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1

Fujioka, Sadam. "drop." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 2 (July 30, 2021): 1–8. http://dx.doi.org/10.1145/3465613.

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This paper describes an interactive art installation titled "drop." It is the first artwork using the Waterdrop Projection-Mapping (WPM) system, which animates levitating waterdrops. With this artwork, the anno lab team infuses physical characteristics into computer graphics and materializes them as tangible pixels. WPM consists of a waterdrop generator and an ultra high-speed projector. The team uses an ultra high-speed projector to cast stroboscopic spotlights mapping on waterdrops to create an optical illusion of animating each waterdrop individually. This is a new technique to show computer animation by animating levitating waterdrops. This technique explores a new horizon to create animations with tangible pixels that the viewer can touch physically.
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Yeh, Chih-Kuo, Zhanping Liu, David L. Kao, and Tong-Yee Lee. "Animating streamlines with orthogonal advancing waves." Information Visualization 12, no. 3-4 (November 21, 2012): 257–72. http://dx.doi.org/10.1177/1473871612458507.

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Self-animating image of flow through repeated asymmetric patterns (RAPs) is an innovative approach for creating illusory motion using a single image. In this paper, we present a smooth cyclic variable-speed RAP animation model that emulates orthogonal advancing waves from a geometry-based flow representation. It enables dense, accurate visualization of complex real-world flows using animated streamlines of an elegant placement coupled with visually appealing orthogonal advancing waves. The animation model first performs velocity (magnitude) integral luminance transition on individual streamlines. Then, inter-streamline synchronization in luminance varying along the tangential direction is imposed. Next, tangential flow streaks are constructed using evenly spaced hue differing in the orthogonal direction. In addition, an energy-decreasing strategy is proposed that adopts an iterative yet efficient procedure for determining the luminance phase and hue of each streamline in HSL (hue, saturation, and lightness or brightness) color space. To increase the contrast between flow streaks, adaptive luminance interleaving in the direction perpendicular to the flow is further applied. We demonstrate the effectiveness of the animation model using some synthetic and real flows. Color figures, images, and accompanying animations are available at http://graphics.csie.ncku.edu.tw/flowvis .
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Kim, Yejin, and Myunggyu Kim. "Data-Driven Approach for Human Locomotion Generation." International Journal of Image and Graphics 15, no. 02 (April 2015): 1540001. http://dx.doi.org/10.1142/s021946781540001x.

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This paper introduces a data-driven approach for human locomotion generation that takes as input a set of example locomotion clips and a motion path specified by an animator. Significantly, the approach only requires a single example of straight-path locomotion for each style expressed and can produce a continuous output sequence on an arbitrary path. Our approach considers quantitative and qualitative aspects of motion and suggests several techniques to synthesize a convincing output animation: motion path generation, interactive editing, and physical enhancement for the output animation. Initiated with an example clip, this process produces motion that differs stylistically from any in the example set, yet preserves the high quality of the example motion. As shown in the experimental results, our approach provides efficient locomotion generation by editing motion capture clips, especially for a novice animator, at interactive speed.
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Lee, Jincheol, Seungbin Roh, Johyun Shin, and Keemin Sohn. "Image-Based Learning to Measure the Space Mean Speed on a Stretch of Road without the Need to Tag Images with Labels." Sensors 19, no. 5 (March 11, 2019): 1227. http://dx.doi.org/10.3390/s19051227.

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Space mean speed cannot be directly measured in the field, although it is a basic parameter that is used to evaluate traffic conditions. An end-to-end convolutional neural network (CNN) was adopted to measure the space mean speed based solely on two consecutive road images. However, tagging images with labels (=true space mean speeds) by manually positioning and tracking every vehicle on road images is a formidable task. The present study was focused on naïve animation images provided by a traffic simulator, because these contain perfect information concerning vehicle movement to attain labels. The animation images, however, seem far-removed from actual photos taken in the field. A cycle-consistent adversarial network (CycleGAN) bridged the reality gap by mapping the animation images into seemingly realistic images that could not be distinguished from real photos. A CNN model trained on the synthesized images was tested on real photos that had been manually labeled. The test performance was comparable to those of state-of-the-art motion-capture technologies. The proposed method showed that deep-learning models to measure the space mean speed could be trained without the need for time-consuming manual annotation.
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Kahloot, Khalid, Mohammad A. Mikki, and Akram A. ElKhatib. "Visualizing text similarities from a graph-based SOM." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 14, no. 7 (May 12, 2015): 5877–86. http://dx.doi.org/10.24297/ijct.v14i7.1889.

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Text in articles is based on expert opinion of a large number of people including the views of authors. These views are based on cultural or community aspects, which make extracting information from text very difficult. This paper introduced how to utilize the capabilities of a modified graph-based Self-Organizing Map (SOM) in showing text similarities. Text similarities are extracted from an article using Google's PageRank algorithm. Sentences from an input article are represented as graph model instead of vector space model. The resulted graph can be shown in a visual animation for eight famous graph algorithms execution with animation speed control.The resulted graph is used as an input to SOM. SOM clustering algorithm is used to construct knowledge from text data. We used a visual animation for eight famous graph methods with animation speed control and according to similarity measure; an adjustable number of most similar sentences are arranged in visual form. In addition, this paper presents a wide variety of text searching. We had compared our project with famous clustering and visualization project in term of purity, entropy and F measure. Our project showed accepted results and mostly superiority over other projects.
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Tabbers, Huib K., and Wilco van der Spoel. "Where did the Modality Principle in Multimedia Learning Go? A ­Double Replication Failure that Questions Both Theory and Practical Use." Zeitschrift für Pädagogische Psychologie 25, no. 4 (September 2011): 221–30. http://dx.doi.org/10.1024/1010-0652/a000047.

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Abstract.The modality principle claims that animations are more effective with narration than with on-screen text. However, the cognitive mechanisms that explain the effect are not entirely clear yet. Two issues were investigated in the current study. Experiment 1 focused on the different channel assumption that narration and on-screen text tax working memory differently. Sixty participants studied an animation on the formation of lightning ( Mayer & Moreno, 1998 ; Moreno & Mayer, 1999 ) with either narrated text or on-screen text. Afterwards, mental effort, retention and transfer were measured. Also, half the participants got a counting task that taxed the phonological loop in working memory. The hypothesis was that the counting task would affect learning in the narrated condition more than in the on-screen text condition. The results did not show such an interaction, with the loading task affecting both conditions equally. Surprisingly, no main effect of modality was found either. Nevertheless, the results do not support the different channel assumption as an explanation for the modality effect. The second experiment tested whether the modality effect could be the result of split attention in the on-screen text condition, aggrevated by a lack of time to integrate screen text and animation. Seventy participants studied the same animation as in Experiment 1, but this time both modality of text and speed of animation were varied. We expected the strongest modality effect in the fast conditions, and a less strong effect in the slow conditions. However, no differences were found on any of the dependent measures. The double failure to replicate the modality effect and the lack of evidence for the different channels explanation raises doubt on its theoretical rationale and limits its practical use as a design principle.
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Singer, Nermeen. "THE RELATIONSHIP BETWEEN WATCHING ANIMATED CARTOON AND INFORMATION PROCESSING SPEED AND LEVEL FOR SAMPLE CHILDREN IN AGE GROUP [5-6] YEARS." Humanities & Social Sciences Reviews 7, no. 5 (November 15, 2019): 1321–37. http://dx.doi.org/10.18510/hssr.2019.75171.

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Purpose of the study: This study aims to identify the nature and type of the relationship between watching televised animated cartoons and the information processing speed and Level for sample children in the age group [5-6] Years. The sample consisted of (225) boys and girls watching animation films at an average time of (6.8) and a standard deviation (1.9) in the age group of (5-6) years. The study adopted the descriptive approach and applied the tools to the study samples. The results were analyzed and compared. The study used a data collection form and a scale for measuring information processing speed and level. Methodology: In light of the study hypotheses, the descriptive approach was used. The tools were applied to the study samples and their results were analyzed and compared. Main Findings:The results of study gave rise to findings; the most important of which are that there are statistically significant differences between children with high watching and low watching in terms of the speed and the information processing level for those with high watching ... and there is a statistically significant effect of some of the factors of watching (televised animation – laptop animation - animated cartoons in both types) watching hours on weekends (less than four hours - more than four hours) on the speed and information processing level of the child. Applications of this study: This study can be applied to children in general and can benefit teachers and parents. Novelty/Originality of this study: The animated cartoons play a prominent role in developing the speed and information processing level, in light of the lack of excessive watching hours, particularly on public holidays, and the tendency to practice real activities in the environment. Also, there is a clear impact of animation films in light of watching hours on the speed and information processing level for children, as they provide them with a world full of scenes, beautiful nature, broad imagination and beloved symbols that make them guided by their content and seek to imitate them and process them in their understanding of reality, perception, and processing of the information they receive.
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Ng, Cong Jie, Gi-Hyun Hwang, and Dae-Ki Kang. "Improving the Rendering Speed of 3D Model Animation on Smart Phones." Journal of information and communication convergence engineering 9, no. 3 (June 30, 2011): 266–70. http://dx.doi.org/10.6109/jicce.2011.9.3.266.

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de Koning, Björn B., Huib K. Tabbers, Remy M. J. P. Rikers, and Fred Paas. "Attention cueing in an instructional animation: The role of presentation speed." Computers in Human Behavior 27, no. 1 (January 2011): 41–45. http://dx.doi.org/10.1016/j.chb.2010.05.010.

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Liu, Jin, and Yoshito Ogata. "The Application of Speed Warning on Highway Using Anti-Dazzle Panel Based on Persistence of Vision Effect." Applied Mechanics and Materials 668-669 (October 2014): 1462–65. http://dx.doi.org/10.4028/www.scientific.net/amm.668-669.1462.

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According to persistence of vision and the principle of color overlay, a new painting method of anti-dazzle panel is proposed. This painting method could allow drivers to see different colors under different speeds, which could be a means to inform drivers of their speeds. First the research analyzes the time of persistence of vision and the process of color overlay; then establishing the relationship between travel speed and color overlay based on persistence of vision; at last, using animation to simulating the method proposed in the research and illustrating the feasibility of this method.
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Sundar, S. Shyam, and Sriram Kalyanaraman. "AROUSAL, MEMORY, AND IMPRESSION-FORMATION EFFECTS OF ANIMATION SPEED IN WEB ADVERTISING." Journal of Advertising 33, no. 1 (January 2004): 7–17. http://dx.doi.org/10.1080/00913367.2004.10639152.

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Chen, Su Hua, Jun Peng Hu, and Jian Ming Ding. "3D Animation Applications in Highway Design." Advanced Materials Research 341-342 (September 2011): 878–82. http://dx.doi.org/10.4028/www.scientific.net/amr.341-342.878.

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Traditionally, highway engineers use pencil and ruler to lay out lines and curves over contour maps for highway geometry design. Numerous calculations of stopping sight distance, minimum turning radius, and curve alignments are required during the design process to ensure safety, to minimize economic and environmental impact, and to reduce construction costs. Engineers usually perform iterative computations manually during the design process to meet design criteria and environmental constraints. The traditional process of highway geometry design is cumbersome and time consuming. The traditional approach limits engineers from taking a broader perspective in the overall highway geometry design process. Current method of three dimensional (3D) has nothing to do with highway design process. CARD/1 was developed to enhance the learning experience for highway engineers. This tool allows engineers to design the highway efficiently and to modify the design easily. A 3D highway geometry model can be generated by the software at final design to allow engineers to place themselves in the driver’s seat and maneuver through the designed highway at maximum design speed. Some key technologies of highway design with 3D-animaion based on CARD/1 was discussed in this paper.
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Zheng, Tai Xiong, Yu Mei Jia, Qian Min Li, and Ya Ge Zhao. "Research and Implementation of ABS Virtual Simulation Platform." Applied Mechanics and Materials 58-60 (June 2011): 1124–29. http://dx.doi.org/10.4028/www.scientific.net/amm.58-60.1124.

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A visualization car ABS simulation platform is presented with aid of the advanced computer technology. Based on the overall framework design of ABS virtual simulation platform, the implementation of ABS simulators and upper interface are analyzed in order to make the upper interface get the real-time wheel and speed signal and draw the ABS braking process animation. The simulation platform is applied to analyze the simulation animation process with or without ABS and promising results are omitted .It is proved that the simulation platform can intuitively see if the car is locked or deflected and reduce the ABS developing cycle greatly.
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Bakhri, Syamsul. "Animasi Interaktif Pembelajaran Huruf dan Angka Menggunakan Model ADDIE." INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi 3, no. 2 (May 2, 2019): 130. http://dx.doi.org/10.29407/intensif.v3i2.12666.

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The use of technology in learning media is very necessary for all educational institutions. Creating a pleasant learning atmosphere through multimedia means in the form of interactive animations. It was felt effective to increase children's learning interest in recognizing letters and numbers at TK RA Nurul Iman Jakarta. Use the type of research and development with the ADDIE model. Calculation of the app's feasibility to produce interactive animations that fit your needs. The purpose of making this learning media helps students to be able to more easily understand and understand and not feel bored in learning to start from letters and numbers and how to pronounce them. After the learning process, students will work on the quiz and there will also be games to make the child's thinking speed better. In addition, this application can help teachers in the teaching and learning process that is considered very boring, with an average value of 82.6% showing this interactive animation application is very fun for the media to learn the introduction of numbers and letters.
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Zhong, Bao Hua. "The Brake Guards against Holds the Dead (ABS) Teaching Laboratory Bench the Development." Advanced Materials Research 779-780 (September 2013): 1102–5. http://dx.doi.org/10.4028/www.scientific.net/amr.779-780.1102.

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This article studied one kind of automobile brake to guard against holds the dead examination test platform structure, the control design plan, and guarded against to the brake holds the dead system structure principle teaching to carry on the thorough discussion.This system wheel uses the hydraulic pressure actuation, through the adjustment hydraulic pressure parameter may in the simulation different vehicle speed, the different coefficient of adhesion road surface the automobile apply the brake well when ABS system working condition; Through the animation broadcast system, the brake hydraulic pressure test system and designs and so on vehicle speed examination system, can real, the comprehensive development ABS system work process; The breakdown establishment and the elimination system use in to the brake guard against hold the dead system to carry on the breakdown diagnosis and the elimination simulation training.This laboratory bench main innovation spot is the wheel uses the hydraulic pressure actuation; Uses the brake pressure parameter control animation broadcast; Uses the computer to carry on the breakdown establishment.
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Sharke, Paul. "Wild Mouse in the Funhouse." Mechanical Engineering 122, no. 08 (August 1, 2000): 52–57. http://dx.doi.org/10.1115/1.2000-aug-2.

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This article focuses on a new amusement ride that blends several control systems by combining spinning-coaster thrills with interactive special effects. The Exterminator at Kennywood Amusement Park combines a ‘wild mouse’ coaster with the interactivity of a dark ride. ‘Dark ride’ is amusement maker parlance for fun house style frights that pop into view unexpectedly. A proximity sensor, positioned after the coaster and animation went in, begins the action sequence for this figure just as the riders come upon it. Bringing the Exterminator up to speed was a matter of controlling the coaster, controlling the animation, and controlling the interaction between the two independent systems. A process of trial and error, determining the right moment to start an event occurs only after the animation is in place and the carts are riding the rails. A double pneumatic fin brake below the track slows carts as needed before they enter the boiler.
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Dobs, Abdul-Rahman. "Optimal Cartographic Representation of Geographical Mobile Phenomena on Thematic Maps." Journal of Arts and Social Sciences [JASS] 9, no. 2 (October 1, 2018): 5. http://dx.doi.org/10.24200/jass.vol9iss2pp5-25.

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Nature is full of geographical kinetic phenomena; some are tangible such as population emigration, money transfer, goods movement and transportation. Yet others are intangible such as energy, thoughts, reputation and civilization. These phenomena have got specific characteristics while moving such as the movement’s route, speed, locations, strength of the kinetic phenomena and their type and structure. Different geographical kinetic phenomena can be illustrated on maps called “Animation Maps”, which are considered part of the Thematic Maps, based on their nature and function by the motion symbols. This article studies most of the cartographic representation methods that are used in designing Thematic Maps. It also concentrates on motion symbolizing methods. It studies the nature and types of kinetic phenomena and identifies their different characteristics, and presents and analyzes its numerous demonstration ways on maps, using animation symbols. Finally, it reveals the best ways to design and present Animation Maps. This paper aims to study kinetic phenomena and their kinds and characteristics, and to analyze the methods currently used to demonstrate them on Animation Maps. This leads to suggest new methods and ways in this field, in order to assist in demonstrating geographical phenomena on maps accurately and clearly. The study reached a number of results such as determining cartographic representation methods and their fields, and finding the best optimal representation methods of kinetic geographical phenomena, and their different characteristics on Thematic Maps, and thus determining the best methods to design and present Animation Maps.
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Zhang, Ying, and Li Zhou. "Virtual Simulation of PCA Algorithm and Detection Technique of Capturing Fashion Show Movements." Applied Mechanics and Materials 651-653 (September 2014): 555–59. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.555.

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3D animation technology is introduced into a virtual fashion show to design a new fashion show of show creation system in this paper. This system combines image processing and reconstruction technology and Matlab software, the two methods and tools. Through the change of frame vector data, it realizes the reconstruction of image. In order to improve the speed of image capture and reconstruction, PCA algorithm is adopted to reduce the dimensions of the vector data of each frame image. This system makes The three dimensional animation technology and performing choreography get together, which has achieved better artistic effect of show design, and has provided technical reference for the computer design of virtual fashion show in universities.
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Tarokh, Mahmoud, and Huy Dang Ho. "Kinematics-Based Simulation and Animation of Articulated Rovers Traversing Uneven Terrains." Robotica 37, no. 6 (January 29, 2019): 1057–72. http://dx.doi.org/10.1017/s0263574718001431.

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SummaryThe paper develops a simulation and animation environment for high-mobility rovers based on kinematic modeling. Various kinematic chains starting from the rover body to the wheels are analyzed and aggregated to obtain the model of the rover body motion in terms of the wheel motions. This model is then used to determine the actuations of the joints, wheels speed, and steering motors to achieve a desired motion of the rover over uneven terrain while avoiding loss of balance and tip-over. The simulation environment consists of a number of modules, including terrain and trajectory generation, and kinematic models for rover actuation and navigation. The animation of the rover motion over various terrains is developed, which allows observing the rover from various viewpoints and interacting with the system through a graphical user interface. The performance of the overall system is demonstrated by modeling a high-mobility space exploration rover, and the responses of the rover on uneven terrains are provided, which show the usefulness of the proposed modeling, simulation, and animation scheme.
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Loomis, Jack M., and David W. Eby. "High-speed 2-D and 3-D animation on the IBM PC/XT/AT." Behavior Research Methods, Instruments, & Computers 19, no. 1 (January 1987): 10–18. http://dx.doi.org/10.3758/bf03207664.

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Takamatsu, Kenji, and Takashi Kanai. "A Fast and Practical Method for Animating Particle-Based Viscoelastic Fluids." International Journal of Virtual Reality 10, no. 1 (January 1, 2011): 29–35. http://dx.doi.org/10.20870/ijvr.2011.10.1.2798.

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This paper proposes a practical technique for fast animation of materials such as viscoelastic fluids. A fast animation of such materials is desperately desirable especially for real-time applications such as games. We compute the behavior of viscoelastic fluids approximately instead of the exact simulation by combining two well-established approaches, Smoothed- Particle Hydrodynamics and Shape Matching. This enables fast and stable computations. A combination is done by a simple linear interpolation of velocities. A variety of materials between a fluid and an elastic solid can be represented by changing only a parameter of linear interpolation. We also propose how to bring our approximate method closer to the actual motions of viscoelastic fluids including merging or splitting of objects. We demonstrate a high-speed performance of our method with presenting several interesting results.
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Wang, Peng Yuan, Xue Chun Geng, and Hong Chun Hu. "Research and Realization of the Algorithm for Rapid Display in 3-Axis NC Milling Simulation System." Applied Mechanics and Materials 65 (June 2011): 156–59. http://dx.doi.org/10.4028/www.scientific.net/amm.65.156.

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Display speed is one of the important factors in NC simulation system. It is very difficult to meet the requirement of the continuous animation by full-redraw mechanism. An algorithm for part-redraw mechanism, based on OpenGL stencil buffer and the display area defined twice, is delivered. When the algorithm is put into use in NC simulation system, the top surface of the workpiece can be represented as a set of triangle grids, especially, the number of the triangle grids exceeds millions of magnitude, the display speed is increased from (2.109±0.10)f/s to (57.826±1.00)f/s.
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Roşca, Petru, Gheorghe Olaru, and Dorel Badea. "Using Trucksim for a Virtual Longitudinal Slope Test Procedure." Land Forces Academy Review 24, no. 1 (March 1, 2019): 83–88. http://dx.doi.org/10.2478/raft-2019-0010.

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Abstract This paper presents a methodology to validate a virtual test procedure for vehicle gradeability performance. It is a test dedicated to both the civilian and military off-road vehicles, an 8 x 8 Armoured Personnel Carrier being selected for the purpose of the paper. TruckSim is the software used to implement the vehicle math model and the test procedure. The simulation results are compared with the experimental results for a 60 % gradient. The vehicle speed and the engine speed graphics, the statistical analyze, and the comparison between the simulation test animation and the experimental test movie are the methods applied to validate the virtual longitudinal slope test procedure.
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Lightner, Nancy J. "Model Testing of Users' Comprehension in Graphical Animation: The Effect of Speed and Focus Areas." International Journal of Human-Computer Interaction 13, no. 1 (March 2001): 53–73. http://dx.doi.org/10.1207/s15327590ijhc1301_4.

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Forssell, L. K., and S. D. Cohen. "Using line integral convolution for flow visualization: curvilinear grids, variable-speed animation, and unsteady flows." IEEE Transactions on Visualization and Computer Graphics 1, no. 2 (June 1995): 133–41. http://dx.doi.org/10.1109/2945.468406.

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Li, Kang, Guanxiong Huang, and Gary Bente. "The impacts of banner format and animation speed on banner effectiveness: Evidence from eye movements." Computers in Human Behavior 54 (January 2016): 522–30. http://dx.doi.org/10.1016/j.chb.2015.08.056.

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Flannery, Eóin. "Ecology, Memory, and Speed in John McGahern's Memoir." Irish University Review 42, no. 2 (November 2012): 273–97. http://dx.doi.org/10.3366/iur.2012.0034.

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The speed with which homes and other human edifices ‘return’ to a state of wilderness is a concern of McGahern's, expressed towards the end of Memoir, and this alignment of the passage of time and ecology will be the focus of this essay. Memoir is a work of memory and navigates the lieux de memoires of McGahern's formative years, as well as much of his adult life. The act of autobiographical remembrance is facilitated by a slowing down of time and slowness enables the percolation of memory through our consciousness, and therefore is, firstly, part of the mechanics of autobiographical authorship. In another way slowness is a tonal quality of McGahern's writing as he takes a Proustian meander through the physical and memorial lanes of his origins. Furthermore, the ecological animation of McGahern's narrative bespeaks a writer who is keenly sensitive to the virtues of ecological dwelling, as McGahern is alert to the interdependencies of human and non-human; he treats of the non-human as more than an inert backdrop to his narration; and his works not only lament the passing of a way of life, but they assert the currency of this decelerated lifestyle in the contemporary moment.
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Liu, Li Juan, Wen Ge Wu, and Ming Lv. "Design of Database for High Speed Cutting of Difficult-to-Cut Materials." Materials Science Forum 723 (June 2012): 337–42. http://dx.doi.org/10.4028/www.scientific.net/msf.723.337.

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High speed machining (HSM) is one of the main trends of cutting machinery and is an important development direction of advanced manufacturing technology. In our country, the relevant research of HSM database starts later, especially of the cutting of hardworking material, the actual machining and experiment on the machining technology and the machining parameters of HSM are few, the reasonable machining parameters selection scheme and the appropriate cutter choice method are lack. The paper established HSM database system of the hardworking material based on web to improve cutting efficiency. According to the different feed and cutting tool by the Web form, it gets the rational cutting parameters. And the system determines the tool-path planning by the manufacture HSM of hardworking material processing animation to simulate the high-speed milling. The results of inquiry as a Web page and let you get parameters of optimization, increases efficiency of factories.
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Liou, F. W., and A. G. Erdman. "Analysis of a High-Speed Flexible Four-Bar Linkage: Part II—Analytical and Experimental Results on the Apollo." Journal of Vibration and Acoustics 111, no. 1 (January 1, 1989): 42–47. http://dx.doi.org/10.1115/1.3269821.

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By using the equations of motion derived from the virtual displacement [1], a general finite element analysis computer code FEMAP (Four-bar Elastic Mechanism Analysis Program) for the planar motion is developed on the Apollo computer. The output of this program includes the following analysis for any point in the mechanism: velocity, acceleration, natural frequency, displacement, stress and strain. The displacement, stress and strain can be either quasi-static or full vibration analysis. The animation of the entire motion of the flexible linkage can be displayed on the screen. Analytical results are compared with results from a new experimental method which combines high-speed photography with a digital image processing technique.
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Cahyono, Mohammad Ardi, and Andry Renaldy Pandie. "ANALISIS FLIGHTDATA RECORDER KECELAKAAN PESAWAT TERBANG A320 UNTUK MENDAPATKAN STALL SPEED DAN PROSES REKONSTRUKSI KECELAKAAN MENGGUNAKAN SOFTWARE FLIGHTSCAPE." Angkasa: Jurnal Ilmiah Bidang Teknologi 9, no. 1 (August 22, 2017): 7. http://dx.doi.org/10.28989/angkasa.v9i1.107.

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Aircraft is transportation mode which in it operation refer to all operation procedure be valid. Although that, accident probability will be occur. To help human/analysts to find out and learn more about aircraft accident causes then black box installed in aircraft. Parameters which recorded by black box still in bynari data type, so it must to be processing using Flightscape software and Google Earth application in order to represented and understood by analysts to help analysis process. It so happens, main purposes from this research are to know stall speed value from aircraft A320 which analyzed. Methods which used to finished this research that is simulation method in Flightscape to get video/animation o f flight accident reconstruction, and analysis method as manually to get stall speed o f aircraft.Based on analysis result, be obtained that aircraft stall speed value is 348,0942 kts (when first stall warning) and 150,8151 kts (when three secons before crash).
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Duff, Brittany R. L., and Sela Sar. "Is there a need for speed? Fast animation as context increases product trial intent and self-focus." International Journal of Advertising 34, no. 2 (January 14, 2015): 262–84. http://dx.doi.org/10.1080/02650487.2014.993793.

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Lee, Victor R. "Combining High-Speed Cameras and Stop-Motion Animation Software to Support Students’ Modeling of Human Body Movement." Journal of Science Education and Technology 24, no. 2-3 (October 10, 2014): 178–91. http://dx.doi.org/10.1007/s10956-014-9521-9.

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33

Aditya, Christian. "Designing The World Of 3D CG Animation “BALLOON” Through Low Poly Visual Style." ULTIMART Jurnal Komunikasi Visual 9, no. 1 (March 21, 2018): 41–49. http://dx.doi.org/10.31937/ultimart.v9i1.739.

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This research focus on the process of creating the world of “Balloon” through low poly visual style in 3D CG animation using an alternative non-photorealistic rendering method that is both efficient and visually astonishing. Low poly are chosen as a visual style because it represent the spirit of courage to explore the world outside the film’s story. By using low poly visual style in most of the environment, it creates a unique contrast between the environment and the character. The character is made using a traditional high poly modeling for 3D character. Through variety of experiments with various pipeline, the chosen method is considered the best to accommodate the filmmaker needs in both production time and the visual result. In order to determine the best technique, the research is conducted by testing the render results of some environment scenes within the film. The writer also experimented using procedural materials in the design of the world to help speed up rendering of the compositing process, in order to achieve good visual quality in a shorter production time. Keywords : low poly, non-photorealistic rendering, 3D CG animation
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34

Wu, Fan, Emmanuel Agu, Clifford Lindsay, and Chung-han Chen. "On Balancing Energy Consumption, Rendering Speed, and Image Quality on Mobile Devices." International Journal of Handheld Computing Research 1, no. 3 (July 2010): 51–71. http://dx.doi.org/10.4018/jhcr.2010070104.

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Mobile games and graphics are popular because un-tethered computing is convenient and ubiquitous entertainment is compelling. However, rendering graphics on mobile devices faces challenges due to limited system resources, such as battery energy, and low memory and disk space. Real time frame rates, low energy consumption and high image quality are all desirable attributes of interactive mobile graphics; however, achieving these objectives is conflicting. For instance, increasing mesh resolutions improves rendered image quality but consumes more battery energy. Therefore, the authors propose a mobile graphics heuristic to minimize energy consumption while maintaining acceptable image quality and interactive frame rates. Over the lifetime of a mobile graphics application, scene complexity, animation paths, user interactivity and other elements all change its CPU and resource demands. In this regard, a heuristic that dynamically changes scene mesh LoDs and amount of CPU timeslices allotted to the mobile graphics application is presented to select optimal operating conditions that balance rendering speed, energy conservation and image quality. Additionally, a workload predict model is proposed so that the heuristic can monitor both application workload and the availability of resources of mobile devices periodically, while adaptively determining how much resources will be allocated to applications.
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Hou, Chun Guang, Shi Yu Zhang, Yun Dong Cao, and Shu Xin Liu. "Design on Arc Plasma Temperature Online Detecting System." Applied Mechanics and Materials 325-326 (June 2013): 1427–30. http://dx.doi.org/10.4028/www.scientific.net/amm.325-326.1427.

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Aiming at the arc plasma characteristics of high voltage circuit breaker, a set of multichannel, high speed, the synchronous detecting system is designed. The space distribution and time variation law of electric arc plasma, specially electric arc shape change law, are well reflected. Based on the ARM + CPLD + SDRAM detecting schemes, the system realized the functions of 64 groups optical fibers sampling, 4M/s sampling rate of every sampling channel, and the synchronous sampling. Through the detailed research and design to EMC, system error analysis, visual interface and database as well as the related interface program of ARM, CPLD, SDRAM and so on, has completed the multichannel, high speed and the real-time synchronized sampling, and mass data memory, computation, analysis, curve and animation demonstration and so on functions. The stability, feasibility and accuracy of the detecting system are proved by the practical application.
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36

Xu, Limin. "Fast Modelling Algorithm for Realistic Three-Dimensional Human Face for Film and Television Animation." Complexity 2021 (June 12, 2021): 1–10. http://dx.doi.org/10.1155/2021/3346136.

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Aiming at the face photos of film and television animation, this paper proposes a new fast three-dimensional (3D) face modelling algorithm. First of all, based on the LBF algorithm, this paper proposes a multifeature selection idea to automatically detect multiple features of the face. Secondly, in order to solve the shortcomings of slow training speed while achieving large pose face alignment, the regression-based CNN is selected as the algorithm to achieve fast convergence. Then, due to the influence of various factors, the extracted feature points are not completely correct, and Gabor features are used to screen the matching of feature points. Finally, by analysing the principle of 3DMM 3D face reconstruction, a single-view 3D face reconstruction method based on CNN is proposed. The experimental results show that the algorithm in this paper has good reconstruction performance and real-time performance and can realize the rapid modelling of human face.
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Mansuan, Melki Sadekh, and Benfano Soewito. "Distributed Rendering Based on Fine-Grained and Coarse-Grained Strategy to Speed up Time and Increase Efficiency of Rendering Process." ComTech: Computer, Mathematics and Engineering Applications 10, no. 1 (June 30, 2019): 15. http://dx.doi.org/10.21512/comtech.v10i1.5067.

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The purpose of this research was to solve several problems in the rendering process such as slow rendering time and complex calculations, which caused inefficient rendering. This research analyzed the efficiency in the rendering process. This research was an experimental study by implementing a distributed rendering system with fine-grained and coarse-grained parallel decomposition in computer laboratory. The primary data used was the rendering time obtained from the rendering process of three scenes animation. Descriptive analysis method was used to compare performance using speedup and efficiency of parallel performance metrics. The results show that the distributed rendering method succeeds in increasing the rendering speed with speedup value of 9,43. Moreover, the efficiency of processor use is 94% when it is applied to solve the problem of slow rendering time in the rendering process.
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Hu, Rui Bo, Xiao Song Zhang, Jing Yuan Li, Kun Qian Wang, Xin Yu Suo, Ling Ying Man, Yuan Hu, and Zhen Gao. "Application Research of Virtual Sludge Technology FreeForm in Character Design." Applied Mechanics and Materials 556-562 (May 2014): 3602–6. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.3602.

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The paper introduces the way of solid modeling and wire frame modeling, described modeling ways from drawing the general outline of the form, to using the general model to make out the general modeling of form, to making the whole effect of the animation by combining with concrete examples which are pf rapid and convenient application value in promoting design speed, enriching expression effect (surface modeling), optimizing design process. It is beneficial to play the design wisdom, give consideration to both economic and social benefits. Its modeling is easy to meet consumer demand for fresh and exaggerated things, and helps to clear the market demand, good commodity modeling and its industrialization prospect.
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Stefansson, H. Narfi, Kevin W. Eliceiri, Charles F. Thomas, Amos Ron, Ron DeVore, Robert Sharpley, and John G. White. "Wavelet Compression of Three-Dimensional Time-Lapse Biological Image Data." Microscopy and Microanalysis 11, no. 1 (January 28, 2005): 9–17. http://dx.doi.org/10.1017/s1431927605050014.

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The use of multifocal-plane, time-lapse recordings of living specimens has allowed investigators to visualize dynamic events both within ensembles of cells and individual cells. Recordings of such four-dimensional (4D) data from digital optical sectioning microscopy produce very large data sets. We describe a wavelet-based data compression algorithm that capitalizes on the inherent redunancies within multidimensional data to achieve higher compression levels than can be obtained from single images. The algorithm will permit remote users to roam through large 4D data sets using communication channels of modest bandwidth at high speed. This will allow animation to be used as a powerful aid to visualizing dynamic changes in three-dimensional structures.
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40

徐, 艳. "An Eye Movement Study of the Effect of Animation Presentation Speed on the Learning Effect of Psychological Experimental Microlesson." Advances in Psychology 09, no. 07 (2019): 1324–31. http://dx.doi.org/10.12677/ap.2019.97163.

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41

Ning, Xinwen, Qing Zhu, Heng Zhang, Changjin Wang, Zujie Han, Junxiao Zhang, and Wen Zhao. "Dynamic Simulation Method of High-Speed Railway Engineering Construction Processes Based on Virtual Geographic Environment." ISPRS International Journal of Geo-Information 9, no. 5 (May 1, 2020): 292. http://dx.doi.org/10.3390/ijgi9050292.

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The spatial conflicts in the construction of high-speed railways not only reduce project efficiency, but also lead to serious accidents. To address these key issues, this paper presents a dynamic simulation method for constructions processes based on a virtual geographic environment. This approach can facilitate the identification of conflicts in the construction scheme through accurately expressing and analysing the intricate spatio-temporal relations among railway facility components, construction equipment and the surrounding environment. First, a high-precision virtual geographic scene in which the construction process and methods can be visualized and modelled intuitively is established with terrain, imagery, and engineering 3D models. Then, the overall construction processes can be accurately simulated by a sequential display of the railway components and the behaviour of construction equipment. To simulate the behaviour of construction equipment, the linkage relations between each joint of construction machinery are accurately modelled and animation control parameters are extracted. Finally, a construction simulation of a high-speed railway bridge was performed, and the experimental results show that the proposed method can provide a scientific basis for the optimization of complex engineering construction schemes, safety hazard assessments, and related full life cycle tasks.
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42

DONG, YANCHAO, ZHENCHENG HU, and MING XIE. "A MODEL-BASED 3D FACE POSE AND ANIMATION TRACKER WITH AUTO-REGISTRATION USING A BINOCULAR EKF KERNEL." International Journal of Humanoid Robotics 09, no. 02 (June 2012): 1250014. http://dx.doi.org/10.1142/s0219843612500144.

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The recovery of 3D information of a face from two (or more) images has been extensively studied and many interesting applications have been implemented. This paper proposes a model-based 3D face pose and animation tracker with auto-registration using a binocular EKF kernel for real time application like human computer interface. Compared with previous trackers, this tracker is able to automatically register face model, which eliminates the traditional manual registration process. Another major contribution is to use augmented measurement as a regularization strategy for suppressing variables coupling and over-fitting problem. This work also gives a compact factorized mathematic representation of the tracking kernel, which is easier to implement. Both synthetic and real experimental results show significant advantages of the proposed tracker from the aspects of processing speed and reliability compared with the conventional monocular tracker and Levenberg–Marquardt tracker.
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43

Baltus, Vytautas, Laura Jankauskaitė-Jurevičienė, and Tadas Žebrauskas. "Parametric Architecture Today and Tomorrow." Journal of Sustainable Architecture and Civil Engineering 25, no. 2 (July 9, 2019): 85–89. http://dx.doi.org/10.5755/j01.sace.25.2.21698.

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In the past fifteen years avant-garde architectural practice has been developing in the field of parametric design at the phenomenal speed. This success can be attributed to the development of advanced computer software, previously used for animation and rendering. The parametric design method uses advanced computer scripts which transforms mathematic algorithms of relations between parameters into creations of complex geometries, which were almost impossible to produce and even imagine without it.Question remains will these mathematical equations inputed thru scripting language as algorithms will add additional value to the design, or traditional, intuitive way of designing still can be relevant enough in 21st century. There are doubts that without deep intellectual background parametric design process can play for the play’s sake with the shapes of objects, buildings and urban structures.
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44

Chafi, Alhadi, Stephane Rusinek, Loris Schiaratura, Sebastien Delescluse, and Thibaut Brouillet. "Perceiving a negatively connoted stimulus imply enhanced performances: the case of a moving object." Polish Psychological Bulletin 44, no. 3 (September 1, 2013): 331–36. http://dx.doi.org/10.2478/ppb-2013-0036.

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Abstract Most studies on verticality’s embodiment showed that up positions were related to positive emotions whereas down positions were related to negative ones (Meier & Robinson, 2004). Research on motion perception found that a parabolic motion both induced animation attribution (Tremoulet & Feldman, 2000) and implied negative feelings (Chafi, Schiaratura, & Rusinek, 2012; Podevin, 2009; Podevin, Chafi, Rusinek, & Békaert, 2012). We hypothesized that seeing a parabolic downward motion will increase both the memorization for words and the execution’s speed of a serial subtraction compared to a parabolic upward motion. Results showed that the downward motion had enhancing effects both on the serial subtraction and on the number of recalled words, independently of their valence. These findings are interpreted as marking processes related to an adaptive behavior in response to a negative stimulus.
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45

Tang, J., Y. Wang, Y. Zhao, W. Hao, X. Ning, K. Lv, Z. Shi, and M. Zhao. "A MODELING METHOD OF FLUTTERING LEAVES BASED ON POINT CLOUD." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W7 (September 14, 2017): 1373–79. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w7-1373-2017.

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Leaves falling gently or fluttering are common phenomenon in nature scenes. The authenticity of leaves falling plays an important part in the dynamic modeling of natural scenes. The leaves falling model has a widely applications in the field of animation and virtual reality. We propose a novel modeling method of fluttering leaves based on point cloud in this paper. According to the shape, the weight of leaves and the wind speed, three basic trajectories of leaves falling are defined, which are the rotation falling, the roll falling and the screw roll falling. At the same time, a parallel algorithm based on OpenMP is implemented to satisfy the needs of real-time in practical applications. Experimental results demonstrate that the proposed method is amenable to the incorporation of a variety of desirable effects.
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46

Zhong, Bao Hua. "The Automobile Brake Guards against Holds the Dead (ABS) Simulation Experiment to Install the Brake Flowing Tubing Head Pressure Examination System the Design." Applied Mechanics and Materials 385-386 (August 2013): 739–42. http://dx.doi.org/10.4028/www.scientific.net/amm.385-386.739.

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This article studied one kind of automobile brake which guards against holds the dead simulation experiment to install the brake flowing tubing head pressure examination system, the control design plan, and has conducted the thorough research to the ABS brake flowing tubing head pressure change process as well as the vehicle speed change relations.This system uses the flowing tubing head pressure sensor, transforms after A/D, computer processing, through the monitor by the curve form demonstration braking system flowing tubing head pressure change, and simultaneously, through carries on the logic analysis to the input flowing tubing head pressure signal, the computer sends out the corresponding instruction, broadcasts separately turbo-charged, guarantees presses with the reduced pressure animation.Thus realized the brake flowing tubing head pressure real-time examination, curve demonstration, animation time delay broadcast process.
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47

Abu-Taieh, Evon, and Issam AlHadid. "CRUSH: A New Lossless Compression Algorithm." Modern Applied Science 12, no. 11 (October 29, 2018): 387. http://dx.doi.org/10.5539/mas.v12n11p387.

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Multimedia is highly competitive world, one of the properties that is reflected is speed of download and upload of multimedia elements: text, sound, pictures, animation. This paper presents CRUSH algorithm which is a lossless compression algorithm. CRUSH algorithm can be used to compress files. CRUSH method is fast and simple with time complexity O(n) where n is the number of elements being compressed.Furthermore, compressed file is independent from algorithm and unnecessary data structures. As the paper will show comparison with other compression algorithms like Shannon–Fano code, Huffman coding, Run Length Encoding, Arithmetic Coding, Lempel-Ziv-Welch (LZW), Run Length Encoding (RLE), Burrows-Wheeler Transform.Move-to-Front (MTF) Transform, Haar, wavelet tree, Delta Encoding, Rice &Golomb Coding, Tunstall coding, DEFLATE algorithm, Run-Length Golomb-Rice (RLGR).
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48

Abu-Taieh, Evon, and Issam AlHadid. "CRUSH: A New Lossless Compression Algorithm." Modern Applied Science 12, no. 11 (October 29, 2018): 406. http://dx.doi.org/10.5539/mas.v12n11p406.

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Multimedia is highly competitive world, one of the properties that is reflected is speed of download and upload of multimedia elements: text, sound, pictures, animation. This paper presents CRUSH algorithm which is a lossless compression algorithm. CRUSH algorithm can be used to compress files. CRUSH method is fast and simple with time complexity O(n) where n is the number of elements being compressed.Furthermore, compressed file is independent from algorithm and unnecessary data structures. As the paper will show comparison with other compression algorithms like Shannon–Fano code, Huffman coding, Run Length Encoding, Arithmetic Coding, Lempel-Ziv-Welch (LZW), Run Length Encoding (RLE), Burrows-Wheeler Transform.Move-to-Front (MTF) Transform, Haar, wavelet tree, Delta Encoding, Rice &Golomb Coding, Tunstall coding, DEFLATE algorithm, Run-Length Golomb-Rice (RLGR).
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49

Hasan Mammadtagiyeva, Tarana. "Use of computer for formation and development of practical skills of students in learning process of “straightforward uniform movement and straightforward uneven movement” in physics for VII classes." SCIENTIFIC WORK 60, no. 11 (November 6, 2020): 166–72. http://dx.doi.org/10.36719/2663-4619/60/166-172.

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The presented article indicates the methods of teaching the lesson on the example of the topic “ Uniform Motion and Non-uniform Motion” for VII classes “Physics” both in full-time and in remote (synchronized) form, as well as the movement of the DCM object (dynamic computer model). The result was obtained by conducting studies and calculations on the model using Excel. According to the results of the course, it was revealed that the student comments on the mechanical motion along the sings, using computer programs and summarizing, knows how to summarize his observations. On the other hand, the article states that computer models differ in time by static and dynamic factors. And dynamic computer models differ in “controlled” and “unmanaged” computer models. Key words: computer, model, animation, practical skills, event, speed, time
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50

Nawfal, Sura, and Fakhrulddin Ali. "The acceleration of 3D graphics transformations based on CUDA." Journal of Engineering, Design and Technology 16, no. 6 (December 4, 2018): 925–37. http://dx.doi.org/10.1108/jedt-04-2018-0072.

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Purpose The purpose of this paper is to achieve the acceleration of 3D object transformation using parallel techniques such as multi-core central processing unit (MC CPU) or graphic processing unit (GPU) or even both. Generating 3D animation scenes in computer graphics requires applying a 3D transformation on the vertices of the objects. These transformations consume most of the execution time. Hence, for high-speed graphic systems, acceleration of vertex transform is very much sought for because it requires many matrix operations (need) to be performed in a real time, so the execution time is essential for such processing. Design/methodology/approach In this paper, the acceleration of 3D object transformation is achieved using parallel techniques such as MC CPU or GPU or even both. Multiple geometric transformations are concatenated together at a time in any order in an interactive manner. Findings The performance results are presented for a number of 3D objects with paralleled implementations of the affine transform on the NVIDIA GPU series. The maximum execution time was about 0.508 s to transform 100 million vertices using LabVIEW and 0.096 s using Visual Studio. Other results also showed the significant speed-up compared to CPU, MC CPU and other previous work computations for the same object complexity. Originality/value The high-speed execution of 3D models is essential in many applications such as medical imaging, 3D games and robotics.
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