642-83539-1_26.

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Cohen, Daniel. "Voxel Traversal along a 3D Line." In Graphics Gems, 366–69. Elsevier, 1994. http://dx.doi.org/10.1016/b978-0-12-336156-1.50044-6.

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Montani, Claudio, and Roberto Scopigno. "SPHERES-TO-VOXELS CONVERSION." In Graphics Gems, 327–34. Elsevier, 1990. http://dx.doi.org/10.1016/b978-0-08-050753-8.50070-x.

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Kirk, David, and James Arvo. "IMPROVED RAY TAGGING FOR VOXEL-BASED RAY TRACING." In Graphics Gems II, 264–66. Elsevier, 1991. http://dx.doi.org/10.1016/b978-0-08-050754-5.50056-6.

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Pearce, Andrew. "A RECURSIVE SHADOW VOXEL CACHE FOR RAY TRACING." In Graphics Gems II, 273–74. Elsevier, 1991. http://dx.doi.org/10.1016/b978-0-08-050754-5.50058-x.

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Pearce, Andrew. "A RECURSIVE SHADOW VOXEL CACHE FOR RAY TRACING." In Graphics Gems II, 581–82. Elsevier, 1991. http://dx.doi.org/10.1016/b978-0-08-050754-5.50118-3.

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Bowles, Hugo. "Despotic reading." In Dickens and the Stenographic Mind, 48–64. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198829072.003.0004.

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This chapter focuses on the reading of the ‘despotic’ Gurney script, which was so different from the Roman script that Dickens was used to decoding (section 3.1). It explores how Dickens was able to emerge from his initial state of bewilderment, described in David Copperfield as a ‘sea of perplexity’, by training himself in visualizing its character shapes (section 3.2), sounding out the missing vowel sounds in the Gurney script (section 3.3), and inferencing their meaning (section 3.4). The process of decoding Gurney is then compared to episodes from Dickens’s own childhood reading at home and at school (section 3.5). The chapter argues that the Gurney system’s extra level of coding, which involved the graphic representation of letters rather than sounds, drastically diminished its learnability. Dickens’s undeciphered shorthand letters are used to illustrate these difficulties.
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Conference papers on the topic "Voxel Graphic"

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Kniaz, Vladimir Vladimirovich, Petr V. Moshkantsev, Artem N. Bordodymov, Vladimir A. Mizginov, and Daniil I. Novikov. "Semantic 3D Reconstruction of a Scene and Its Effective Visualisation." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-179-193.

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Single-image 3D scene reconstruction is required in multiple challenging tasks including mobile robotics, industrial monitoring and reconstruction of lost cultural heritage. While modern models demonstrate robust resolution of scene in real time with resolution up to 128 x 128 x 128 voxels, visualization of such detailed of a such detailed voxel model is challenging. A model with 128<sup>3</sup> voxels contains 2097152 simple cubes 16M vertices. It is unfeasible for modern hardware to perform visualization of such voxel models in real-time. Hence a voxel model simplification technique is required to demonstrate reconstruction results in real-time. In this paper, we propose a new algorithm for voxel model simplification using predefined camera views. The algorithm reduces a rigid-body voxel model to a shell voxel model. It keeps only the voxels that are visible from the required view. We demonstrate the effectiveness of the proposed algorithm using a case study with a mobile robot and a state-of-the-art SSZ single-photo 3D reconstruction neural network. We generated a real and a virtual scene with various objects including a statue. We use a mobile robot equipped with a single camera to collect real and synthetic data. We train the SSZ model using the collected data. We developed a dedicated visualization software that implements our algorithm. The comparison of the visualization performance for the full model and its reduced version demonstrates that our algorithm allows to increase the performance by 420 times.
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Zheng, Fei, WenFeng Lu, Yoke San Wong, and Kelvin Weng Chiong Foong. "GPU-Based Haptic Simulator for Dental Bone Drilling." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-47019.

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Dental bone drilling is an inexact and often a blind art. Dentist risks damaging the invisible tooth roots, nerves and critical dental structures like mandibular canal and maxillary sinus. This paper presents a haptics-based jawbone drilling simulator for novice surgeons. Through the real-time training of tactile sensations based on patient-specific data, improved outcomes and faster procedures can be provided. Previously developed drilling simulators usually adopt penalty-based contact force models and often consider only spherical-shaped drill bits for simplicity and computational efficiency. In contrast, our simulator is equipped with a more precise force model, adapted from the Voxmap-PointShell (VPS) method to capture the essential features of the drilling procedure. In addition, the proposed force model can accommodate various shapes of drill bits. To achieve better anatomical accuracy, our oral model has been reconstructed from Cone Beam CT, using voxel-based method. To enhance the real-time response, the parallel computing power of Graphics Processing Units is exploited through extra efforts for data structure design, algorithms parallelization, and graphic memory utilization. Preliminary results show that the developed system can produce appropriate force feedback at different tissue layers.
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Leshonkov, Artemiy, and Vladimir Alexandrovich Frolov. "Real-time Rendering of Small-scale Volumetric Structure on Animated Surfaces." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-64-73.

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There are a lot of methods for rendering of shell-space geometry, represented through voxel texture, known for today. While the topic is well studied in terms of techniques for applying this geometry onto surfaces, a little attention was paid to representation of sub-pixel details of the geometry. Such details are prone to produce aliasing artifacts and reduce performance due to bad cache utilization. In this paper we solve these problems by introducing levels of detail for voxel textures within shell mapping technique. The main problem here is that less detailed levels begin to contain semi-transparent voxels on the edge of an encoded surface, which requires additional handling. For this we present a new approach for order independent transparency rendering based on depth peeling. We extend the algorithm by adding additional resolving pass which allows to fully utilize hardware z-buffering to reduce amount of overdraw. This significantly reduces cost of each subsequent peeling pass. Empirically, 3-4 of such passes is enough to produce good quality results in most cases. Another issue with shell mapping techniques is that shell geometry is constructed offline, making base surface to be static. By slightly modifying the method, we made the construction to be performed on-the-fly on GPU and be applicable for animated surfaces.
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Афанасьев, Владимир, Vladimir Afanasyev, Алексей Волобой, and Alexey Voloboy. "RANSAC ART Tomography." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-18-21.

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This paper describes using of per-voxel RANSAC approach in ART tomography. The method works as an addition to any ART and does not depend on its internal details. Firstly, the histograms of voxel map corrections are constructed in each voxel during usual pass of ART. Then, they are used to refine the absorption map. It allows to improve resulting voxel absorption map, reducing ghost effects caused by input data errors and inconsistency. This method was demonstrated with optical tomography algorithm as it has certain difficulties with input data. The proposed algorithm was implemented to run on GPU.
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Brody, Bill, Glenn G. Chappell, and Chris Hartman. "Interactive voxel graphics in virtual reality." In Electronic Imaging 2002, edited by Bernice E. Rogowitz and Thrasyvoulos N. Pappas. SPIE, 2002. http://dx.doi.org/10.1117/12.469551.

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Safonov, Ilia, Anton Kornilov, and Iryna Reimers. "Rendering Semisynthetic FIB-SEM Images of Rock Samples." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-855-863.

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Digital rock analysis is a prospective approach to estimate properties of oil and gas reservoirs. This concept implies constructing a 3D digital twin of a rock sample. Focused Ion Beam - Scanning Electron Microscope (FIB-SEM) allows to obtain a 3D image of a sample at nanoscale. One of the main specific features of FIB-SEM images in case of porous media is pore-back (or shine-through) effect. Since pores are transparent, their back side is visible in the current slice, whereas, in fact, it locates in the following ones. A precise segmentation of pores is a challenging problem. Absence of annotated ground truth complicates fine-tuning the algorithms for processing of FIB-SEM data and prevents successful application of machine- learning-based methods, which require a huge training set. Recently, several synthetic FIB- SEM images based on stochastic structures were created. However, those images strongly differ from images of real samples. We propose fast approaches to render semisynthetic FIB- SEM images, which imply that intensities of voxels of mineral matrix in a milling plane, as well as geometry of pore space, are borrowed from an image of rock sample saturated by epoxy. Intensities of voxels in pores depend on the distance from milling plane to the given voxel along a ray directed at an angle equal to the angle between FIB and SEM columns. The proposed method allows to create very realistic FIB-SEM images of rock samples with precise ground truth. Also, it opens the door for numerical estimation of plenty of algorithms for processing FIB-SEM data.
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Clemon, Lee. "Directed Graphical Model for Real-Time Process Monitoring in Additive Manufacturing." In ASME 2020 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/imece2020-23630.

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Abstract An important challenge for additive manufacturing and 3D printing processes is accurate and repeatable deposition quality. Current approaches are unable to handle variable process parameters and input material quality. Accurately controlling material properties requires predicting material state changes. This work proposes a model using statistical learning techniques in conjunction with iterative material study to identify and compute the sources of defects and local material properties. The model makes use of the element-by-element fabrication and time-series material changes of additive manufacturing. The deposition of a part is segmented into volume elements, called voxels. Each deposited voxel is treated as an independent sample of the process parameter effects. The time series of deposition is treated as a Markov Chain, with the control parameters and measurable emissions as known quantities. The state of the material is a hidden variable. The hidden variable is approximated using material models and post-fabrication testing results to train the distribution embedded in the Markov Chain. The results indicated that a physics-based material state transition matrix in conjunction with final material properties and time-series of physical emissions can give insight into process variability and control errors. These results have wide ranging implications as a computationally efficient means of iterative process improvement for additive manufacturing, designing new control strategies, and revealing the real-time state of voxels as they are deposited. This approach moves closer to a predictive model that includes current information on the state of the process to update the prediction.
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Grishchenko, Alice, John Luna, and Jeremy Patterson. "Voxel bay." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2897839.2927403.

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Tanaka, Yohsuke, Hiroki Matsushi, and Shigeru Murata. "Phase Retrieval Holography for Particle Measurement With GPU Acceleration." In ASME-JSME-KSME 2019 8th Joint Fluids Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/ajkfluids2019-5204.

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Abstract We introduce a graphics processing unit (GPU) acceleration to reconstructing holograms of phase retrieval holography for a drastic reduction of the execution time. We conducted GPU acceleration using the FFT library CUFFT on the GPU chip (GEFORCE GTX 1050, GDDR5 2GB, NVIDIA). We also used Intel Xeon CPU (E5-2690, 2.90GHz, Intel), the memory of 24 GB, and the operating system of Ubuntu 16.04 to compare GPU and CPU. Reconstructed volumes changed from 2562 × 128 voxels to 20482 × 1024 voxel to compare execution times. The ratio of the time of GPU to that of CPUs is constantly higher than 100 times except for small volume. We also demonstrated that GPU acceleration decreased the time by observing falling particles, recorded in 40 frames, from particle feeder. As a result, it is found that the execution time is reduced from 13 hours to 30 minutes.
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Thiedemann, Sinje, Niklas Henrich, Thorsten Grosch, and Stefan Müller. "Voxel-based global illumination." In Symposium on Interactive 3D Graphics and Games. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1944745.1944763.

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Reports on the topic "Voxel Graphic"

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Nieto-Castanon, Alfonso. CONN functional connectivity toolbox (RRID:SCR_009550), Version 18. Hilbert Press, 2018. http://dx.doi.org/10.56441/hilbertpress.1818.9585.

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CONN is a Matlab-based cross-platform software for the computation, display, and analysis of functional connectivity in fMRI (fcMRI). Connectivity measures include seed-to-voxel connectivity maps, ROI-to- ROI connectivity matrices, graph properties of connectivity networks, generalized psychophysiological interaction models (gPPI), intrinsic connectivity, local correlation and other voxel-to-voxel measures, independent component analyses (ICA), and dynamic component analyses (dyn-ICA). CONN is available for resting state data (rsfMRI) as well as task-related designs. It covers the entire pipeline from raw fMRI data to hypothesis testing, including spatial coregistration, ART-based scrubbing, aCompCor strategy for control of physiological and movement confounds, first-level connectivity estimation, and second-level random-effect analyses and hypothesis testing.
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Nieto-Castanon, Alfonso. CONN functional connectivity toolbox (RRID:SCR_009550), Version 20. Hilbert Press, 2020. http://dx.doi.org/10.56441/hilbertpress.2048.3738.

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CONN is a Matlab-based cross-platform software for the computation, display, and analysis of functional connectivity in fMRI (fcMRI). Connectivity measures include seed-to-voxel connectivity maps, ROI-to- ROI connectivity matrices, graph properties of connectivity networks, generalized psychophysiological interaction models (gPPI), intrinsic connectivity, local correlation and other voxel-to-voxel measures, independent component analyses (ICA), and dynamic component analyses (dyn-ICA). CONN is available for resting state data (rsfMRI) as well as task-related designs. It covers the entire pipeline from raw fMRI data to hypothesis testing, including spatial coregistration, ART-based scrubbing, aCompCor strategy for control of physiological and movement confounds, first-level connectivity estimation, and second-level random-effect analyses and hypothesis testing.
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Nieto-Castanon, Alfonso. CONN functional connectivity toolbox (RRID:SCR_009550), Version 19. Hilbert Press, 2019. http://dx.doi.org/10.56441/hilbertpress.1927.9364.

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CONN is a Matlab-based cross-platform software for the computation, display, and analysis of functional connectivity in fMRI (fcMRI). Connectivity measures include seed-to-voxel connectivity maps, ROI-to- ROI connectivity matrices, graph properties of connectivity networks, generalized psychophysiological interaction models (gPPI), intrinsic connectivity, local correlation and other voxel-to-voxel measures, independent component analyses (ICA), and dynamic component analyses (dyn-ICA). CONN is available for resting state data (rsfMRI) as well as task-related designs. It covers the entire pipeline from raw fMRI data to hypothesis testing, including spatial coregistration, ART-based scrubbing, aCompCor strategy for control of physiological and movement confounds, first-level connectivity estimation, and second-level random-effect analyses and hypothesis testing.
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