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1

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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2

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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Abstract (sommario):
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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3

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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4

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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7

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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8

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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9

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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10

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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11

Kelkar, Advait, Mayur Dahibhate e Shantanu Jagtap. "Procedural Foliage Generation". International Journal for Research in Applied Science and Engineering Technology 10, n. 5 (31 maggio 2022): 1628–32. http://dx.doi.org/10.22214/ijraset.2022.42410.

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Abstract: Procedural foliage generation refers to the generation of flora features, through the use of algorithms, with minimal input required from the user. In the process of game development, generating foliage is often an important part of the game development process. Traditional generation methods are often too time-consuming, especially with larger foliage variety. On the other hand, procedural methods that generate foliage automatically often do not have much user control over the output. We explore the usage of Lindenmayer systems in the creation of tree assets. Keywords: Procedural Generation, Computer Graphics, Lindenmayer Systems, Foliage Generation
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Su, Ping, e Lu Xiong. "Procedural Modeling Technology in Urban Design". Advanced Materials Research 482-484 (febbraio 2012): 2481–84. http://dx.doi.org/10.4028/www.scientific.net/amr.482-484.2481.

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Procedural modeling is one of the widespread uses in the field of computer graphics technology, even in urban design. According to the object of urban design, procedural modeling technology can be summarized in several methods: procedural modeling of cities, interactive procedural street modeling, automatically generating large urban environments based on the footprint data of buildings, cellular automata and software agents, shape grammars. In this paper, it will study on the main idea and content of each technology, in order to discover the new developing direction of procedural modeling design methods in the field of urban design.
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Rufat Mammadzadeh, Rufat Mammadzadeh. "EXPLORING THE FUSION OF INTELLIGENT AGENTS AND UNITY ML: A COMPREHENSIVE ANALYSIS OF ROBOT MOTION SIMULATION". ETM - Equipment, Technologies, Materials 20, n. 02 (28 aprile 2024): 252–58. http://dx.doi.org/10.36962/etm20022024-252.

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In this article usage of procedural generation for reinforcement learning is discussed. Procedural generation is a technique in computer graphics and game design that creates content algorithmically, often generating terrain, levels, or assets dynamically, rather than relying on pre-made, static data. Thus, in the context of reinforcement learning for robots, procedural generation can be used to create dynamic and diverse training environments, allowing robots to learn and adapt to a wide range of scenarios through trial and error. Making it possible to train robots in a virtual sophisticated environment resembling what is present in the world. Keywords: Reinforcement Learning (RL), Procedural Generation (PG), Unity3D, Environment, Robotics.
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Niese, Till, Sören Pirk, Matthias Albrecht, Bedrich Benes e Oliver Deussen. "Procedural Urban Forestry". ACM Transactions on Graphics 41, n. 2 (30 aprile 2022): 1–18. http://dx.doi.org/10.1145/3502220.

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The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or learned from satellite images and land register data. This allows us to populate urban landscapes with complex 3D vegetation and enhance existing approaches for generating urban landscapes. Our framework’s effectiveness is shown through examples of large-scale city scenes and close-ups of individually grown tree models. We validate the results generated with our framework with a perceptual user study and its usability based on urban scene design sessions with expert users.
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Fischer, Roland, Philipp Dittmann, René Weller e Gabriel Zachmann. "AutoBiomes: procedural generation of multi-biome landscapes". Visual Computer 36, n. 10-12 (24 luglio 2020): 2263–72. http://dx.doi.org/10.1007/s00371-020-01920-7.

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Abstract Advances in computer technology and increasing usage of computer graphics in a broad field of applications lead to rapidly rising demands regarding size and detail of virtual landscapes. Manually creating huge, realistic looking terrains and populating them densely with assets is an expensive and laborious task. In consequence, (semi-)automatic procedural terrain generation is a popular method to reduce the amount of manual work. However, such methods are usually highly specialized for certain terrain types and especially the procedural generation of landscapes composed of different biomes is a scarcely explored topic. We present a novel system, called AutoBiomes, which is capable of efficiently creating vast terrains with plausible biome distributions and therefore different spatial characteristics. The main idea is to combine several synthetic procedural terrain generation techniques with digital elevation models (DEMs) and a simplified climate simulation. Moreover, we include an easy-to-use asset placement component which creates complex multi-object distributions. Our system relies on a pipeline approach with a major focus on usability. Our results show that our system allows the fast creation of realistic looking terrains.
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Böttcher, Niels, Héctor P. Martínez e Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception". International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.

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A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.
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17

Gaillard, Mathieu, Vojtěch Krs, Giorgio Gori, Radomír Měch e Bedrich Benes. "Automatic Differentiable Procedural Modeling". Computer Graphics Forum 41, n. 2 (maggio 2022): 289–307. http://dx.doi.org/10.1111/cgf.14475.

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Tidler, Zachary R., Corey E. Tatel e Phillip L. Ackerman. "The Internet and Manuals: A Use-Oriented Study of the Acquisition of Novel Procedural Knowledge". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, n. 1 (settembre 2022): 1834–38. http://dx.doi.org/10.1177/1071181322661354.

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Thanks to modern technological advancements (e.g., the Internet), information that can be leveraged to complete tasks requiring procedural knowledge has expanded rapidly. Adults who encounter many unfamiliar procedural problems (e.g., repairs, assembly) can leverage a variety of external resources including how-to videos or written articles on the Internet, traditional instruction manuals, or social resources. The current study is designed to identify individual differences in how people approach novel tasks that require procedural knowledge in an environment that resembles real-world human-machine tasks. Participants completed a series of self-report assessments, a computer component knowledge test, and a hands-on computer upgrade task in which they were required to replace a power supply, replace a graphics card and install a solid-state drive. Results indicated that prior knowledge and experience, along with self-assessments of knowledge and task self-efficacy are critical determinants of whether participants completed the task and how quickly they did so. Additionally, participants who did not complete the task referenced the Internet and task instructions more frequently than participants who did complete the task. Implications for assessing the ability to acquire procedural knowledge in an ecologically valid laboratory setting are discussed.
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Guerrero, Paul, Miloš Hašan, Kalyan Sunkavalli, Radomír Měch, Tamy Boubekeur e Niloy J. Mitra. "MatFormer". ACM Transactions on Graphics 41, n. 4 (luglio 2022): 1–12. http://dx.doi.org/10.1145/3528223.3530173.

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Procedural material graphs are a compact, parameteric, and resolution-independent representation that are a popular choice for material authoring. However, designing procedural materials requires significant expertise and publicly accessible libraries contain only a few thousand such graphs. We present MatFormer, a generative model that can produce a diverse set of high-quality procedural materials with complex spatial patterns and appearance. While procedural materials can be modeled as directed (operation) graphs, they contain arbitrary numbers of heterogeneous nodes with unstructured, often long-range node connections, and functional constraints on node parameters and connections. MatFormer addresses these challenges with a multi-stage transformer-based model that sequentially generates nodes, node parameters, and edges, while ensuring the semantic validity of the graph. In addition to generation, MatFormer can be used for the auto-completion and exploration of partial material graphs. We qualitatively and quantitatively demonstrate that our method outperforms alternative approaches, in both generated graph and material quality.
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Rapin, Ch. "Procedural objects in Newton". ACM SIGPLAN Notices 24, n. 9 (11 agosto 1989): 133–41. http://dx.doi.org/10.1145/68127.68137.

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Li, Bosheng, Jonathan Klein, Dominik L. Michels, Bedrich Benes, Sören Pirk e Wojtek Pałubicki. "Rhizomorph: The Coordinated Function of Shoots and Roots". ACM Transactions on Graphics 42, n. 4 (26 luglio 2023): 1–16. http://dx.doi.org/10.1145/3592145.

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Computer graphics has dedicated a considerable amount of effort to generating realistic models of trees and plants. Many existing methods leverage procedural modeling algorithms - that often consider biological findings - to generate branching structures of individual trees. While the realism of tree models generated by these algorithms steadily increases, most approaches neglect to model the root system of trees. However, the root system not only adds to the visual realism of tree models but also plays an important role in the development of trees. In this paper, we advance tree modeling in the following ways: First, we define a physically-plausible soil model to simulate resource gradients, such as water and nutrients. Second, we propose a novel developmental procedural model for tree roots that enables us to emergently develop root systems that adapt to various soil types. Third, we define long-distance signaling to coordinate the development of shoots and roots. We show that our advanced procedural model of tree development enables - for the first time - the generation of trees with their root systems.
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Hu, Yiwei, Chengan He, Valentin Deschaintre, Julie Dorsey e Holly Rushmeier. "An Inverse Procedural Modeling Pipeline for SVBRDF Maps". ACM Transactions on Graphics 41, n. 2 (30 aprile 2022): 1–17. http://dx.doi.org/10.1145/3502431.

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Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this article, we present a semi-automatic pipeline for general material proceduralization. Given Spatially Varying Bidirectional Reflectance Distribution Functions (SVBRDFs) represented as sets of pixel maps, our pipeline decomposes them into a tree of sub-materials whose spatial distributions are encoded by their associated mask maps. This semi-automatic decomposition of material maps progresses hierarchically, driven by our new spectrum-aware material matting and instance-based decomposition methods. Each decomposed sub-material is proceduralized by a novel multi-layer noise model to capture local variations at different scales. Spatial distributions of these sub-materials are modeled either by a by-example inverse synthesis method recovering Point Process Texture Basis Functions (PPTBF) [ 30 ] or via random sampling. To reconstruct procedural material maps, we propose a differentiable rendering-based optimization that recomposes all generated procedures together to maximize the similarity between our procedural models and the input material pixel maps. We evaluate our pipeline on a variety of synthetic and real materials. We demonstrate our method’s capacity to process a wide range of material types, eliminating the need for artist designed material graphs required in previous work [ 38 , 53 ]. As fully procedural models, our results expand to arbitrary resolution and enable high-level user control of appearance.
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Li, Beichen, Liang Shi e Wojciech Matusik. "End-to-end Procedural Material Capture with Proxy-Free Mixed-Integer Optimization". ACM Transactions on Graphics 42, n. 4 (26 luglio 2023): 1–15. http://dx.doi.org/10.1145/3592132.

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Node-graph-based procedural materials are vital to 3D content creation within the computer graphics industry. Leveraging the expressive representation of procedural materials, artists can effortlessly generate diverse appearances by altering the graph structure or node parameters. However, manually reproducing a specific appearance is a challenging task that demands extensive domain knowledge and labor. Previous research has sought to automate this process by converting artist-created material graphs into differentiable programs and optimizing node parameters against a photographed material appearance using gradient descent. These methods involve implementing differentiable filter nodes [Shi et al. 2020] and training differentiable neural proxies for generator nodes to optimize continuous and discrete node parameters [Hu et al. 2022a] jointly. Nevertheless, Neural Proxies exhibits critical limitations, such as long training times, inaccuracies, fixed resolutions, and confined parameter ranges, which hinder their scalability towards the broad spectrum of production-grade material graphs. These constraints fundamentally stem from the absence of faithful and efficient implementations of generic noise and pattern generator nodes, both differentiable and non-differentiable. Such deficiency prevents the direct optimization of continuous and discrete generator node parameters without relying on surrogate models. We present Diffmat v2 , an improved differentiable procedural material library, along with a fully-automated, end-to-end procedural material capture framework that combines gradient-based optimization and gradient-free parameter search to match existing production-grade procedural materials against user-taken flash photos. Diffmat v2 expands the range of differentiable material graph nodes in Diffmat [Shi et al. 2020] by adding generic noise/pattern generator nodes and user-customizable per-pixel filter nodes. This allows for the complete translation and optimization of procedural materials across various categories without the need for external proprietary tools or pre-cached noise patterns. Consequently, our method can capture a considerably broader array of materials, encompassing those with highly regular or stochastic geometries. We demonstrate that our end-to-end approach yields a closer match to the target than MATch [Shi et al. 2020] and Neural Proxies [Hu et al. 2022a] when starting from initially unmatched continuous and discrete parameters.
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Watson, Benjamin, e Peter Wonka. "Procedural Methods for Urban Modeling". IEEE Computer Graphics and Applications 28, n. 3 (maggio 2008): 16–17. http://dx.doi.org/10.1109/mcg.2008.57.

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Retzlaff, Max-Gerd, Johannes Hanika, Jürgen Beyerer e Carsten Dachsbacher. "Physically based computer graphics for realistic image formation to simulate optical measurement systems". Journal of Sensors and Sensor Systems 6, n. 1 (8 maggio 2017): 171–84. http://dx.doi.org/10.5194/jsss-6-171-2017.

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Abstract. Physically based image synthesis methods, a research direction in computer graphics (CG), are capable of simulating optical measuring systems in their entirety and thus constitute an interesting approach for the development, simulation, optimization, and validation of such systems. In addition, other CG methods, so-called procedural modeling techniques, can be used to quickly generate large sets of virtual samples and scenes thereof that comprise the same variety as physical testing objects and real scenes (e.g., if digitized sample data are not available or difficult to acquire). Appropriate image synthesis (rendering) techniques result in a realistic image formation for the virtual scenes, considering light sources, material, complex lens systems, and sensor properties, and can be used to evaluate and improve complex measuring systems and automated optical inspection (AOI) systems independent of a physical realization. In this paper, we provide an overview of suitable image synthesis methods and their characteristics, we discuss the challenges for the design and specification of a given measuring situation in order to allow for a reliable simulation and validation, and we describe an image generation pipeline suitable for the evaluation and optimization of measuring and AOI systems.
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Maesumi, Arman, Dylan Hu, Krishi Saripalli, Vladimir Kim, Matthew Fisher, Soeren Pirk e Daniel Ritchie. "One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns". ACM Transactions on Graphics 43, n. 4 (19 luglio 2024): 1–21. http://dx.doi.org/10.1145/3658195.

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Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/
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Omoniyi, Tayo, Lucky Uzoma Nwosu e Fakokunde Jubril Busuyi. "Effect of two Computer Instructional Modes on Secondary School Students’ Achievement in Geography, in Lagos State, Nigeria." Journal of Education in Black Sea Region 6, n. 1 (4 dicembre 2020): 158–66. http://dx.doi.org/10.31578/jebs.v6i1.227.

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There is a growing concern about secondary school students’ poor performance in geography, a subject that is prerequisite for many professional pursuits. To enhance their performance in the subject, several strategies have been adopted. This study is an intervention, which investigated relative effects of computer instructional modes (computer graphics and animations computer) on secondary school students’ achievement in geography. The moderator variable was mental ability. Two hypotheses were formulated and tested at 0.05 level of significance. The pre-test, post-test control group quasi-experimental design, involving 3x2 factorial matrix was adopted for the study. One hundred and four senior secondary two geography students from three secondary schools in Lagos state constituted the sample for the study, which lasted for eight weeks. Two procedural instruments (computer graphics and animation instructional packages) and two measuring instruments, namely Geography Achievement Test r = 0.79, and Mental Ability Test r=0.88 were used. The data collected were analysed using Analysis of Covariance (ANCOVA). The magnitude of the students’ post-test achievement scores was determined using Multiple Classification Analysis (MCA), while Scheffe post-hoc analysis was used to explain the direction and source of significant effects. Findings showed that there were significant main effects of instructional mode on the students’ achievement in geography (F (2, 91) = 14.414, p< 0.05). There was no significant interaction effect of treatment and mental ability on students’ achievement in geography. Consequently, it was recommended that the computer instructional modes be used alongside with conventional method in the teaching of geography. Keywords: computer graphics, computer animation, instructional mode, achievement in geography, mental ability and geography
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Larsson, Maria, Takashi Ijiri, Hironori Yoshida, Johannes A. J. Huber, Magnus Fredriksson, Olof Broman e Takeo Igarashi. "Procedural texturing of solid wood with knots". ACM Transactions on Graphics 41, n. 4 (luglio 2022): 1–10. http://dx.doi.org/10.1145/3528223.3530081.

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We present a procedural framework for modeling the annual ring pattern of solid wood with knots. Although wood texturing is a well-studied topic, there have been few previous attempts at modeling knots inside the wood texture. Our method takes the skeletal structure of a tree log as input and produces a three-dimensional scalar field representing the time of added growth, which defines the volumetric annual ring pattern. First, separate fields are computed around each strand of the skeleton, i.e., the stem and each knot. The strands are then merged into a single field using smooth minimums. We further suggest techniques for controlling the smooth minimum to adjust the balance of smoothness and reproduce the distortion effects observed around dead knots. Our method is implemented as a shader program running on a GPU with computation times of approximately 0.5 s per image and an input data size of 600 KB. We present rendered images of solid wood from pine and spruce as well as plywood and cross-laminated timber (CLT). Our results were evaluated by wood experts, who confirmed the plausibility of the rendered annual ring patterns. Link to code: https://github.com/marialarsson/procedural_knots.
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Merrell, Paul. "Example-Based Procedural Modeling Using Graph Grammars". ACM Transactions on Graphics 42, n. 4 (26 luglio 2023): 1–16. http://dx.doi.org/10.1145/3592119.

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We present a method for automatically generating polygonal shapes from an example using a graph grammar. Most procedural modeling techniques use grammars with manually created rules, but our method can create them automatically from an example. Our graph grammars generate graphs that are locally similar to a given example. We disassemble the input into small pieces called primitives and then reassemble the primitives into new graphs. We organize all possible locally similar graphs into a hierarchy and find matching graphs within the hierarchy. These matches are used to create a graph grammar that can construct every locally similar graph. Our method generates graphs using the grammar and then converts them into a planar graph drawing to produce the final shape.
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30

Rinaldi, Eduardo, Davide Sforza e Fabio Pellacini. "NodeGit : Diffing and Merging Node Graphs". ACM Transactions on Graphics 42, n. 6 (5 dicembre 2023): 1–12. http://dx.doi.org/10.1145/3618343.

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The use of version control is pervasive in collaborative software projects. Version control systems are based on two primary operations: diffing two versions to compute the change between them and merging two versions edited concurrently. Recent works provide solutions to diff and merge graphics assets such as images, meshes and scenes. In this work, we present a practical algorithm to diff and merge procedural programs written as node graphs. To obtain more precise diffs, we version the graphs directly rather than their textual representations. Diffing graphs is equivalent to computing the graph edit distance, which is known to be computationally infeasible. Following prior work, we propose an approximate algorithm tailored to our problem domain. We validate the proposed algorithm by applying it both to manual edits and to a large set of randomized modifications of procedural shapes and materials. We compared our method with existing state-of-the-art algorithms, showing that our approach is the only one that reliably detects user edits.
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31

Zhang, Xiaowei, e Daniel Aliaga. "Procedural Roof Generation From a Single Satellite Image". Computer Graphics Forum 41, n. 2 (maggio 2022): 249–60. http://dx.doi.org/10.1111/cgf.14472.

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32

Kim, Hansoo, Jean-Michel Dischler, Holly Rushmeier e Bedrich Benes. "Edge-based procedural textures". Visual Computer 37, n. 9-11 (14 luglio 2021): 2595–606. http://dx.doi.org/10.1007/s00371-021-02212-4.

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33

Kang, HyeongYeop, e Junghyun Han. "Feature-preserving procedural texture". Visual Computer 33, n. 6-8 (4 maggio 2017): 761–68. http://dx.doi.org/10.1007/s00371-017-1375-8.

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34

Wang, Liying, Wei Hua e Hujun Bao. "Procedural modeling of urban zone by optimization". Computer Animation and Virtual Worlds 19, n. 5 (dicembre 2008): 569–78. http://dx.doi.org/10.1002/cav.229.

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35

Maggioli, F., R. Marin, S. Melzi e E. Rodolà. "MoMaS: Mold Manifold Simulation for real‐time procedural texturing". Computer Graphics Forum 41, n. 7 (ottobre 2022): 519–27. http://dx.doi.org/10.1111/cgf.14697.

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36

Amburn, Phil, Eric Grant e Turner Whitted. "Managing geometric complexity with enhanced procedural models". ACM SIGGRAPH Computer Graphics 20, n. 4 (31 agosto 1986): 189–95. http://dx.doi.org/10.1145/15886.15907.

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37

Liu, Hanli, Carlos J. Hellín, Abdelhamid Tayebi, Carlos Delgado e Josefa Gómez. "3D Reconstruction of Geometries for Urban Areas Supported by Computer Vision or Procedural Generations". Mathematics 12, n. 21 (23 ottobre 2024): 3331. http://dx.doi.org/10.3390/math12213331.

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This work presents a numerical mesh generation method for 3D urban scenes that could be easily converted into any 3D format, different from most implementations which are limited to specific environments in their applicability. The building models have shaped roofs and faces with static colors, combining the buildings with a ground grid. The building generation uses geographic positions and shape names, which can be extracted from OpenStreetMap. Additional steps, like a computer vision method, can be integrated into the generation optionally to improve the quality of the model, although this is highly time-consuming. Its function is to classify unknown roof shapes from satellite images with adequate resolution. The generation can also use custom geographic information. This aspect was tested using information created by procedural processes. The method was validated by results generated for many realistic scenarios with multiple building entities, comparing the results between using computer vision and not. The generated models were attempted to be rendered under Graphics Library Transmission Format and Unity Engine. In future work, a polygon-covering algorithm needs to be completed to process the building footprints more effectively, and a solution is required for the missing height values in OpenStreetMap.
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38

Gagnon, Jonathan, e Eric Paquette. "Procedural and interactive icicle modeling". Visual Computer 27, n. 6-8 (21 aprile 2011): 451–61. http://dx.doi.org/10.1007/s00371-011-0584-9.

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39

Roudavski, Stanislav. "Towards Morphogenesis in Architecture". International Journal of Architectural Computing 7, n. 3 (settembre 2009): 345–74. http://dx.doi.org/10.1260/147807709789621266.

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Procedural, parametric and generative computer-supported techniques in combination with mass customization and automated fabrication enable holistic manipulation in silico and the subsequent production of increasingly complex architectural arrangements. By automating parts of the design process, computers make it easier to develop designs through versioning and gradual adjustment. In recent architectural discourse, these approaches to designing have been described as morphogenesis. This paper invites further reflection on the possible meanings of this imported concept in the field of architectural designing. It contributes by comparing computational modelling of morphogenesis in plant science with techniques in architectural designing. Deriving examples from case-studies, the paper suggests potentials for collaboration and opportunities for bi-directional knowledge transfers.
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40

Grenier, C., B. Sauvage, J. ‐M Dischler e S. Thery. "Color‐mapped noise vector fields for generating procedural micro‐patterns". Computer Graphics Forum 41, n. 7 (ottobre 2022): 477–87. http://dx.doi.org/10.1111/cgf.14693.

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41

Bruderlin, Armin, Chor Guan Teo e Tom Calvert. "Procedural movement for articulated figure animation". Computers & Graphics 18, n. 4 (luglio 1994): 453–61. http://dx.doi.org/10.1016/0097-8493(94)90057-4.

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42

Kitsakis, D., E. Tsiliakou, T. Labropoulos e E. Dimopoulou. "PROCEDURAL 3D MODELLING FOR TRADITIONAL SETTLEMENTS. THE CASE STUDY OF CENTRAL ZAGORI". ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (23 febbraio 2017): 369–76. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-369-2017.

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Over the last decades 3D modelling has been a fast growing field in Geographic Information Science, extensively applied in various domains including reconstruction and visualization of cultural heritage, especially monuments and traditional settlements. Technological advances in computer graphics, allow for modelling of complex 3D objects achieving high precision and accuracy. Procedural modelling is an effective tool and a relatively novel method, based on algorithmic modelling concept. It is utilized for the generation of accurate 3D models and composite facade textures from sets of rules which are called Computer Generated Architecture grammars (CGA grammars), defining the objects’ detailed geometry, rather than altering or editing the model manually. In this paper, procedural modelling tools have been exploited to generate the 3D model of a traditional settlement in the region of Central Zagori in Greece. The detailed geometries of 3D models derived from the application of shape grammars on selected footprints, and the process resulted in a final 3D model, optimally describing the built environment of Central Zagori, in three levels of Detail (LoD). The final 3D scene was exported and published as 3D web-scene which can be viewed with 3D CityEngine viewer, giving a walkthrough the whole model, same as in virtual reality or game environments. This research work addresses issues regarding textures' precision, LoD for 3D objects and interactive visualization within one 3D scene, as well as the effectiveness of large scale modelling, along with the benefits and drawbacks that derive from procedural modelling techniques in the field of cultural heritage and more specifically on 3D modelling of traditional settlements.
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43

Levitt, Raymond E., e John C. Kunz. "Using artificial intelligence techniques to support project management". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 1, n. 1 (febbraio 1987): 3–24. http://dx.doi.org/10.1017/s0890060400000111.

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AbstractThis paper develops a philosophy for the use of Artificial Intelligence (AI) techniques as aids in engineering project management.First, we propose that traditional domain-independent, ‘means–and’ planners, may be valuable aids for planning detailed subtasks on projects, but that domain-specific planning tools are needed for work package or executive level project planning. Next, we propose that hybrid computer systems, using knowledge processing techniques in conjunction with procedural techniques such as decision analysis and network-based scheduling, can provide valuable new kinds of decision support for project objective-setting and project control, respectively. Finally we suggest that knowledge-based interactive graphics, developed for providing graphical explanations and user control in advanced knowledge processing environments, can provide powerful new kinds of decision support for project management.The first claim is supported by a review and analysis of previous work in the area of automated AI planning techniques. Our experience with PLATFORM I, II and III, a series of prototype AI-leveraged project management systems built using the IntelliCorp Knowledge Engineering Environment (KEE™), provides the justification for the latter two claims.
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44

Patow, G. "User-Friendly Graph Editing for Procedural Modeling of Buildings". IEEE Computer Graphics and Applications 32, n. 2 (marzo 2012): 66–75. http://dx.doi.org/10.1109/mcg.2010.104.

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45

Li, Tsai-Yen, e Je-Ren Chen. "Procedural rhythmic character animation: an interactive Chinese lion dance". Computer Animation and Virtual Worlds 17, n. 5 (2006): 551–64. http://dx.doi.org/10.1002/cav.154.

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46

EBERBACH, EUGENIUSZ. "SEMAL: A COST LANGUAGE BASED ON THE CALCULUS OF SELF-MODIFIABLE ALGORITHMS". International Journal of Software Engineering and Knowledge Engineering 04, n. 03 (settembre 1994): 391–408. http://dx.doi.org/10.1142/s0218194094000192.

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The design, specification, and preliminary implementation of the SEMAL language, based upon the Calculus of Self-modifiable Algorithms model of computation is presented. A Calculus of Self-modifiable Algorithms is a universal theory for parallel and intelligent systems, integrating different styles of programming, and applied to a wealth of domains of future generation computers. It has some features from logic, rule-based, procedural, functional, and object-oriented programming. It has been designed to be a relatively universal tool for AI similar to the way Hoare’s Communicating Sequential Processes and Milner’s Calculus of Communicating Systems are basic theories for parallel systems. The formal basis of this approach is described. The model is used to derive a new programming paradigm, so-called cost languages and new computer architectures cost-driven computers. As a representative of cost languages, the SEMAL language is presented.
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47

Zinko, Roman, Oleh Polishchuk e Joanna Wilczarska. "Diagnosis of machine vision of an unmanned vehicle". MATEC Web of Conferences 351 (2021): 01011. http://dx.doi.org/10.1051/matecconf/202135101011.

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There is an increase in the number of cars using artificial intelligence. Therefore, it is necessary to provide quality maintenance of artificial intelligence components, such as machine vision (MV). The paper considers a general approach to the diagnosis of the unmanned vehicle. Based on the analysis of the use of existing systems, general requirements for the diagnosis of unmanned vehicle MV were formulated, diagnostic parameters were proposed. To solve the problem of testing, debugging and diagnostics of the MV, it is proposed to use virtual polygons built using the methods of procedural computer graphics. After diagnosing the MV video cameras, if necessary, they are calibrated according to the images of a special test object.
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48

Третьяков, А. А. "PROCEDURAL GENERATION OF MASSIVE 3D GEOMETRY USING IMPROVED MARCHING CUBES ALGORITHM". Южно-Сибирский научный вестник, n. 4(38) (31 agosto 2021): 8–15. http://dx.doi.org/10.25699/sssb.2021.38.4.012.

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Процедурная генерация, или создание контента во время работы программы, это сложное направление, которое требует не только понимания 3D-графики, но и навыков программирования графики, что часто сводится к изучению работы графических процессоров. Из-за такой сложности разработчики часто используют уже готовые инструменты для создания контента. Такие инструменты обобщают и упрощают работу, предоставляя большой заготовленный набор функции, который можно использовать не зная программирования вовсе. К сожалению, обобщение часто приводит к уменьшению гибкости и вводит новые ограничения. Статистика показывает, что использование процедурной генерации, для создания массивной 3D-геометрии, невозможно при использовании готовых инструментов с уже заготовленными функциями. Такие инструменты не позволяют воплотить огромные масштабы массивной геометрии в жизнь из-за различных ограничений. Кроме того, существующие алгоритмы создания 3D-геометрии часто не учитывают применение этих алгоритмов для создания массивной 3D-геометрии, например, планет. Рассматриваемый в этой работе алгоритм Marching Cubes также не учитывает применение алгоритма для создания массивной геометрии, из-за чего применение этого алгоритма в таких целях будет иметь много ограничений и много недостатков. Но данный алгоритм выбран не случайно, он обладает большой популярностью и мы поговорим почему. Данная работа фокусируется на представлении новой модификации на уже существующий алгоритм Marching Cubes в целях применения его в рамках массивной геометрии. Данный алгоритм найдет применение в компьютерных играх с космической тематикой, наш алгоритм позволяет создавать массивную 3D-геометрию планетарных масштабов даже на слабых компьютерах без особых затрат по ресурсам. Кроме того, наш алгоритм позволяет изменять сгенерированную геометрию в реальном времени, без задержек по времени, что так важно компьютерным играм. Procedural generation, or the creation of content while a program is running, is a complex area that requires not only an understanding of 3D graphics, but also graphics programming skills, which often boils down to learning how GPUs work. Because of this complexity, developers often use off-the-shelf content creation tools. Such tools generalize and simplify work by providing a large pre-built set of functions that can be used without knowing programming at all. Unfortunately, generalization often reduces flexibility and introduces new constraints. Statistics show that using procedural generation to create massive 3D geometry is impossible when using ready-made tools with already prepared functions. Such tools do not allow the huge scales of massive geometry to be brought to life due to various constraints. In addition, existing 3D geometry creation algorithms often do not account for the application of these algorithms to create massive 3D geometry such as planets. The Marching Cubes algorithm considered in this work also does not take into account the use of the algorithm for creating massive geometry, which is why the use of this algorithm for such purposes will have many limitations and many disadvantages. But this algorithm was not chosen by chance, it is very popular and we will talk why. This work focuses on modifying the existing Marching Cubes algorithm to apply it to massive geometry. This algorithm will find application in computer games with a space theme, our algorithm allows to create massive 3D geometry of planetary scales even on a low-end computers without special resource costs. In addition, our algorithm allows to change the generated geometry in real time, without time delays, which is so important for computer games.
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49

Magnenat-Thalmann, Nadia, e Daniel Thalmann. "Procedural animation blocks in discrete simulation". SIMULATION 49, n. 3 (settembre 1987): 102–8. http://dx.doi.org/10.1177/003754978704900303.

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50

Santamaría-Ibirika, Aitor, Xabier Cantero, Mikel Salazar, Jaime Devesa, Igor Santos, Sergio Huerta e Pablo G. Bringas. "Procedural approach to volumetric terrain generation". Visual Computer 30, n. 9 (28 dicembre 2013): 997–1007. http://dx.doi.org/10.1007/s00371-013-0909-y.

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