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Articoli di riviste sul tema "Procedural computer graphics"

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Bret, Michel. "Procedural Art with Computer Graphics Technology". Leonardo 21, n. 1 (1988): 3. http://dx.doi.org/10.2307/1578408.

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Сherkasov, Volodymyr. "Model of formation of readyness of future teachers of fine arts for use of computer graphics in professional activity". Academic Notes Series Pedagogical Science 1, n. 189 (agosto 2020): 85–90. http://dx.doi.org/10.36550/2415-7988-2020-1-189-85-90.

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The model of formation of readiness of future teachers of fine arts to use computer graphics in professional activity in the context of a subject field of our research contains three blocks, namely: methodological and target (the purpose, tasks, approaches, principles); content-procedural (stages, content, forms, methods, technologies); diagnostic and effective (criteria, indicators, levels of readiness). Сomputer graphics are used in almost all areas of human life, and above all, in art education, in the creation of images and processing of visual information obtained during the study of various arts, communication with various arts. With this approach, we consider it appropriate to determine the essence of computer graphics in the scientific environment and its place in the system of disciplines. At present, it is worth noting that computer graphics is a component of computer science and is studying the means and methods of creating and processing graphic images using computer technology. Computer graphics is a scientific discipline that develops a set of tools and techniques for automating coding and decoding graphic information. Computer graphics studies the methods of digital synthesis and processing of visual content. Our proposed model of forming the readiness of future teachers of fine arts to use computer graphics in professional activities contains three blocks: methodological-target, content-procedural and diagnostic-effective. For liquidity of research and experimental work the purpose is defined, tasks are developed, approaches and principles of the specified phenomenon of research are substantiated. The second block proposes the stages, content, forms, methods and technologies of forming the readiness of future teachers of fine arts to use computer graphics. In addition, at the diagnostic and effective stage of the experimental study, the criteria, indicators and levels of readiness are motivated. In addition, we have proposed pedagogical conditions aimed at improving the effectiveness of this phenomenon, including: purposeful motivation of future teachers of fine arts to use computer graphics in professional activities in the study of professional disciplines; mastering by future teachers of fine arts theoretical knowledge about the essence, content of computer graphics and methods of its use; improving practical skills and abilities to form the readiness of future teachers of fine arts to use computer graphics in professional activities.
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Couchot, Edmond. "Comments on "Procedural Art with Computer Graphics Technology"". Leonardo 21, n. 3 (1988): 339. http://dx.doi.org/10.2307/1578689.

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Xiong, Lu, e Dean Bruton. "On Procedural Modeling of Urban Form - a Designer’s View and a Research Practice". Advanced Materials Research 374-377 (ottobre 2011): 330–35. http://dx.doi.org/10.4028/www.scientific.net/amr.374-377.330.

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Procedural modeling is a term in computer graphics referring to the creation of digital models with sets of rules. With the user-defined rule sets, digital models can be generated automatically by computers rather than modeled manually. Several popular procedural modeling methods and are listed and compared in the paper. A new research framework on procedural modeling of urban and architecture form is introduced. We also choose Jørn Utzon’s “additive architecture” as a case study and show the possibilities of future urban and architecture design.
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TREGUBOVA, I. A. "FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION". Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.

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Progress in hardware and software development is impressively fast. The main reason of computer graphics fast improvement is a full experience that can be reached though visual representation of our world. Therefore, the most interesting problem of it is a realistic image with high quality and resolution, which often requires procedural graphics generation. The article analyzes simplicity of a fractal and mathematics abstraction. Mathematics describes not only accuracy and logic but also beauty of the Universe. Mountains, clouds, trees, cells do not fit into the world of Euclidean geometry. They cannot be described by its methods. But fractals and fractal geometry solve that problem. Fractals are fairly simple equations on a sheet of paper with bright, unusual images, and, above all, they explain things. Fractal is a figure in the space, which consists of statistical character as the whole. It is self-similar, and therefore looks ‘roughly’ same and does not depend on its scale. So, any complex object can be called a fractal, if it has the same shape, as the parts it consists of. Fractal is abstract, and it helps to translate any algebraic problem into geometric, where solution is always obvious. A lot of researches in the field of fractal graphics has been carried out, but there are still issues that deserve considerable attention and more perfect solutions. The main purpose of the work is codes development with object-oriented programming languages for fractal graphics rendering. The article analyzes simplicity of a fractal and mathematics abstraction. Procedural generation was described as a method of algorithmic data generation for 3D models and textures creation. Code was written with general-purpose programming language Python, which renders step by step creation of fractal composition and variations of fractal images. Fractal generation used for modeling is part of realism in computer graphics In summary, procedural generation is very important for video games, as it can be used to automatically create large amount of game content. The random generation of natural looking landscapes is based on geometric computer generated images Created compositions can be used in computer science for image compression, in medicine for the study of the cellular level of organs, etc.
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Blazek, Linda W., Peter Burger e Duncan Gillies. "Interactive Computer Graphics: Functional, Procedural and Device-Level Methods". Technometrics 34, n. 1 (febbraio 1992): 105. http://dx.doi.org/10.2307/1269567.

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Bak, Peter R. G. "Interactive Computer Graphics: Functional, Procedural, and Device-level Methods". Computers & Geosciences 17, n. 3 (gennaio 1991): 471. http://dx.doi.org/10.1016/0098-3004(91)90054-h.

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Aliaga, Daniel G. "3D Design and Modeling of Smart Cities from a Computer Graphics Perspective". ISRN Computer Graphics 2012 (6 dicembre 2012): 1–19. http://dx.doi.org/10.5402/2012/728913.

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Modeling cities, and urban spaces in general, is a daring task for computer graphics, computer vision, and visualization. Understanding, describing, and modeling the geometry and behavior of cities are significant challenges that ultimately benefit urban planning and simulation, mapping and visualization, emergency response, and entertainment. In this paper, we have collected and organized research which addresses this multidisciplinary challenge. In particular, we divide research in modeling cities and urban spaces into the areas of geometrical modeling and of behavioral modeling. The first area overlaps significantly with computer graphics and computer vision—our focus is on algorithms that produce intricate geometry quickly from a compact set of specifications (i.e., procedural modeling). The second area of behavioral modeling centers on understanding the underlying socioeconomic, meteorological, and resource consumption/waste production processes occurring within an urban space. Research in urban modeling, even from a computer graphics perspective, must tie the two areas of geometric and behavioral modeling together in order to ensure that useful 3D modeling techniques are developed and are placed within their needed context. In addition, we discuss the growing trend of inverse procedural modeling and some sample urban applications.
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Nugent, William A. "A Comparative Assessment of Computer-Based Media for Presenting Job Task Instructions". Proceedings of the Human Factors Society Annual Meeting 31, n. 7 (settembre 1987): 696–700. http://dx.doi.org/10.1177/154193128703100701.

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This study compared the effects of previous task training/experience and alternative methods for presenting procedural instructions on job task performance. Six computer-based presentation methods were examined on four types of oscilloscope operator tasks. The presentation methods were text-only, audio-only, text-audio, text-graphics, audio-graphics, and text-audio-graphics. Results showed that regardless of the subjects' prior training and experience, the most efficient and effective task performances were obtained through a combination of audio and graphics media; an effect which can be further enhanced by the addition of redundant task instructions in textual form. The practical applications and theoretical implications of these findings are discussed.
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Burchill, Lloyd. "Graphics goodies #2—a simple, versatile procedural texture". ACM SIGGRAPH Computer Graphics 22, n. 1 (febbraio 1988): 29–30. http://dx.doi.org/10.1145/48155.48159.

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Tesi sul tema "Procedural computer graphics"

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Tommasi, Gianpaolo Francesco Maria. "Procedural methods in computer graphics". Thesis, University of Cambridge, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358787.

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Van, Horn R. Brooks III. "Procedural Reduction Maps". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14484.

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Procedural textures and image textures are commonplace in graphics today, finding uses in such places as animated movies and video games. Unlike image texture maps, procedural textures typically suffer from minification aliasing. I present a method that, given a procedural texture on a surface, automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original textures details, but reduces minification aliasing artifacts. This new algorithm creates an image pyramid similar to MIP-Maps to represent the texture. Whereas a MIP-Map stores per-texel color, however, my texture hierarchy stores weighted sums of reflectance functions, allowing a wider-range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different functions found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the textures result with an anti-aliased one. This results in faster development time for writing procedural textures as well as higher visual fidelity and faster rendering. With the optional addition of authoring guidelines, the analysis phase can be sped up by as much as two orders of magnitude. Furthermore, I developed a method for handling pre-filtered integration of reflectance functions to anti-alias specular highlights. The normal-centric BRDF (NBRDF) allows for fast evaluation over a range of normals appearing on the surface of an object. The NBRDF is easy to implement on the GPU for real-time results and can be combined with procedural reduction maps for real-time procedural texture minification anti-aliasing.
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Bhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-44).
In this thesis we present CoSy, a configurable system for procedurally generating synthetic data for self-driving vehicles. To address the problem of data hungry vision-based learning algorithms used in self-driving vehicles, we develop a system that generates synthetic images, including class level annotations, of street scenes. To give researchers control over how data is generated, our system is designed to be configurable and extendable. We provide two example datasets generated by our system, and provide extensive documentation on how the system is architected, and how it can be extended.
by Nishchal Bhandari.
M. Eng.
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Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games". Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Morkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation". Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.

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Dunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments". DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.

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Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game's graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves finding a way to both store and generate the large amounts of geometry that represent the environment. In this thesis we present a system for generating and rendering large exterior environments, with a focus on terrain and vegetation. We use a region-based procedural generation algorithm to create environments of varying types. This algorithm produces content that can be rendered at multiple levels of detail. The terrain is rendered volumetrically to support caves, overhangs, and cliffs, but is also rendered using heightmaps to allow for large view distances. Vegetation is implemented using procedurally generated meshes and impostors. The volumetric terrain is editable in real time, which limits our ability to pre-generate or cache large amounts of geometry, and also limits the number of assumptions we can make with regard to visibility. We support a view distance of at least 25 miles in each direction, though distant objects are rendered at low resolution. The heightmap terrain used to achieve this view distance consists of over 360,000 triangles. Our system runs at 180 frames per second on commodity desktop hardware.
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Jormedal, Martin. "Procedural Generation of Road Networks Using L-Systems". Thesis, Linköpings universitet, Informationskodning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-169373.

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This thesis details the results and conclusions of a project conducted at the game studio FromSoftware in Tokyo, Japan during the autumn of 2008. The aim ofthe project was the design and implementation of a system able to generate 3D graphical representations of road networks.
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Tricaud, Martin. "Designing interactions, interacting with designs : Towards instruments and substrates in procedural computer graphics and beyond". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG067.

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Le terme d'infographie procédurale ou Procedural Computer Graphics (PCG) recouvre un ensemble de technique de création visuelle basées sur la construction et le paramétrage de procédures algorithmiques. Celles-ci réifient la chaine des opérations conduisant à un design final en un objet interactif. En opérant donc à un plus haut niveau d'abstraction, la création procédurale ouvre en principe des possibilités inaccessibles à l'action humaine séquentielle, mais l'expressivité des techniques de PCG reste contrainte par la façon dont les modèles procéduraux sont encodés, et par les interactions qu'admettent ces représentations. Les frustrations de l'exploration d'espaces de paramètre par sliders en sont un exemple connu. Ce problème fait écho à une question centrale en Interaction Humain-Machine: Quels artefacts logiciels sont le plus adaptés pour médiatiser nos actions sur des substrats d'information? Les interfaces en manipulation directe - jadis réputées plus ergonomiques sur le plan cognitif - semblent reculer au profit des interactions conversationnelles: Les modèles d'IA générative promettent un accès facile à des résultats sophistiqués par commande verbale ou textuelle. Mais la métaphore de l'interface comme "monde" plutôt que comme interlocuteur n'est pas obsolète: Certaines choses seront toujours plus faciles à faire qu'à dire. La recherche récente en sciences cognitives sur l'action outillée et le raisonnement technique a apporté de nombreuses preuves que ces facultés sont distinctes du raisonnement symbolique, et les précèdent dans l'évolution humaine. Cette faculté de raisonnement technique tacite, fondamentale dans les pratiques artistiques, peut-elle s'accommoder d'environnements qui ne sont pas régit par des règles analogues à celles du monde physique, et si oui comment? Y répondre implique de redéfinir la matérialité comme qualité non pas de l'environnement mais de la relation d'un agent à celui-ci. Mais les redéfinitions proposées par la recherche en design peinent souvent à en tirer des principes de conception d'interfaces actionnables. Trois questions émergent de ce constat: 1. Si la matérialité est une relation d'un agent à son environnement, comment se développe-t-elle entre les utilisateurs et leur environnement logiciel? 2. Quels obstacles entravent ce processus, et quels artefacts logiciels spécifiques le facilitent? 3. Comment repenser l'architecture de l'interaction en général pour garantir qu'une telle relation de matérialité puisse émerger dans n'importe quel environnement logiciel? En m'appuyant sur étude auprès de 12 artistes et designers, je propose de voir la matérialité comme émergent d'un processus épistémique: Les artistes et les designers réalisent des actions épistémiques pour produire de la connaissance sur le medium, et de façon symétrique, ils externalisent leurs savoirs dans des artefacts épistémiques - lesquels apportent de nouvelles affordances à l'environnement, et admettent donc de nouvelles actions épistémiques. J'aborde la deuxième question via une preuve de concept logicielle qui combine plusieurs techniques d'interaction innovantes afin de faciliter la navigation exploratoire dans les espaces de paramètres des modèles procéduraux. La réflexion sur le processus de design et les premiers feedbacks récoltés m'amènent à me distancer des méthodes psychométriques d'évaluation, pour envisager des approches basées sur la théorie de l'information, tout en notant que la difficulté de l'IHM à diffuser les techniques d'interaction bénéfiques réside ailleurs que dans leur évaluation: S'approprier un medium implique d'y introduire de nouvelles affordances en combinant librement les représentations interactives qui le composent ce qui est par nature difficilement contrôlable. En revanche, la composabilité des représentations interactives peut être spécifiée de façon formelle et générique, sous réserve que les langages soient dotés d'une sémantique adéquate qui pour l'instant leur fait défaut
Procedural Computer Graphics (PCG) is an umbrella term for a variety of techniques that entail building and amending algorithmic procedures to generate graphical content. These procedural models reify the chain of operations leading to a design, turning the design process itself into an interactive object. Through manipulating such abstractions, artists and designers tap into the capacity of computers to produce outputs that require the repetitive and/or parallel application of rules to be obtained, or the storage of multiple objects in working memory. Yet, the expressiveness of PCG techniques remains constrained by how procedural models are represented and how users interact with these representations. A common frustration in PCG is the reliance on sliders to explore design spaces—what Alan Perlis would call a Turing tar-pit: everything is possible, but nothing is easy. This problem echoes a central question in Human-Computer Interaction: Which software artifacts are best suited to mediate our actions on information substrates? Direct manipulation interfaces—once considered more ergonomic from a cognitive standpoint—seem to be losing ground to conversational interactions: Generative AI models promise easy access to sophisticated results through verbal or textual commands. However, the metaphor of the interface as a "world" rather than as an interlocutor is not obsolete: Some things will always be more easily done than said. Recent research in cognitive science on tool-based action and technical reasoning has provided ample evidence that these faculties are distinct from symbolic reasoning and precede it in human evolution. Can this tacit technical reasoning, fundamental in artistic practices, extend to environments that aren't governed by rules analogous to those of the physical world? And if so, how? Answering these questions requires redefining materiality not as a quality of the environment but of an agent's relationship to it. Yet, the redefinitions proposed by design research often struggle to yield actionable principles for interface design. Three questions emerge from these observations:1. If materiality is a relationship between agent and environment, how does it develop between computational artists and software—if at all? 2. What obstacles hinder this process, and what specific software artifacts can support it?3. How can interactions and interfaces in general be architected to foster materiality with software environments? The first question is addressed through an ethnographic study of 12 artists and designers, proposing that materiality develops through epistemic processes. Artists build non-declarative knowledge through epistemic actions, externalizing this knowledge into artifacts that foster further exploration. I contextualize these findings with works that reflect similar intuitions. To tackle the second question, I develop a software prototype featuring novel interaction tools to facilitate navigation in large procedural model parameter spaces. Reflecting on the design process and participant feedback, I critique traditional usability and creativity evaluation methods, proposing alternative approaches inspired by instrumental interaction and information theory. In answering the third question, I argue that the difficulties HCI faces in bringing innovative interaction techniques and frameworks (particularly instrumental interaction) into the mainstream - stem not from the absence of adequate evaluation methods, but in the lack of adequate architecture. I speculate that if the building blocks of a software's interaction model have well-behaved mathematical semantics, we can extend the model-world metaphor beyond physicality and bring materiality to various information substrates
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Jansson, Joel. "Ambient Occlusion for Dynamic Objects and Procedural Environments". Thesis, Linköpings universitet, Institutionen för systemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91918.

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In computer graphics, lighting is an important area. To simulate shadows from area light sources, indirect lighting and shadows from indirect light, a class of algorithms commonly known as global illumination algorithms can be used. Ambient occlusion is an approximation to global illumination that can emulate shadows from area light sources and shadows from indirect light, giving very soft shadows. For real-time applications, ambient occlusion can be precomputed and stored in maps or per vertex. However, that can only be done with good results if the geometry is static. Therefore, a number of methods that can handle more or less dynamic scenes have been introduced in the recent years. In this thesis, a collection of ambient occlusion methods for dynamic objects and procedural environments will be described. The main contribution is the introduction of a novel method that handles ambient occlusion for procedural environments. Another contribution is a description of an implementation of Screen Space Ambient Occlusion (SSAO). SSAO is an algorithm that calculates approximate ambient occlusion in real-time by using the depths of surrounding pixels. It handles completely dynamic scenes with good performance. The method for procedural environments handles the scenario where a number of building blocks are procedurally assembled at run-time. The idea is to precompute an ambient occlusion map for each building block where the self-occlusion is stored. In addition, an ambient occlusion grid is precomputed for each block to accommodate the inter-block occlusion. At run-time, after the building blocks have been assembled, the ambient occlusion from the grids is blended with the ambient occlusion from the maps to generate new maps, valid for the procedural environment. Following that, the environment can be rendered with high quality ambient occlusion at almost no cost, in the same fashion as for a static environment where the ambient occlusion maps can be completely precomputed.
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Adams, Daniel B. "Feature-based Interactive Terrain Sketching". BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.

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Procedural generation techniques are able to quickly and cheaply produce large areas of terrain. However, these techniques produce results that are not easily directable and often require artists to edit the results by hand to achieve the desired layout. This paper proposes a sketch-based system for controlling fractal terrain that allows for a wide variety of terrain feature types. Artists sketch features rather than constrained points or elevations. The system is interactive, provides quick on-demand previews of the terrain, and allows for iterative design modifications. Interaction between features is handled in a realistic fashion. An arbitrary vertex insertion order midpoint displacement algorithm is also described which provides the necessary flexibility and constraints for the terrain generation system.
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Libri sul tema "Procedural computer graphics"

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Rogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.

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Rogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.

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Rogers, David F. Procedural elements for computer graphics. 2a ed. Boston, Mass: WCB/McGraw-Hill, 1998.

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Duncan, Gillies, a cura di. Interactive computer graphics: Functional, procedural, and device-level methods. Wokingham, England: Addison-Wesley, 1989.

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Institute, SAS. SAS 9.4 ODS graphics procedures guide. Cary, North Carolina: SAS Institute Inc., 2014.

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SAS Institute. SAS 9.4 ODS graphics procedures guide. 2a ed. Cary, NC: SAS Institute, 2013.

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1967-, Bekaert Philippe, e Bala Kavita 1971-, a cura di. Advanced global illumination. Natick, MA: AK Peters, 2003.

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S, Orem Nancy, a cura di. AutoCAD Civil 3D 2009: Procedures and applications. Upper Saddle River, N.J: Pearson/Prentice-Hall, 2009.

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Francesco, Battaglia, Poli Irene Prof e SpringerLink (Online service), a cura di. Evolutionary Statistical Procedures: An Evolutionary Computation Approach to Statistical Procedures Designs and Applications. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2011.

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Kasʹi͡anov, V. N. Graph theory for programmers: Algorithms for processing trees. Dordrecht: Kluwer Academic, 2000.

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Capitoli di libri sul tema "Procedural computer graphics"

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Yee-King, Matthew, e Igor Dall’Avanzi. "Procedural Audio in Video Games". In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_271-1.

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Yee-King, Matthew, e Igor Dall’Avanzi. "Procedural Audio in Video Games". In Encyclopedia of Computer Graphics and Games, 1483–87. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_271.

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Kim, Hansoo, Minerva J. Dorantes, Darrell G. Schulze e Bedrich Benes. "Computer Graphics Procedural Modeling of Soil Structure". In Progress in Soil Science, 133–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28295-4_9.

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Deguy, Sébastien. "The New Age of Procedural Texturing". In Encyclopedia of Computer Graphics and Games, 1–20. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_50-1.

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Deguy, Sébastien. "The New Age of Procedural Texturing". In Encyclopedia of Computer Graphics and Games, 1840–58. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_50.

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Fischer, Roland, Judith Boeckers e Gabriel Zachmann. "Procedural Generation of Landscapes with Water Bodies Using Artificial Drainage Basins". In Advances in Computer Graphics, 345–56. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_27.

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Jonchier, Théo, Marc Salvati e Alexandre Derouet-Jourdan. "Procedural Non-Uniform Cellular Noise". In Mathematical Insights into Advanced Computer Graphics Techniques, 73–85. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2850-3_6.

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Mezhenin, Aleksandr, e Vera Izvozchikova. "Algorithms Optimization for Procedural Terrain Generation in Real Time Graphics". In Advances in Intelligent Systems, Computer Science and Digital Economics III, 125–37. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-97057-4_12.

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Baron, Jessica, e Eric Patterson. "Procedurally Generating Biologically Driven Feathers". In Advances in Computer Graphics, 342–48. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22514-8_29.

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Polańczyk, Maciej, e Przemysław Barański. "Disparity Map Based Procedure for Collision-Free Guidance through Unknown Environments". In Computer Vision and Graphics, 565–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33564-8_68.

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Atti di convegni sul tema "Procedural computer graphics"

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Feklisov, Egor, Mihail Zinderenko e Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics". In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.

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Abstract (sommario):
Since the creation of computers, there has been a lingering problem of data storing and creation for various tasks. In terms of computer graphics and video games, there has been a constant need in assets. Although nowadays the issue of space is not one of the developers' prime concerns, the need in being able to automate asset creation is still relevant. The graphical fidelity, that the modern audiences and applications demand requires a lot of work on the artists' and designers' front, which costs a lot. The automatic generation of 3D scenes is of critical importance in the tasks of Artificial Intelligent (AI) robotics training, where the amount of generated data during training cannot even be viewed by a single person due to the large amount of data needed for machine learning algorithms. A completely separate, but nevertheless necessary task for an integrated solution, is furniture generation and placement, material and lighting randomisation. In this paper we propose interior generator for computer graphics and robotics learning applications. The suggested framework is able to generate and render interiors with furniture at photo-realistic quality. We combined the existing algorithms for generating plans and arranging interiors and then finally add material and lighting randomization. Our solution contains semantic database of 3D models and materials, which allows generator to get realistic scenes with randomization and per-pixel mask for training detection and segmentation algorithms.
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Jesus, Diego, António Coelho e António Augusto Sousa. "Towards interactive procedural modelling of buildings". In SCCG'15: Spring Conference on Computer Graphics. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2788539.2788554.

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"A PROCEDURAL GEOMETRY MODELING API". In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003848101290134.

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Bachman, David. "Procedural organic modeling". In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3326542.3328013.

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McDuffee, Sean C., e Maurice van Swaijj. "Procedural fluid textures". In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214745.3214767.

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Domaradzki, Jakub, e Tomasz Martyn. "Procedural Fracture of Shell Objects". In 26. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2017. Západočeská univerzita, 2018. http://dx.doi.org/10.24132/csrn.2018.2801.1.

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"PROCEDURAL MODELLING OF MONUMENTAL BUILDINGS FROM TEXTUAL DESCRIPTIONS". In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2010. http://dx.doi.org/10.5220/0002826401300133.

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Pinheiro, Jefferson Magalhães, e Marcelo Walter. "A Procedural Model for Snake Skin Texture Generation". In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006626401330144.

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Houska, Niklaus, Cheryl Lau e Matthias Specht. "Recompose Grammars for Procedural Architecture". In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641519.3657400.

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Garifullin, Albert Rustemovich, Nikolay Dmitrievich Maiorov e Vladimir Alexandrovich Frolov. "Differentiable Procedural Models for Single-view 3D Mesh Reconstruction". In 33rd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/graphicon-2023-14-24.

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Abstract (sommario):
Most of the existing solutions for single-view 3D object reconstruction rely on deep learning techniques that use implicit or voxel representations of the scene. However, these approaches struggle to generate detailed and high-quality meshes and textures that can be directly applied in practical applications. On the other hand, differentiable rendering techniques can produce superior mesh quality, but they typically require multiple images of the object. We propose a novel approach to single-view 3D reconstruction that leverages procedural generator input parameters as a scene representation. Instead of directly estimating the vertex positions of the mesh, we estimate the input parameters of a procedural generator by minimizing the silhouette loss function between reference and rendered images. By employing differentiable rendering and differentiable procedural generators, we can optimize the loss function using gradients. This enables us to create highly detailed models from a single image.
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Rapporti di organizzazioni sul tema "Procedural computer graphics"

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Huang, Haohang, Erol Tutumluer, Jiayi Luo, Kelin Ding, Issam Qamhia e John Hart. 3D Image Analysis Using Deep Learning for Size and Shape Characterization of Stockpile Riprap Aggregates—Phase 2. Illinois Center for Transportation, settembre 2022. http://dx.doi.org/10.36501/0197-9191/22-017.

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Abstract (sommario):
Riprap rock and aggregates are extensively used in structural, transportation, geotechnical, and hydraulic engineering applications. Field determination of morphological properties of aggregates such as size and shape can greatly facilitate the quality assurance/quality control (QA/QC) process for proper aggregate material selection and engineering use. Many aggregate imaging approaches have been developed to characterize the size and morphology of individual aggregates by computer vision. However, 3D field characterization of aggregate particle morphology is challenging both during the quarry production process and at construction sites, particularly for aggregates in stockpile form. This research study presents a 3D reconstruction-segmentation-completion approach based on deep learning techniques by combining three developed research components: field 3D reconstruction procedures, 3D stockpile instance segmentation, and 3D shape completion. The approach was designed to reconstruct aggregate stockpiles from multi-view images, segment the stockpile into individual instances, and predict the unseen side of each instance (particle) based on the partial visible shapes. Based on the dataset constructed from individual aggregate models, a state-of-the-art 3D instance segmentation network and a 3D shape completion network were implemented and trained, respectively. The application of the integrated approach was demonstrated on re-engineered stockpiles and field stockpiles. The validation of results using ground-truth measurements showed satisfactory algorithm performance in capturing and predicting the unseen sides of aggregates. The algorithms are integrated into a software application with a user-friendly graphical user interface. Based on the findings of this study, this stockpile aggregate analysis approach is envisioned to provide efficient field evaluation of aggregate stockpiles by offering convenient and reliable solutions for on-site QA/QC tasks of riprap rock and aggregate stockpiles.
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