Literatura científica selecionada sobre o tema "Procedural computer graphics"
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Artigos de revistas sobre o assunto "Procedural computer graphics"
Bret, Michel. "Procedural Art with Computer Graphics Technology". Leonardo 21, n.º 1 (1988): 3. http://dx.doi.org/10.2307/1578408.
Texto completo da fonteСherkasov, 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.º 189 (agosto de 2020): 85–90. http://dx.doi.org/10.36550/2415-7988-2020-1-189-85-90.
Texto completo da fonteCouchot, Edmond. "Comments on "Procedural Art with Computer Graphics Technology"". Leonardo 21, n.º 3 (1988): 339. http://dx.doi.org/10.2307/1578689.
Texto completo da fonteXiong, Lu, e Dean Bruton. "On Procedural Modeling of Urban Form - a Designer’s View and a Research Practice". Advanced Materials Research 374-377 (outubro de 2011): 330–35. http://dx.doi.org/10.4028/www.scientific.net/amr.374-377.330.
Texto completo da fonteTREGUBOVA, 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.
Texto completo da fonteBlazek, Linda W., Peter Burger e Duncan Gillies. "Interactive Computer Graphics: Functional, Procedural and Device-Level Methods". Technometrics 34, n.º 1 (fevereiro de 1992): 105. http://dx.doi.org/10.2307/1269567.
Texto completo da fonteBak, Peter R. G. "Interactive Computer Graphics: Functional, Procedural, and Device-level Methods". Computers & Geosciences 17, n.º 3 (janeiro de 1991): 471. http://dx.doi.org/10.1016/0098-3004(91)90054-h.
Texto completo da fonteAliaga, Daniel G. "3D Design and Modeling of Smart Cities from a Computer Graphics Perspective". ISRN Computer Graphics 2012 (6 de dezembro de 2012): 1–19. http://dx.doi.org/10.5402/2012/728913.
Texto completo da fonteNugent, William A. "A Comparative Assessment of Computer-Based Media for Presenting Job Task Instructions". Proceedings of the Human Factors Society Annual Meeting 31, n.º 7 (setembro de 1987): 696–700. http://dx.doi.org/10.1177/154193128703100701.
Texto completo da fonteBurchill, Lloyd. "Graphics goodies #2—a simple, versatile procedural texture". ACM SIGGRAPH Computer Graphics 22, n.º 1 (fevereiro de 1988): 29–30. http://dx.doi.org/10.1145/48155.48159.
Texto completo da fonteTeses / dissertações sobre o assunto "Procedural computer graphics"
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.
Texto completo da fonteVan, Horn R. Brooks III. "Procedural Reduction Maps". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14484.
Texto completo da fonteBhandari, Nishchal. "Procedural synthetic data for self-driving cars using 3D graphics". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119745.
Texto completo da fonteThis 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/.
Texto completo da fonteMorkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation". Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.
Texto completo da fonteDunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments". DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.
Texto completo da fonteJormedal, 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.
Texto completo da fonteTricaud, 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.
Texto completo da fonteProcedural 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.
Texto completo da fonteAdams, Daniel B. "Feature-based Interactive Terrain Sketching". BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.
Texto completo da fonteLivros sobre o assunto "Procedural computer graphics"
Rogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Encontre o texto completo da fonteRogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Encontre o texto completo da fonteRogers, David F. Procedural elements for computer graphics. 2a ed. Boston, Mass: WCB/McGraw-Hill, 1998.
Encontre o texto completo da fonteDuncan, Gillies, ed. Interactive computer graphics: Functional, procedural, and device-level methods. Wokingham, England: Addison-Wesley, 1989.
Encontre o texto completo da fonteInstitute, SAS. SAS 9.4 ODS graphics procedures guide. Cary, North Carolina: SAS Institute Inc., 2014.
Encontre o texto completo da fonteSAS Institute. SAS 9.4 ODS graphics procedures guide. 2a ed. Cary, NC: SAS Institute, 2013.
Encontre o texto completo da fonte1967-, Bekaert Philippe, e Bala Kavita 1971-, eds. Advanced global illumination. Natick, MA: AK Peters, 2003.
Encontre o texto completo da fonteS, Orem Nancy, ed. AutoCAD Civil 3D 2009: Procedures and applications. Upper Saddle River, N.J: Pearson/Prentice-Hall, 2009.
Encontre o texto completo da fonteFrancesco, Battaglia, Poli Irene Prof e SpringerLink (Online service), eds. Evolutionary Statistical Procedures: An Evolutionary Computation Approach to Statistical Procedures Designs and Applications. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2011.
Encontre o texto completo da fonteKasʹi͡anov, V. N. Graph theory for programmers: Algorithms for processing trees. Dordrecht: Kluwer Academic, 2000.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Procedural computer graphics"
Yee-King, Matthew, e Igor Dall’Avanzi. "Procedural Audio in Video Games". In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_271-1.
Texto completo da fonteYee-King, Matthew, e Igor Dall’Avanzi. "Procedural Audio in Video Games". In Encyclopedia of Computer Graphics and Games, 1483–87. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_271.
Texto completo da fonteKim, Hansoo, Minerva J. Dorantes, Darrell G. Schulze e Bedrich Benes. "Computer Graphics Procedural Modeling of Soil Structure". In Progress in Soil Science, 133–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28295-4_9.
Texto completo da fonteDeguy, Sébastien. "The New Age of Procedural Texturing". In Encyclopedia of Computer Graphics and Games, 1–20. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_50-1.
Texto completo da fonteDeguy, Sébastien. "The New Age of Procedural Texturing". In Encyclopedia of Computer Graphics and Games, 1840–58. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_50.
Texto completo da fonteFischer, Roland, Judith Boeckers e Gabriel Zachmann. "Procedural Generation of Landscapes with Water Bodies Using Artificial Drainage Basins". In Advances in Computer Graphics, 345–56. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_27.
Texto completo da fonteJonchier, Théo, Marc Salvati e Alexandre Derouet-Jourdan. "Procedural Non-Uniform Cellular Noise". In Mathematical Insights into Advanced Computer Graphics Techniques, 73–85. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2850-3_6.
Texto completo da fonteMezhenin, Aleksandr, e Vera Izvozchikova. "Algorithms Optimization for Procedural Terrain Generation in Real Time Graphics". In Advances in Intelligent Systems, Computer Science and Digital Economics III, 125–37. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-97057-4_12.
Texto completo da fonteBaron, Jessica, e Eric Patterson. "Procedurally Generating Biologically Driven Feathers". In Advances in Computer Graphics, 342–48. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22514-8_29.
Texto completo da fontePolańczyk, Maciej, e Przemysław Barański. "Disparity Map Based Procedure for Collision-Free Guidance through Unknown Environments". In Computer Vision and Graphics, 565–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33564-8_68.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Procedural computer graphics"
Feklisov, Egor, Mihail Zinderenko e Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics". In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.
Texto completo da fonteJesus, Diego, António Coelho e António Augusto Sousa. "Towards interactive procedural modelling of buildings". In SCCG'15: Spring Conference on Computer Graphics. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2788539.2788554.
Texto completo da fonte"A PROCEDURAL GEOMETRY MODELING API". In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003848101290134.
Texto completo da fonteBachman, David. "Procedural organic modeling". In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3326542.3328013.
Texto completo da fonteMcDuffee, Sean C., e Maurice van Swaijj. "Procedural fluid textures". In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214745.3214767.
Texto completo da fonteDomaradzki, Jakub, e Tomasz Martyn. "Procedural Fracture of Shell Objects". In 26. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2017. Západočeská univerzita, 2018. http://dx.doi.org/10.24132/csrn.2018.2801.1.
Texto completo da fonte"PROCEDURAL MODELLING OF MONUMENTAL BUILDINGS FROM TEXTUAL DESCRIPTIONS". In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2010. http://dx.doi.org/10.5220/0002826401300133.
Texto completo da fontePinheiro, Jefferson Magalhães, e Marcelo Walter. "A Procedural Model for Snake Skin Texture Generation". In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006626401330144.
Texto completo da fonteHouska, Niklaus, Cheryl Lau e Matthias Specht. "Recompose Grammars for Procedural Architecture". In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641519.3657400.
Texto completo da fonteGarifullin, Albert Rustemovich, Nikolay Dmitrievich Maiorov e Vladimir Alexandrovich Frolov. "Differentiable Procedural Models for Single-view 3D Mesh Reconstruction". In 33rd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/graphicon-2023-14-24.
Texto completo da fonteRelatórios de organizações sobre o assunto "Procedural computer graphics"
Huang, Haohang, Erol Tutumluer, Jiayi Luo, Kelin Ding, Issam Qamhia e John Hart. 3D Image Analysis Using Deep Learning for Size and Shape Characterization of Stockpile Riprap Aggregates—Phase 2. Illinois Center for Transportation, setembro de 2022. http://dx.doi.org/10.36501/0197-9191/22-017.
Texto completo da fonte