Academic literature on the topic 'Computer-generated graphic'

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Journal articles on the topic "Computer-generated graphic"

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Giloan, M., and S. Astilean. "A new graphic code for a computer generated hologram." Optics Communications 139, no. 1-3 (1997): 7–10. http://dx.doi.org/10.1016/s0030-4018(97)00064-3.

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Schultz, E. Eugene, David A. Nichols, and Patrick S. Curran. "Decluttering Methods for High Density Computer-Generated Graphic Displays." Proceedings of the Human Factors Society Annual Meeting 29, no. 3 (1985): 300–303. http://dx.doi.org/10.1177/154193128502900323.

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Bergen, S. D., C. A. Ulbricht, J. L. Fridley, and M. A. Ganter. "The validity of computer-generated graphic images of forest landscape." Journal of Environmental Psychology 15, no. 2 (1995): 135–46. http://dx.doi.org/10.1016/0272-4944(95)90021-7.

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Maleeff, Bev, Gennifer Levey, and Bob Price. "Preparing Figures for Publication in Microscopy Today." Microscopy Today 32, no. 1 (2024): 42–43. http://dx.doi.org/10.1093/mictod/qaad107.

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Abstract Microscopic and macroscopic images, photographs, and computer-generated graphics are important components of the content published in Microscopy Today. Each type of graphic requires careful attention to its content and composition, that is, how well the image illustrates the facts being described, and its dimensions, resolution, and color balance. This paper is a brief guide to preparing acceptable content for print and digital publication.
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Cviljušac, Vladimir, Antun Lovro Brkić, Alan Divjak, and Damir Modrić. "Utilizing standard high-resolution graphic computer-to-film process for computer-generated hologram printing." Applied Optics 58, no. 34 (2019): G143. http://dx.doi.org/10.1364/ao.58.00g143.

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Lutz, Charles, Akira Takagi, Ivo P. Janecka, and Isamu Sando. "Three-Dimensional Computer Reconstruction of a Temporal Bone." Otolaryngology–Head and Neck Surgery 101, no. 5 (1989): 522–26. http://dx.doi.org/10.1177/019459988910100502.

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The complexities of the temporal bone and the critical inter-relationships among its key structures can be simplified with three-dimensional computer-assisted reconstruction. Knowledge of the topography of these structures and their mutual relationships in essential in any surgical approach to the temporal bone. Sixty sagittal histologic sections of a normal left temporal bone were examined. Each section, 30 μm in thickness, was optically enlarged. Segments representing the facial nerve, internal carotid artery, and inner ear structures from individual slides were traced and data were entered into a computer. A personal computer was used for data processing and analysis. Graphic software developed in our laboratory generated images with x-y-z coordinates that could be rotated In any plane. The high resolution of the computer graphics system, combined with the precision of histologic sections, permitted study of the critical three-dimensional anatomic relationships among essential intratemporal bone structures. The capability of reproducing individual and joint images of the intratemporal bone structures and viewing them from all surgical angles gives skull base and otologic surgeons Important topographic guidance. Accurate spatial measurements of temporal bone anatomy are now possible with the application of computer graphic technology.
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Duan, Ai Ling, and Qiong Bo Duan. "Fractal Artistic Algorithm Structure and Image Production." Key Engineering Materials 474-476 (April 2011): 586–91. http://dx.doi.org/10.4028/www.scientific.net/kem.474-476.586.

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The fractal art graphic is one of the main manifestations of fractal art, which can be produced through mathematical models and programming on a computer. The paper investigates the designing concept of fractal art based on its self similarity and the iterative method, elaborates in detail the algorithms and steps of several kind of typical fractal graphics, and by properly inserting some controlling variables, has generated a large number of exquisite and inspiring fractal graphics using the JAVA programming language, confirming the validity and usability of presented algorithm’s.
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Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution." Occupational Health and Industrial Ecology, no. 12 (February 15, 2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive clearness, balanced palette, fixed position of graphic elements, comfort level, etc. Review of various graphic user interface and analysis of their characteristics demonstrated possibility of various occupational risk factors. Some disclosed ergonomic problems are connected with incorporation of graphic user interface into various information technologies and systems. The authors presented a role of ergonomic characteristics of graphic user interface for safe and effective work of operators, gave examples of algorithms to visualize large information volumes for easier comprehension and analysis. Correct usage of interactive means of computer visualization with competent design and observing ergonomic principles will optimize mental work in innovative activity and preserve operators’ health. Prospective issues in this sphere are ergonomic interfaces developed with consideration of information hygiene principles, big data analysis technology and automatically generated cognitive graphics.
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Teyler, T. J., and T. J. Voneida. "Use of computer-assisted courseware in teaching neuroscience: the Graphic Brain." Advances in Physiology Education 263, no. 6 (1992): S37. http://dx.doi.org/10.1152/advances.1992.263.6.s37.

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We describe the development of a computer-assisted instructional tool for the neurosciences. Designed to run on readily available MS-DOS computers, the Graphic Brain utilizes computer-generated static and animated images and accompanying text to assist in instruction of neuroanatomy and neurophysiology. We have used the Graphic Brain in our medical neuroscience course and report that, as measured anecdotally and by test scores, it facilitates student comprehension of the space- and time-varying aspects of anatomy and physiology. When the Graphic Brain is used as an adjunct to lecture, we find that we can cover the same material in 75% of the time required using traditional methods.
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Ning Ran, 宁冉, 李重光 Li Chongguang, 楼宇丽 Lou Yuli, 桂进斌 Gui Jinbin, and 宋庆和 Song Qinghe. "Matlab Fast Algorithm of Computer Generated Holograms Based on Multi-Graphic Processing Unit." Laser & Optoelectronics Progress 56, no. 5 (2019): 050901. http://dx.doi.org/10.3788/lop56.050901.

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Dissertations / Theses on the topic "Computer-generated graphic"

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Gaylin, Kenneth B. "An investigation of information display variables utilizing computer-generated graphics for decision support systems." Thesis, Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/53070.

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The effectiveness of selected computer-generated graphics display variables was examined in a mixed-factors factorial experiment using thirty-two subjects. All subjects performed four different graph reading tasks consisting of point-reading, point-comparison, trendreading, and trend-comparison. In each task, line, point, bar, and three-dimensional bar graphs were investigated under two levels of task complexity, and two levels of coding (color and black-and-white). The effects of these independent variables on measures of task performance errors, time to complete the task, subjective mental workload, and preference ratings were obtained in real-time by a microcomputer control program. Separate MANOVA analyses of these measures for each task indicated significant effects of graph-type for the point—reading task, main effects of complexity and coding for all tasks, and a graph-by—coding interaction for the point-reading, point-comparison, and trend-reading tasks. Subsequent ANOVA analyses showed significance for these effects across several of the dependent measures which are specified in the thesis. Recommendations are made for selecting the most effective graph and coding combinations for the particular types of graph-interpretation tasks and complexity levels encountered.<br>Master of Science
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Jablonski, Sidney E. "Visual metaphors in computer-generated information graphics /." Online version of thesis, 1989. http://hdl.handle.net/1850/11545.

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Costa, Sousa Mario. "Computer-generated graphite pencil materials and rendering." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0035/NQ46821.pdf.

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Jain, Vinit. "Deep Learning based Video Super- Resolution in Computer Generated Graphics." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292687.

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Super-Resolution is a widely studied problem in the field of computer vision, where the purpose is to increase the resolution of, or super-resolve, image data. In Video Super-Resolution, maintaining temporal coherence for consecutive video frames requires fusing information from multiple frames to super-resolve one frame. Current deep learning methods perform video super-resolution, yet most of them focus on working with natural datasets. In this thesis, we use a recurrent back-projection network for working with a dataset of computer-generated graphics, with example applications including upsampling low-resolution cinematics for the gaming industry. The dataset comes from a variety of gaming content, rendered in (3840 x 2160) resolution. The objective of the network is to produce the upscaled version of the low-resolution frame by learning an input combination of a low-resolution frame, a sequence of neighboring frames, and the optical flow between each neighboring frame and the reference frame. Under the baseline setup, we train the model to perform 2x upsampling from (1920 x 1080) to (3840 x 2160) resolution. In comparison against the bicubic interpolation method, our model achieved better results by a margin of 2dB for Peak Signal-to-Noise Ratio (PSNR), 0.015 for Structural Similarity Index Measure (SSIM), and 9.3 for the Video Multi-method Assessment Fusion (VMAF) metric. In addition, we further demonstrate the susceptibility in the performance of neural networks to changes in image compression quality, and the inefficiency of distortion metrics to capture the perceptual details accurately.<br>Superupplösning är ett allmänt studerat problem inom datorsyn, där syftet är att öka upplösningen på eller superupplösningsbilddata. I Video Super- Resolution kräver upprätthållande av tidsmässig koherens för på varandra följande videobilder sammanslagning av information från flera bilder för att superlösa en bildruta. Nuvarande djupinlärningsmetoder utför superupplösning i video, men de flesta av dem fokuserar på att arbeta med naturliga datamängder. I denna avhandling använder vi ett återkommande bakprojektionsnätverk för att arbeta med en datamängd av datorgenererad grafik, med exempelvis applikationer inklusive upsampling av film med låg upplösning för spelindustrin. Datauppsättningen kommer från en mängd olika spelinnehåll, återgivna i (3840 x 2160) upplösning. Målet med nätverket är att producera en uppskalad version av en ram med låg upplösning genom att lära sig en ingångskombination av en lågupplösningsram, en sekvens av intilliggande ramar och det optiska flödet mellan varje intilliggande ram och referensramen. Under grundinställningen tränar vi modellen för att utföra 2x uppsampling från (1920 x 1080) till (3840 x 2160) upplösning. Jämfört med den bicubiska interpoleringsmetoden uppnådde vår modell bättre resultat med en marginal på 2 dB för Peak Signal-to-Noise Ratio (PSNR), 0,015 för Structural Similarity Index Measure (SSIM) och 9.3 för Video Multimethod Assessment Fusion (VMAF) mätvärde. Dessutom demonstrerar vi vidare känsligheten i neuronal nätverk för förändringar i bildkomprimeringskvaliteten och ineffektiviteten hos distorsionsmätvärden för att fånga de perceptuella detaljerna exakt.
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Patterson, John Andre. "Implementing autonomous crowds in a computer generated feature film." Texas A&M University, 2005. http://hdl.handle.net/1969.1/3107.

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The implementation of autonomous, flocking crowds of background characters in the feature film “Robots” is discussed. The techniques for obstacle avoidance and goal seeking are described. An overview of the implementation of the system as part of the production pipeline for the film is also provided.
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Brunner, Seth A. "Improved Computer-Generated Simulation Using Motion Capture Data." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4182.

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Ever since the first use of crowds in films and videogames there has been an interest in larger, more efficient and more realistic simulations of crowds. Most crowd simulation algorithms are able to satisfy the viewer from a distance but when inspected from close up the flaws in the individual agent's movements become noticeable. One of the bigger challenges faced in crowd simulation is finding a solution that models the actual movement of an individual in a crowd. This paper simulates a more realistic crowd by using individual motion capture data as well as traditional crowd control techniques to reach an agent's desired goal. By augmenting traditional crowd control algorithms with the use of motion capture data for individual agents, we can simulate crowds that mimic more realistic crowd motion, while maintaining real-time simulation speed.
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Lucas, Richard Edward. "Evolving aesthetic criteria for computer generated art : a Delphi study." Connect to resource, 1986. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1157038631.

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Pursel, Eugene Ray. "Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPursel.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2004.<br>Thesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
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Matthews, Timothy. "Sketch-based digital storyboards and floor plans for authoring computer-generated film pre-visuals." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1008430.

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Pre-visualisation is an important tool for planning films during the pre-production phase of filmmaking. Existing pre-visualisation authoring tools do not effectively support the user in authoring pre-visualisations without impairing software usability. These tools require the user to either have programming skills, be experienced in modelling and animation, or use drag-and-drop style interfaces. These interaction methods do not intuitively fit with pre-production activities such as floor planning and storyboarding, and existing tools that apply a storyboarding metaphor do not automatically interpret user sketches. The goal of this research was to investigate how sketch-based user interfaces and methods from computer vision could be used for supporting pre-visualisation authoring using a storyboarding approach. The requirements for such a sketch-based storyboarding tool were determined from literature and an interview with Triggerfish Animation Studios. A framework was developed to support sketch-based pre-visualisation authoring using a storyboarding approach. Algorithms for describing user sketches, recognising objects and performing pose estimation were designed to automatically interpret user sketches. A proof of concept prototype implementation of this framework was evaluated in order to assess its usability benefit. It was found that the participants could author pre-visualisations effectively, efficiently and easily. The results of the usability evaluation also showed that the participants were satisfied with the overall design and usability of the prototype tool. The positive and negative findings of the evaluation were interpreted and combined with existing heuristics in order to create a set of guidelines for designing similar sketch-based pre-visualisation authoring tools that apply the storyboarding approach. The successful implementation of the proof of concept prototype tool provides practical evidence of the feasibility of sketch-based pre-visualisation authoring. The positive results from the usability evaluation established that sketch-based interfacing techniques can be used effectively with a storyboarding approach for authoring pre-visualisations without impairing software usability.
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Stejmar, Carl. "Temporal Anti-Aliasing and Temporal Supersampling in Three-Dimensional Computer Generated Dynamic Worlds." Thesis, Linköpings universitet, Institutionen för systemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129519.

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This master thesis investigates and evaluates how a temporal component can help anti-aliasing with reduction of general spatial aliasing, preservation of thin geometry and how to get temporal stability in dynamic computer generated worlds. Of spatial aliasing, geometric aliasing is in focus but shading aliasing will also be discussed. Two temporal approaches are proposed. One of the methods utilizes the previous frame while the other method uses four previous frames. In order to do this an efficient way of re-projecting pixels are needed so this thesis deals with that problem and its consequences as well. Further, the results show that the way of taking and accumulating samples in these proposed methods show improvements that would not have been affordable without the temporal component for real-time applications. Thin geometry is preserved up to a degree but the proposed methods do not solve this problem for the general case. The temporal methods' image quality are evaluated against conventional anti-aliasing methods subjectively, by a survey, and objectively, by a numerical method not found elsewhere in anti-aliasing reports. Performance and memory consumption are also evaluated. The evaluation suggests that a temporal component for anti-aliasing can play an important role in increasing image quality and temporal stability without having a substantial negative impact of the performance with less memory consumed.
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Books on the topic "Computer-generated graphic"

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Rogondino, Michael. Computer color: 10,000 computer-generated process colors. Angus& Robertson Publishers, 1990.

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Ihaddaden, Youcef. CGI: Computer generated images. Films for the Humanities & Sciences, 2005.

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Hall, Roy. Illumination and Color in Computer Generated Imagery. Springer New York, 1989.

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Hall, Roy. Illumination and color in computer generated imagery. Springer-Verlag, 1989.

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N, Tiwari S., and United States. National Aeronautics and Space Administration., eds. Graphics and flow visualization of computer generated flow fields: Progress report. Dept. of Mechanical Engineering and Mechanics, College of Engineering and Technology, Old Dominion University, 1988.

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1939-, Lee S. H., ed. Selected papers on computer-generated holograms and diffractive optics. SPIE Optical Engineering Press, 1992.

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1939-, Lee S. H., Society of Photo-optical Instrumentation Engineers., American Academy of Otolaryngology--Head and Neck Surgery., and Symposium on Optical Signal Processing (1988 : Los Angeles, Calif.), eds. Computer-generated holography II: 11-12 January 1988, Los Angeles, California. SPIE--the International Society for Optical Engineering, 1988.

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Magnenat-Thalmann, Nadia. Computer-Generated Images: The State of the Art Proceedings of Graphics Interface '85. Springer Japan, 1985.

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Gasperini, Chiara, and Tommaso Rafanelli. SIMdisaster. Firenze University Press, 2007. http://dx.doi.org/10.36253/978-88-8453-616-7.

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SIMdisaster is a simulation software conceived to respond to the training needs of health operators managing aid in maxi-emergencies, since the reproduction of such events for didactic purposes proves to be both complex and costly. SimDisaster reconstructs the scenario of a catastrophe using photos and films manipulated using computer graphics and integrated with three-dimensional objects generated by the computer. An interactive interface makes it possible to assess the scenario and hence take decisions about the logistics of aid operations, the choice of auto-protection techniques, triage intervention and maintenance of the principal vital functions. The scenario then evolves in real time depending on the choices made by the user.
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Ivan, Cindrich, Lee S. H. 1939-, and Society of Photo-optical Instrumentation Engineers., eds. Computer and optically generated holographic optics: Fourth in a series : 24-25 July 1991, San Diego, California. SPIE, 1991.

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Book chapters on the topic "Computer-generated graphic"

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Frasson, Claude, and Mohammed Erradi. "Graphics Interaction in Databases." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_25.

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Pettinati, Fábio. "Project Management Using Graphics." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_40.

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Cléroux, R., Y. Lepage, and N. Ranger. "Computer Graphics for Multivariate Data." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_35.

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Glaeser, Georg. "Computer-Generated Movies." In Fast Algorithms for 3D-Graphics. Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-662-25798-2_10.

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Glaeser, Georg. "Computer-Generated Movies." In Fast Algorithms for 3D-Graphics. Springer New York, 1994. http://dx.doi.org/10.1007/978-1-4612-2664-2_10.

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Heath, A. M., and R. B. Flavell. "Colour Coding Scales and Computer Graphics." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_27.

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Lejeune, Albert, François Bolduc, and Nadia Magnenat-Thalmann. "Business Graphics and the Stakeholder Approach." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_38.

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Houle, J. L., and L. Richardson. "A Graphics Interface for Interactive Simulation of Packet-Switched Networks." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_36.

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Crain, I. K., and C. L. MacDonald. "Challenges in the Application of Graphics Technology to the Management of Geographic Information." In Computer-Generated Images. Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_42.

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Winkenbach, Georges, and David H. Salesin. "Computer-Generated Pen-and-Ink Illustration." In Seminal Graphics Papers: Pushing the Boundaries, Volume 2. ACM, 2023. http://dx.doi.org/10.1145/3596711.3596753.

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Conference papers on the topic "Computer-generated graphic"

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Naidu, Gangu Rama, and Chanamallu Srinivasa Rao. "An Optimized Deep Learning Model For Photographic Images And Photorealistic Computer-Generated Graphics Image Classification." In 2024 IEEE 2nd International Conference on Innovations in High Speed Communication and Signal Processing (IHCSP). IEEE, 2024. https://doi.org/10.1109/ihcsp63227.2024.10960071.

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Buhrow, R. P. "The Personal Computer for Corrosion Monitoring of Process Equipment." In CORROSION 1986. NACE International, 1986. https://doi.org/10.5006/c1986-86067.

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Abstract A computer analysis program used by seven companies for monitoring process equipment corrosion has been thoroughly redeveloped, enhanced, and converted to the personal computer. The new program not only provides an extremely efficient schedule for monitoring inspection points, but offers mouse-generated piping isometrics, corrosion study graphics, and action-oriented analysis results.
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Allen, Cory. "Electronic Inspection Equipment for a Field Painting Project." In SSPC 2018. SSPC, 2018. https://doi.org/10.5006/s2018-00002.

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Abstract Inspection of coating applications is more efficient and effective by the use of electronic equipment, which can store, transmit, and populate inspection reports with data. Field collection of inspection data points by manual note taking is being replaced with instruments that can capture and record metal thickness, coating film thickness, surface profile depth, surface contamination, environmental conditions, gloss levels of coatings, and adhesive pull-off strength of coatings. Electronic collection of data produces more accurately and statistically complete information than manual collection. These devices will capture and report the real time each data point is collected and will provide statistical analysis. Graphs and histograms are automatically generated for reports; photos and data batches can be added to daily inspection reports. Because collection is easier than manual collection, the tendency is to collect more data points, including creating sub-batches of data to track individual components. Data can be transmitted instantly by the use of mobile apps or they can be downloaded onto a computer or to cloud technology.
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Lohmann, Adolf W., and Stefan Sinzinger. "Improvements of the graphic code of computer generated holograms." In OSA Annual Meeting. Optica Publishing Group, 1991. http://dx.doi.org/10.1364/oam.1991.turr4.

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During recent years, research in the area of computer generated holography (CGH) almost exclusively dealt with the improvement of the algorithms to produce CGHs with enhanced performance. Now we would like to concentrate on improvements of the CGH quality by using certain tricks during the actual manufacturing process. In most CGHs the sampling cells contain one or sometimes two black rectangles. The size of the rectangle is responsible for the local light amplitude. The location of the rectangle determines the phase of the light, which is diffracted at that cell.
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Song, Joongseok, Jungsik Park, and Jong-Il Park. "Fast calculation of computer-generated holography using multi-graphic processing units." In 2012 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB). IEEE, 2012. http://dx.doi.org/10.1109/bmsb.2012.6264286.

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Novak, Colin, Helen Ule, Robert Gaspar, and Gamal Refai-Ahmed. "Use of Psychoacoustic Metrics for the Analysis of Next Generation Computer Graphic Card Noise." In ASME 2005 Pacific Rim Technical Conference and Exhibition on Integration and Packaging of MEMS, NEMS, and Electronic Systems collocated with the ASME 2005 Heat Transfer Summer Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/ipack2005-73264.

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The continuing challenge to deliver performance improvements in computer graphic cards has long since progressed to the point of requiring finned, passive, cooling devices to dissipate the heat generated by the graphics processing unit (GPU). The heat flux generated by further improvements now exceeds that dissipation capacity so that passive cooling can no longer provide adequate cooling the GPU. The dissipation rates required by the latest generation of designs can be delivered by forced air cooling of finned heat sinks. The concurrent challenge to the industry is to provide this cooling while minimizing the noise generated by these cooling fans. A significant aspect associate with this problem is missed if one only considers the problem to be a one-dimensional sound level issue. From a consumer’s perspective, the perceived quality of the noise emitted takes precedence over what traditional acoustical analysis techniques of this fan noise may imply. Here, psychoacoustic or sound quality metrics, may be a more applicable analysis tool as it provides the quantification of these qualitative human impressions. The present study investigates the validity of using several psychoacoustic metrics for the analysis of fan cooled computer graphics card noise. Using experimentally measured fan noise from three different cooling fan designs, a sound quality analysis was performed using loudness, sharpness, roughness, fluctuation strength, prominent tone and articulation index. A discussion and comparison of measured results using traditional analysis techniques is also included. It was found that some of the metrics proved more useful than others as an analysis tool for this specific noise source. A discussion of the applicability of the various sound quality metrics along with justifications is presented.
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Lobaz, Petr. "Computer generated holography for computer graphics." In 2011 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON 2011). IEEE, 2011. http://dx.doi.org/10.1109/3dtv.2011.5877153.

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Xu, Jie, Craig S. Kaplan, and Xiaofeng Mi. "Computer-Generated Papercutting." In 15th Pacific Conference on Computer Graphics and Applications (PG'07). IEEE, 2007. http://dx.doi.org/10.1109/pg.2007.10.

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A. Alsammarraie, Omar, Qusay H. Al-Salami, and Noor Q. Al-Salami. "Transforming Coordinate Function Points into 2D or 3D Graphics: An Algorithmic Approach." In 5TH INTERNATIONAL CONFERENCE ON COMMUNICATION ENGINEERING AND COMPUTER SCIENCE (CIC-COCOS'24). Cihan University-Erbil, 2024. http://dx.doi.org/10.24086/cocos2024/paper.1562.

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Our research demonstrates the process of converting paper graphs into corresponding coordinates on a computer screen, whether in two-dimensional or three-dimensional form, through simplified mathematical equations. These equations are designed to enable users to comprehend their structure and develop their own code, avoiding reliance on ambiguous pre-built programs. To accomplish this, the initial phase involved understanding graph reading and interpretation methods through an extensive literature review. The process of transforming coordinate function points into 2D or 3D graphics involves several essential stages (Function Definition; Point Generation; Coordinate Transformation; Projection (for 3D Graphics); Rendering). In 3D graphics, converting a 3D point to a 2D perspective projection is crucial for rendering realistic scenes on a 2D screen. This conversion creates the illusion of depth and distance in computer-generated images. The research presented here offers a solution to the challenge of converting two- and three-dimensional coordinates in diverse fields of computer graphics. It provides students with a straightforward method to comprehend and manage these transformations.
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Wu, Ruoyu, Xiaolong Li, and Bin Yang. "Identifying computer generated graphics VIA histogram features." In 2011 18th IEEE International Conference on Image Processing (ICIP 2011). IEEE, 2011. http://dx.doi.org/10.1109/icip.2011.6115849.

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Reports on the topic "Computer-generated graphic"

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Berney, Ernest, Andrew Ward, and Dustin Brown. Enhanced Route Reconnaissance—Generation 1. Engineer Research and Development Center (U.S.), 2025. https://doi.org/10.21079/11681/49799.

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The movement of soldiers and materiel across battlespace is critical to a successful military operation. Knowledge of the road network condition ensures safe and successful vehicle maneuver. This research focused on remote assessment of poor-quality paved road networks for vehicle maneuver using data products derived from three-dimensional point clouds. Point clouds were generated from lidar sensors deployed from ground and airborne platforms to enable engineering analysis of the pavement surface. A series of algorithms developed to extract roughness, grade, radius of curvature, and width along the road network ensured storage of information for graphical display. A vehicle speed lookup table was calculated by conducting computer simulations using the NATO Reference Mobility Model over a range of road parameters. The lookup table enabled determination of the maximum allowable speed for a given vehicle type associated with the extracted road parameters. A graphical interface, developed for displaying the percentage speed reduction as either red, amber, or green squares along the road network, provided visual assessments of road condition. This report summarizes developing a software suite to calculate and visualize speed reduction over a road network as a function of route geometry, condition, and vehicle type. The interface developed can aid in critical logistical decisions that influence the success of military maneuver operations.
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