Tesi sul tema "Procedural computer graphics"
Cita una fonte nei formati APA, MLA, Chicago, Harvard e in molti altri stili
Vedi i top-49 saggi (tesi di laurea o di dottorato) per l'attività di ricerca sul tema "Procedural computer graphics".
Accanto a ogni fonte nell'elenco di riferimenti c'è un pulsante "Aggiungi alla bibliografia". Premilo e genereremo automaticamente la citazione bibliografica dell'opera scelta nello stile citazionale di cui hai bisogno: APA, MLA, Harvard, Chicago, Vancouver ecc.
Puoi anche scaricare il testo completo della pubblicazione scientifica nel formato .pdf e leggere online l'abstract (il sommario) dell'opera se è presente nei metadati.
Vedi le tesi di molte aree scientifiche e compila una bibliografia corretta.
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.
Testo completoVan, Horn R. Brooks III. "Procedural Reduction Maps". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14484.
Testo completoBhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.
Testo completoThis 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.
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/.
Testo completoMorkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation". Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.
Testo completoDunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments". DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.
Testo completoJormedal, 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.
Testo completoTricaud, 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.
Testo completoProcedural 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
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.
Testo completoAdams, Daniel B. "Feature-based Interactive Terrain Sketching". BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.
Testo completoPinheiro, Jefferson Magalhães. "A procedural model for snake skin texture generation". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/171371.
Testo completoThere are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
Blizard, Katherine S. "Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data". DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/938.
Testo completoBladh, Theodor, e Christoffer Stridh. "Algorithmically Generating Bugs". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130106.
Testo completoParborg, Sebastian, e Rasmus Holm. "Generative design of game graphics and levels". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.
Testo completoSebastian, Andersson. "Detailed Procedurally Generated Buildings". Thesis, Linköpings universitet, Informationskodning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158898.
Testo completoMijailovic, Vidak. "A Graph-Based Approach to Procedural Terrain". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175834.
Testo completoOmrådet terräng generering hanterar procedurellt, icke för hand, skapande utav realistisk terräng för användning inom simulationer, data spel, filmers specialeffekter och konst. I denna uppsats presenteras en ny metod för procedurell terräng generation. Terrängen genereras i tre steg. Ett godtyckligt nätverk av noder skapas, en graf, och används som grund för att designa och forma utläggningen av terrängens drag. Kända algoritmer används för att skapa dragen inuti grafens tomma ytor och slutgiltigen sys den genererade terrängen ihop till en sammanhängande helhet med en ny metod. På detta vis kan man skapa mera detaljerad och bättre styrd terräng då man både kan kontrollera dragens former och utläggning. Nyckelord: Terräng, realtid datorgrafik, digital-kartografi, graf-grammatik, Perlin
Cavalier, Arthur. "Génération procédurale de textures pour enrichir les détails surfaciques". Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0108.
Testo completoWith the increasing power of consumer machines, Computer Graphics is offering us the opportunity to immerse ourselves in ever more detailed virtual worlds. The artists are thus tasked to model and animate these complex virtual scenes. This leads to a prohibitive authoring time, a bigger memory cost and difficulties to correctly and efficiently render this abundance of details. Many tools for procedural content generation have been proposed to resolve these issues. In this thesis, we focused our work on on-the-fly generation of mesoscopic details in order to easily add tiny details on 3D mesh surfaces. By focusing on procedural texture synthesis, we proposed some improvements in order to correctly render textures that modify not only the surface color but faking the surface meso-geometry in real-time. We have presented a methodology for rendering high quality textures without aliasing issues for controllable structured pattern synthesis. We also proposed an on-the-fly normal map generation to disturb the shading calculation and to add irregularites and relief to the textured surface
Roach, Jeffrey Wayne. "Predicting Realistic Standing Postures in a Real-Time Environment". NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/291.
Testo completoKihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality". Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.
Testo completoPavie, Nicolas. "Modélisation par bruit procédural et rendu de détails volumiques de surfaces dans les scènes virtuelles". Thesis, Limoges, 2016. http://www.theses.fr/2016LIMO0080/document.
Testo completoThe growing power of graphics processing units (GPU) in mainstream computers creates a need for a higher quality and complexity of virtual scenes. Managing this complexity for natural objects such as trees or grass fields or even animals is painstaking, due to the large amount of small objects decorating their surface. The diversity of such details, mandatory for realistic rendering of natural objects, translates in a longer authoring time, a higher memory requirement and a more complex evaluation. We review in this thesis the related works on data representations and on-the-fly generation methods used for the creation and real-time rendering of details over large surfaces. We focus our study on the particular case of grass fields and fur : the fuzzy visual appearance of those surfaces is obtained by the distribution of many self-similar blades or strands, creating a pattern closely related to a noise with structural features. We first present a procedural noise that aims at spatial modeling of self-similar elements and their distribution. The elliptical Gaussian function used as a modeling primitive and the controlled non-uniform distribution of elements allows for various type of patterns to be modeled, from stochastic to near-regular one, while including structural features. The by-example analysis process based on an ellipse fitting method allows a fast configuration of the noise for patterns reproduction. We further introduce an extension of this noise model for the authoring of procedural shell textures of strand-based or more complex volumetric details. For interactive authoring of such volumetric pattern, an image-order and an object-order rendering methods are proposed, both methods being optimized for an implementation on the GPU. Our rendering methods allow for interactive visualization of a visually-convincing result
Rydahl, Björn. "A VFX ocean toolkit with real time preview". Thesis, Linköping University, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50850.
Testo completoMohelník, Petr. "Procedurální animace lidské chůze". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255439.
Testo completoBohl, Evans. "Modélisation de fruits, de leur structure interne et de leurs défauts". Thesis, Limoges, 2015. http://www.theses.fr/2015LIMO0070/document.
Testo completoOne of the largest areas of research in computer graphics deals with natural phenomena representation. Over the years, as our understanding of nature grew, researchers started to propose new ways of simulating the various natural phenomena that we can observe in our everyday life. In this thesis, we focused on the representation of fruits. The fruit is a complex object. Depending on the desired accuracy, modeling a 3D fruit using classic 3D modeling software can become very tedious. We propose a model for generating vast varieties of fruits as well as their internal structure, thanks to the use of a single formal grammar. Each fruit that will be generated using our method will have global features that characterize its species, but it will also have local variations that are specific to it. The second part of ou work involves the representation of geometrical imperfections along the fruit. The fruit is the result of a series of physiological processes that strongly interact with each other. When one of these processes does not work the way it should, this dysfunction is materialized in the form of a shape defect. Our model introduces a simple approach, based on the use of grammars, which will allow us to apply variations on fruits in order to generate various categories of shape defects
Wenzel, Brent C. "Using neural nets to generate and improve computer graphic procedures". Virtual Press, 1992. http://liblink.bsu.edu/uhtbin/catkey/834648.
Testo completoDepartment of Computer Science
Grenier, Charline. "Génération procédurale et rendu en temps réel de motifs structurés". Electronic Thesis or Diss., Strasbourg, 2024. http://www.theses.fr/2024STRAD007.
Testo completoIn a virtual world, objects represented are described as much by their geometry as by the luminous behaviour of their surface. The latter is an important element in the realism of the scene created. To simulate the luminous behaviour of surfaces, a commonly used method consists of covering the geometry of objects with textures.In this thesis, we focus on structured stochastic textures. More specifically, we are interested in their generation and rendering at different level of detail, in real time. These textures are characterised by a stochastic nature which gives them a more organic and natural appearance, and by abrupt variations in colour or contrast giving rise to distinct patterns which we call structures.We propose a new method for procedural generation of structured patterns. It is based on the composition of a procedural vector noise by a multivariate transfer function. This method takes advantage of the separation between the structural information contained in the transfer function and the stochastic information provided by the noise
Baldi, Guillaume. "Contributions à la modélisation procédurale de structures cellulaires stochastoques 2D et à leur génération par l'exemple". Electronic Thesis or Diss., Strasbourg, 2024. http://www.theses.fr/2024STRAD001.
Testo completoThe creation of procedural materials and textures requires considerable expertise, and is time-consuming, tedious and costly. We are therefore looking to develop tools for the automatic generation of procedural textures and materials from input exemplars provided in the form of images: This is known as inverse procedural modeling.In this thesis, we propose a procedural model called Cellular Point Process Texture Basis Function (C-PPTBF) for representing 2D stochastic cellular structures, involving functions that are differentiable with respect to most of their parameters, making it possible to estimate these parameters from examples without resorting entirely to deep neural networks. We have set up a processing pipeline to estimate the parameters of our model from structural examples provided in the form of binary images, combining an estimation performed using a convolutional neural network trained on images produced with our C-PPTBF model and an estimation phase using gradient descent directly on the parameters of the procedural model
SALAS, EDGARD UBALDO GUILLEN. "A COMPUTER-BASED PROCEDURE FOR THE ANALYSIS AND SIMULATION OF BOND GRAPHS". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2000. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7478@1.
Testo completoNeste trabalho é desenvolvido um procedimento para a geração por inspeção das equações de estado e funções de transferência associadas a um grafo de ligação por meio de análises literal e numérica. O procedimento consiste na identificação de caminhos causais e a determinação de suas contribuições para as equações. É analisada a formulação matemática e discutida a implementação do procedimento em um código computacional. A aplicação do procedimento é ilustrada com exemplos, descreve-se detalhadamente as rotinas de entrada de dados, variáveis auxiliares, identificação dos caminhos e malhas causais, assim como a forma de apresentação dos resultados.
In this work a procedure for the computer generation by inspection of the state equations and transfer functions, both in literal and numerical form, associated to a bond graph is discussed. The procedure consists of the identification of causal paths and the determination of its contributions for the equations. The mathematical background and the implementation of the procedure in a computational code are, also, presented. The application of the procedure is illustrated with examples; the routines for data entry, causal path and mesh identification and the used variables are described, as well as the form of presentation of the results.
Moslah, Oussama. "Vers la modélisation grand échelle d'environnements urbains à partir d'images". Phd thesis, Université de Cergy Pontoise, 2011. http://tel.archives-ouvertes.fr/tel-00661101.
Testo completoBritto, Neto Laurindo de Sousa. "Renderiza??es n?o fotoreal?sticas para estiliza??o de imagens e v?deos usando areia colorida". Universidade Federal do Rio Grande do Norte, 2007. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18121.
Testo completoConselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico
Non-Photorealisitc Rendering (NPR) is a class of techniques that aims to reproduce artistic techniques, trying to express feelings and moods on the rendered scenes, giving an aspect of that they had been made "by hand". Another way of defining NPR is that it is the processing of scenes, images or videos into artwork, generating scenes, images or videos that can have the visual appeal of pieces of art, expressing the visual and emotional characteristics of artistic styles. This dissertation presents a new method of NPR for stylization of images and videos, based on a typical artistic expression of the Northeast region of Brazil, that uses colored sand to compose landscape images on the inner surface of glass bottles. This method is comprised by one technique for generating 2D procedural textures of sand, and two techniques that mimic effects created by the artists using their tools. It also presents a method for generating 21 2D animations in sandbox from the stylized video. The temporal coherence within these stylized videos can be enforced on individual objects with the aid of a video segmentation algorithm. The present techniques in this work were used on stylization of synthetic and real videos, something close to impossible to be produced by artist in real life
Renderiza??o N?o Fotoreal?stica (NPR) ? uma classe de t?cnicas que almejam reproduzir t?cnicas art?sticas, tentado expressar sentimentos e emo??es nas cenas renderizadas, dando um aspecto de que foram feitas "manualmente". Outra forma de definir a NPR ? como o processamento de cenas, imagens ou v?deos para gera??o de trabalhos de arte, gerando cenas, imagens ou v?deos que podem ter o atrativo visual de pe?as art?sticas, expressando caracter?sticas visuais e emocionais do estilo art?stico. Esta disserta??o apresenta um novo m?todo de NPR para estiliza??o de imagens e v?deos baseado em uma express?o art?stica t?pica da regi?o Nordeste do Brasil, que usa areia colorida para compor imagens de paisagens na superf?cie interna de garrafas de vidro. Este m?todo possui uma t?cnica para gera??o de texturas procedurais de areia 2D, e duas t?cnicas que imitam os efeitos criados pelos artes?es usando sua ferramenta. Al?m disso, essa disserta??o apresenta tamb?m um m?todo para gera??o de anima??es 21 2D em caixas de areia a partir do v?deo estilizado. A coer?ncia temporal nos v?deos estilizados pode ser for?ada nos objetos individuais do v?deo com aux?lio de um algoritmo de segmenta??o de v?deo. As t?cnicas apresentadas neste trabalho s?o usadas na estiliza??o de v?deos reais e sint?ticos, algo quase imposs?vel de ser produzido pelo artes?o na vida real
Bawatneh, Zyad. "The Impact of using a Computer Algebra System in High School Calculus on High Performing Students' Conceptual and Procedural Understanding". Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5118.
Testo completoPh.D.
Doctorate
Education and Human Performance
Education; Mathematics Education
Bac, Bongsung. "A case study of implementing computer graphics technology for the visual arts program in a small college : a descriptive record of historical developoments and procedure from initiation to realization /". The Ohio State University, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=osu1486546889383393.
Testo completoChien, Chi-Hao. "A comparison study of the implementation of digital camera's RAW and JPEG and scanner's TIFF file formats, and color management procedures for inkjet textile printing applications /". Online version of thesis, 2009. http://hdl.handle.net/1850/10886.
Testo completoAchando, Susana Alexandra Ginja. "A multimédia como ferramenta de ensino à distância do desenho têxtil". Master's thesis, Instituições portuguesas -- -Universidade do Minho -- -Escola de Engenharia -- -Departamento de Engenharia Têxtil, 2000. http://dited.bn.pt:80/29336.
Testo completoRaymond, Pascal. "Compilation efficace d'un langage déclaratif synchrone : le générateur de code Lustre-V3". Phd thesis, Grenoble INPG, 1991. http://tel.archives-ouvertes.fr/tel-00198546.
Testo completoPeytavie, Adrien. "Génération procédurale de Monde". Phd thesis, Université Claude Bernard - Lyon I, 2010. http://tel.archives-ouvertes.fr/tel-00841373.
Testo completoHou, Chia-Wen, e 侯佳彣. "Procedural Modeling of Interior Design in Computer Graphics". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/79911173500925423888.
Testo completo國立清華大學
資訊工程學系
97
Shape grammar for the procedural modeling of computer graphics architecture has been successfully developed and applied to many domains. However, the shape grammar is not advanced enough to produce good 3D models of rooms. This thesis provides many new commands of shape grammar and presents practical application of the rules to interior design. Moreover, the user can control the aspect of models as he wants by adjusting parameters on the starting interface. That is, the user can write rules base on the grammar directly, or more conveniently uses our interface to produce interior scenes. The results of 3D interior scenes show that our grammar can generate a variety of rooms efficiently, practically and characteristically. In addition, this system with extensible design may be utilized to games or interior design.
Kinnear, Kate. "The aesthetics of science fiction spaceship design". Thesis, 2010. http://hdl.handle.net/10012/4935.
Testo completo(6866033), Jun Zhang. "Immersive Virtual Reality Training to Enhance Procedural Knowledge Retention". Thesis, 2019.
Cerca il testo completo(6824948), Vojtech Krs. "Optimization and Control in Procedural Modeling". Thesis, 2019.
Cerca il testo completoIn this work we present three novel procedural systems, investigate different forms of control, namely simulation and optimization, and discuss them in terms of general procedural modeling workflow. First we show modeling of 3D objects with arbitrary topology via erosion and deposition simulation controlled by Smoothed Particle Hydrodynamics. Next, we present an algorithm for generating 3D curves using 2D sketches and contextual geometry. Finally, we propose a novel procedural system capable of generating arbitrary type of geometry with respect to user-defined constraints.
We show that these systems can be controlled via several means and identify common preconditions that facilitate control: maximizing interactivity and amount of structured information input, minimizing unexpected behaviour, and local control akin to traditional modeling.
Kenwood, Julian. "Real-time Generation of Procedural Forests". Thesis, 2014. http://pubs.cs.uct.ac.za/archive/00000941/.
Testo completoLosure, Michael Robert. "A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot". 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3080.
Testo completoFrívaldský, Dalibor. "Rychlá implementace procedurálních 3D textur". Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-321413.
Testo completo(6990722), Suren Deepak Rajasekaran. "Perceptual Evaluation and Metric for Terrain Models". Thesis, 2019.
Cerca il testo completoThe results show that synthetic terrains lack in visual quality and are perceived worse than real terrains with statistical significance. We performed a quantitative study by using localized geomorphology based landform features on terrains (geomorphons) that indicate that valleys, ridges, and hollows have significant perceptual importance. We then used generative deep generative neural network to transfer the features from real terrains to synthetic ones and vice versa to further confirm their importance. A second perceptual experiment with 128 participants confirmed the importance of the transferred features for visual perception. Based on these results, we introduce PTQM (Perceived Terrain Quality Metrics); a novel perceptual metrics based on geomorphons that assigns a number of estimated visual quality of a terrain represented as a digital elevation map. The introduced perceptual metric based on geomorphons indicate that features such as Valley (0.66), Ridge (0.64), Summit (0.44), Depression (0.42), Spur(0.33), and Hollow (0.22) in order have significant perceptual importance. By using linear regression, we show that the presented features are strongly correlated with perceived visual quality.
(9188915), Justin D. Heffron. "Optimizing Procedurally Generated Cooperative Multiplayer Game Levels". Thesis, 2020.
Cerca il testo completo(8804144), Junzhe Shen. "A SIMULATED POINT CLOUD IMPLEMENTATION OF A MACHINE LEARNING SEGMENTATION AND CLASSIFICATION ALGORITHM". Thesis, 2020.
Cerca il testo completoAs buildings have almost come to a saturation point in most developed countries, the management and maintenance of existing buildings have become the major problem of the field. Building Information Modeling (BIM) is the underlying technology to solve this problem. It is a 3D semantic representation of building construction and facilities that contributes to not only the design phase but also the construction and maintenance phases, such as life-cycle management and building energy performance measurement. This study aims at the processes of creating as-built BIM models, which are constructed after the design phase. Point cloud, a set of points in 3D space, is an intermediate product of as-built BIM models that is often acquired by 3D laser scanning and photogrammetry. A raw point cloud typically requires further procedures, e.g. registration, segmentation, classification, etc. In terms of segmentation and classification, machine learning methodologies are trending due to the enhanced speed of computation. However, supervised machine learning methodologies require labelling the training point clouds in advance, which is time-consuming and often leads to inevitable errors. And due to the complexity and uncertainty of real-world environments, the attributes of one point vary from the attributes of others. These situations make it difficult to analyze how one single attribute contributes to the result of segmentation and classification. This study developed a method of producing point clouds from a fast-generating 3D virtual indoor environment using procedural modeling. This research focused on two attributes of simulated point clouds, point density and the level of random errors. According to Silverman (1986), point density is associated with the point features around each output raster cell. The number of points within a neighborhood divided the area of the neighborhood is the point density. However, in this study, there was a little different. The point density was defined as the number of points on a surface divided by the surface area. And the unit is points per square meters (pts/m2). This research compared the performances of a machine learning segmentation and classification algorithm on ten different point cloud datasets. The mean loss and accuracy of segmentation and classification were analyzed and evaluated to show how the point density and level of random errors affect the performance of the segmentation and classification models. Moreover, the real-world point cloud data were used as additional data to evaluate the applicability of produced models.
"Procedure graphs and computer optimizations". Chinese University of Hong Kong, 1992. http://library.cuhk.edu.hk/record=b5886995.
Testo completoThesis (M.Phil.)--Chinese University of Hong Kong, 1992.
Includes bibliographical references (leaves 199-202).
Acknowledgement
Abstract
Chapter Chapter 1 --- Introduction --- p.1
Chapter 1.1 --- Initial Motivations --- p.1
Chapter 1.2 --- Objectives of Our Study --- p.2
Chapter 1.3 --- Outline of the Thesis --- p.3
Chapter Chapter 2 --- Basics of the Procedure Graph Theory --- p.6
Chapter 2.1 --- Introducing Procedure Graph Theory --- p.6
Chapter 2.1.1 --- "Nodes, Arcs and Pseudo-time Labels" --- p.7
Chapter 2.2 --- Examples --- p.12
Chapter 2.3 --- Exploring the Meanings of the Pseudo-time Labels --- p.13
Chapter 2.4 --- Equivalence and Transformation --- p.16
Chapter 2.4.1 --- Equivalence --- p.16
Chapter 2.4.2 --- Transmission Track and Causality Preservation --- p.16
Chapter 2.4.3 --- Transformation --- p.17
Chapter 2.4.3.1 --- Serial-to-Parallel Transformations (SP) --- p.18
Chapter 2.4.3.2 --- Parallel-to-Serial Transformations (PS) --- p.20
Chapter 2.4.3.3 --- Store-Store Cancellations (SSC) --- p.21
Chapter 2.4.3.4 --- Normalization of Pseudo-time Labels --- p.23
Chapter 2.4.3.5 --- Boundary Conditions and Multi-level Pseudo-time Labels --- p.24
Chapter 2.5 --- Procedure Graph Optimizations --- p.28
Chapter 2.5.1 --- Representing Dependencies --- p.28
Chapter 2.5.2 --- Eliminating Unnecessary Dependencies --- p.32
Chapter 2.6 --- Simulation Program --- p.36
Chapter 2.6.1 --- Preliminary Study Using the Simulation Program --- p.36
Chapter 2.6.2 --- Economic Factors --- p.37
Chapter 2.6.3 --- Combinatorial Explosion of Procedure Graphs --- p.38
Chapter Chapter 3 --- Extending the Procedure Graph Theory --- p.45
Chapter 3.1 --- The T-Operator and the F-Operator --- p.45
Chapter 3.2 --- Modifying the Firing Rule --- p.46
Chapter 3.3 --- Procedure Graph Representation for Different Branch Strategies --- p.49
Chapter 3.3.1 --- Multiple-Path Execution --- p.49
Chapter 3.3.2 --- Conditional Execution with Delayed Commitment of Results --- p.51
Chapter 3.3.3 --- Speculative Execution with Register Backup and Branch Repair --- p.52
Chapter 3.4 --- Procedure Graph Representation for a Stack --- p.56
Chapter 3.5 --- Vector Forwarding --- p.58
Chapter 3.5.1 --- An Example of Vector Chaining in Cray-1 --- p.58
Chapter 3.5.2 --- "Vector SP, PS and SSC" --- p.59
Chapter 3.5.3 --- A Note Concerning the Use of Algorithmic Time Labels --- p.61
Chapter 3.5.4 --- Further Consideration of Vector Forwarding --- p.62
Chapter Chapter 4 --- Hardware Realization of Procedure Graph Optimizations --- p.64
Chapter 4.1 --- Node-Oriented Versus Arc-Oriented Representation --- p.64
Chapter 4.2 --- Backward Pointers Versus Forward Pointers --- p.65
Chapter 4.3 --- Backward Pointers as Hardware Tags --- p.69
Chapter 4.4 --- Pointer Algebra --- p.72
Chapter 4.4.1 --- Serial-to-Parallel Transformations --- p.72
Chapter 4.4.2 --- Store-Store Cancellations --- p.73
Chapter 4.4.3 --- Parallel-to-Serial Transformations --- p.74
Chapter 4.5 --- Drawbacks of Using Backward Pointers --- p.75
Chapter 4.6 --- Multiple Tags --- p.76
Chapter Chapter 5 --- A Backward-Pointer Representation Scheme :The T-Architecture --- p.82
Chapter 5.1 --- The T-Architecture --- p.82
Chapter 5.2 --- Local Addressing Space Within the CPU --- p.83
Chapter 5.3 --- Why Reservation Stations --- p.84
Chapter 5.4 --- Memory Data Forwarding --- p.89
Chapter 5.4.1 --- The Updating Buffer --- p.90
Chapter 5.4.2 --- Ordering and Consistency --- p.96
Chapter 5.4.2.1 --- Store After Store --- p.96
Chapter 5.4.2.2 --- Store After Load --- p.97
Chapter 5.5 --- Speculative Execution --- p.97
Chapter 5.5.1 --- Procedural Dependencies --- p.97
Chapter 5.5.2 --- Branch Instruction Format --- p.98
Chapter 5.5.3 --- Branch Prediction --- p.99
Chapter 5.5.4 --- Branch Instruction Unit --- p.99
Chapter 5.5.5 --- Register Backups --- p.100
Chapter 5.5.5.1 --- Branch is Correctly Predicted --- p.101
Chapter 5.5.5.2 --- Branch Repair --- p.102
Chapter 5.5.5.3 --- Example --- p.102
Chapter 5.5.6 --- Total Ordering Memory Stores --- p.110
Chapter 5.5.7 --- Simplifying the Checkpoint Repair Mechanism --- p.112
Chapter 5.6 --- A Simulator for the T-Architecture --- p.113
Chapter 5.6.1 --- Basic Configuration of the Simulator --- p.114
Chapter 5.6.2 --- Parameters of the Simulator --- p.115
Chapter 5.6.3 --- Benchmark Programs --- p.116
Chapter 5.7 --- Experiments --- p.118
Chapter 5.7.1 --- Experiment1 --- p.119
Chapter 5.7.2 --- Experiment2 --- p.121
Chapter 5.7.3 --- Experiment3 --- p.123
Chapter 5.7.4 --- Experiment4 --- p.127
Chapter Chapter 6 --- Predictive Procedure Graph Optimizations in the S-Prototype --- p.137
Chapter 6.1 --- Keys to Higher Performance --- p.138
Chapter 6.2 --- The Superscalar Approach --- p.139
Chapter 6.3 --- Processor Architecture of the S-Prototype --- p.139
Chapter 6.4 --- Design Strategies of the S-Prototype --- p.141
Chapter 6.4.1 --- Fetching Multiple Instructions --- p.142
Chapter 6.4.2 --- Handling Procedural Dependencies : Branching Instructions --- p.142
Chapter 6.4.2.1 --- Branch Unit and Branch Predicting Buffer --- p.143
Chapter 6.4.2.2 --- Branch Repairing - Recovering Machine State --- p.144
Chapter 6.4.3 --- Extensive Tagging and Result Forwarding --- p.147
Chapter 6.4.4 --- Static and Dynamic Data Dependencies --- p.148
Chapter 6.4.4.1 --- Handling Static Dependencies by using the Multitag Pool --- p.149
Chapter 6.4.4.2 --- Handling Dynamic Dependencies by using the Reservation Stations --- p.150
Chapter 6.4.5 --- Extracting Parallelism --- p.152
Chapter 6.4.5.1 --- Representing Data Dependency in the Multitag Pool --- p.153
Chapter 6.4.5.2 --- Implementing Transformation Rules --- p.156
Chapter 6.4.6 --- Out-of-order Issue and Execution --- p.157
Chapter 6.4.7 --- Memory Accesses --- p.158
Chapter 6.4.8 --- Bus Contention and Arbitration --- p.160
Chapter Chapter 7 --- An Attempt To Simulate Procedure Graphs Using Graph Grammar --- p.161
Chapter 7.1 --- Introducing Graph Grammar --- p.161
Chapter 7.2 --- Basic Concepts in Sequential Graph Grammar --- p.161
Chapter 7.2.1 --- Production Rules and Interface Graph --- p.162
Chapter 7.2.2 --- Gluing Constructions and Pushouts --- p.162
Chapter 7.2.3 --- Gluing Conditions --- p.163
Chapter 7.3 --- Initial Considerations to Simulate Procedure Graphs --- p.165
Chapter 7.4 --- Example --- p.165
Chapter 7.5 --- Problems Encountered --- p.167
Chapter 7.6 --- Some Insights into the Unsolved Problem --- p.168
Chapter 7.7 --- "Parallelism, Concurrency and New Transformation Rules" --- p.171
Chapter Chapter 8 --- Representing Causality Using Petri Nets --- p.175
Chapter 8.1 --- Defining Petri Nets --- p.175
Chapter 8.1.1 --- Petri Nets as a Tool for System Modeling --- p.176
Chapter 8.1.2 --- The Characteristics of a Petri Net --- p.177
Chapter 8.1.3 --- Useful Extensions --- p.178
Chapter 8.2 --- Program Analysis and Modeling Computer Operations --- p.179
Chapter 8.2.1 --- Representing Causality Relationships --- p.180
Chapter 8.2.2 --- Representing the Total Ordering of Instructions in a Sequential Program --- p.184
Chapter 8.3 --- Extending the Model --- p.186
Chapter 8.4 --- Comparing Procedure Graphs and Petri Nets --- p.188
Chapter Chapter 9 --- Conclusion and Future Research Directions --- p.190
Chapter 9.1 --- Formalizing the Procedure Graph Theory --- p.190
Chapter 9.2 --- Mathematical Properties of Procedure Graphs --- p.191
Chapter 9.3 --- Register Abuses --- p.192
Chapter 9.4 --- Hardware Representation of Procedure Graphs --- p.194
Chapter 9.5 --- Tags Describing Tags --- p.196
Chapter 9.6 --- Software Optimizations --- p.197
Chapter 9.7 --- Simulation Programs --- p.198
References --- p.199
Rudolph, Carsten. "A Framework for example-based Synthesis of Materials for Physically Based Rendering". 2018. https://monarch.qucosa.de/id/qucosa%3A33178.
Testo completoRossi, Filippo Vincenzo. "Graphics hardware accelerated transmission line matrix procedures". Thesis, 2010. http://hdl.handle.net/1828/2941.
Testo completo(8797292), Varisht Raheja. "ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD". Thesis, 2020.
Cerca il testo completoTerrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especially for smaller companies which cannot afford an enhanced pipeline to deal with major technical complications. The workflow consists of two major elements, development of the tool used to optimize the workflow and the recording and maintaining of the efficiency in comparison to the older workflow.
My research findings indicate that despite the increase in overall computational abilities, one of the many issues that are still present is generating a highly advanced terrain with the added benefits of the artists and users’ creative variations. Reducing the overall time to simulate and compute a highly realistic and detailed terrain is the main goal, thus this thesis will present a method to overcome the speed deficiency while keeping the details of the terrain present.