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

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1

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 w
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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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4

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 ups
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5

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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6

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 technique
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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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8

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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9

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 in
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10

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 consequen
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11

Anderson, Dustin Robert. "Two-Dimensional Computer-Generated Ornamentation Using a User-Driven Global Planning Strategy." DigitalCommons@CalPoly, 2008. https://digitalcommons.calpoly.edu/theses/15.

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Hand drawn ornamentation, such as floral or geometric patterns, is a tedious and time consuming task that requires much skill and training in ornamental design principles and aesthetics. Ornamental drawings both historically and presently play critical roles in all things from art to architecture; however, little work has been done in exploring their algorithmic and interactive generation. The field of computer graphics offers many algorithmic possibilities for assisting an artist in creating two-dimensional ornamental art. When computers handle the repetition and overall structure of ornament
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12

Obert, Juraj. "REAL-TIME CINEMATIC DESIGN OF VISUAL ASPECTS IN COMPUTER-GENERATED IMAGES." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4282.

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Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repe
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13

Baker, Patti R. "Computer generated animation in the classroom : teachers' perceptions of instructional uses and curricular impact /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487265555439694.

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14

Anderson, Dustin Robert Wood Zoë Justine. "Two-dimensional computer-generated ornamentation using a user-driven global planning strategy : a thesis /." [San Luis Obispo, Calif. : California Polytechnic State University], 2008. http://digitalcommons.calpoly.edu/theses/15/.

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Thesis (M.S.)--California Polytechnic State University, 2008.<br>Major professor: Zoë Wood, Ph.D. "Presented to the faculty of California Polytechnic State University, San Luis Obispo." "In partial fulfillment of the requirements for the degree [of] Master of Science in Computer Science." Submitted June 11, 2008. Includes bibliographical references (leaves 77-79). Also available online. Also available on microfiche (1 sheet).
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15

Tan, Adrian Hadipriono. "A Computer-Generated Model of the Construction of the Roman Colosseum." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354683991.

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16

Cooper, C., and n/a. "Space subdivision and distributed databases in a multiprocessor raytracer." University of Canberra. Information Sciences & Engineering, 1991. http://erl.canberra.edu.au./public/adt-AUC20060629.145540.

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This thesis deals with computer generated images. The thesis begins with an overview of a generalised computer graphics system, including a brief survey of typical methods for generating photorealistic images. One such technique, ray tracing, is used as the basis for the work which follows. The overview section concludes with a statement of the aim which is to: Investigate the effective use of available processing power and effective utilisation of available memory by implementing a ray tracing programme which uses space subdivision, multiple processors and a distributed world model database.
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17

Zama, Ramirez Pierluigi. "Estimation of depth and semantics by a CNN trained on computer-generated and real data." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12921/.

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La “stima” o “estrazione” della profondità si riferisce ad un gruppo di tecniche che puntano ad ottenere una rappresentazione della struttura tridimensionale della scena, a partire da immagini bidimensionali. In altre parole, si ricerca la distanza dalla telecamera, per ogni punto appartenente alla scena vista. Con “segmentazione semantica” invece si intende l’insieme delle tecniche che come obbiettivo hanno la suddivisione dell’immagine in gruppi, dove ogni gruppo è composto da elementi della stessa classe. La tesi proposta punta ad affrontare in maniera congiunta le due questioni sopra citat
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18

Jackson, Linda A. "A training module for the integration of text, scanned graphics, and computer-generated artwork into a page layout program on a Macintosh design system /." Online version of thesis, 1990. http://hdl.handle.net/1850/11158.

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19

Tracy, Judd. "AN APPROACH FOR COMPUTING INTERVISIBILITY USING GRAPHICAL PROCESSING U." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2505.

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In large scale entity-level military force-on-force simulations it is essential to know when one entity can visibly see another entity. This visibility determination plays an important role in the simulation and can affect the outcome of the simulation. When virtual Computer Generated Forces (CGF) are introduced into the simulation these intervisibilities must now be calculated by the virtual entities on the battlefield. But as the simulation size increases so does the complexity of calculating visibility between entities. This thesis presents an algorithm for performing these visibility calcu
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20

Lorins, Peterson Marthen. "A Comparative Analysis Between Context-Based Reasoning (CxBR) and Contextual Graphs (CxGs)." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2302.

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Context-based Reasoning (CxBR) and Contextual Graphs (CxGs) involve the modeling of human behavior in autonomous and decision-support situations in which optimal human decision-making is of utmost importance. Both formalisms use the notion of contexts to allow the implementation of intelligent agents equipped with a context sensitive knowledge base. However, CxBR uses a set of discrete contexts, implying that models created using CxBR operate within one context at a given time interval. CxGs use a continuous context-based representation for a given problem-solving scenario for decision-support
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21

Larsson, Markus, and David Ångström. "A Performance Comparison of Auto-Generated GraphQL Server Implementations." Thesis, Linköpings universitet, Tekniska fakulteten, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170825.

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As databases and traffic over the internet is becoming larger by the day, the performance of sending information has become a target of great importance. In past years, other software architectural styles such as REST have been used as it is a reliable framework and works really well when one has a dependable internet connection. In 2015, the querying language GraphQL was released by Facebook to the public as an alternative to REST. GraphQL made improvements in fetching data by for example removing the possibility of under- and overfitting. This means that a client only gets the data which the
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22

Welker, Cécile. "La fabrique des "nouvelles images" : l’émergence des images de synthèse en France dans la création audiovisuelle (1968-1989)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA116/document.

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Entre la première thèse en informatique graphique (soutenue en 1968) et la première publicité entièrement synthétique diffusée à la télévision (en 1983), les images de synthèse se transforment en “nouvelles images”. Il ne s’agit pas d’évaluer ces prétendues images nouvelles en fonction de leurs qualités distinctives de rupture ou de continuité que l’expression a tendance à appeler, mais d’étudier leur mode de production et de représentation afin de déterminer ce qu’elles montrent des techniques employées, et les imaginaires que ces dernières véhiculent au moment d’émergence de l’image numériqu
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23

Russ, Ricardo. "Service Level Achievments - Test Data for Optimal Service Selection." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50538.

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This bachelor’s thesis was written in the context of a joint research group, which developed a framework for finding and providing the best-fit web service for a user. The problem of the research group lays in testing their developed framework sufficiently. The framework can either be tested with test data produced by real web services which costs money or by generated test data based on a simulation of web service behavior. The second attempt has been developed within this scientific paper in the form of a test data generator. The generator simulates a web service request by defining internal
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24

Tan, Enhua. "Spam Analysis and Detection for User Generated Content in Online Social Networks." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1365520334.

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25

Ysasi, Alonso Alejandro. "La obra gráfica de Pedro Quetglas “Xam” (1915-2001): la riqueza de un patrimonio." Doctoral thesis, Universitat de les Illes Balears, 2014. http://hdl.handle.net/10803/284394.

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És una investigació, anàlisis, i aproximació a l’obra gràfica de l’artista mallorquí, del segle XX, Pere Quetglas, conegut pel pseudònim de “Xam”. La seva activitat s'ha sistematitzat sobre la base la biografia, tècniques treballades i el seu entorn. Xam, es va exercitar en la caricatura, el dibuix, el cartell, el gravat xilogràfic, la pintura, els monotips, la serigrafia i en el gravat calcogràfic. Del conjunt de tota la seva producció l’autor se centra en l'obra gràfica produïda a partir de 1944, quan pot datar-se la seva primera xilografia, i la seva defunció, l’any 2001, en el qual realit
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Kuo, Li-Chieh, and 郭立傑. "A Computer-generated Hologram Using 3D Graphic Model." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/60777404946283776883.

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碩士<br>國立臺北大學<br>電機工程研究所<br>97<br>For generating holograms from 3D computer graphic (CG) models composed of non-parallel 2D polygons, a computational method conveying from tilted object planes to the hologram based on the modified Fresnel-Kirchhoff diffraction formula is proposed and demonstrated. The modified Fresnel-Kirchhoff diffraction formula with tilted plane can be numerically implemented using the Fresnel transformed approach. The experimental results show that the hologram generated by the proposed approach can reconstruct 3D image with correct depth cues and suffers less sampling rest
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Marshall, Bronwyn Gillian. "Computer generated lighting techniques: the study of mood in an interior visualisation." Thesis, 2009. http://hdl.handle.net/10539/7300.

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Abstract The report investigates computer generated (CG) lighting techniques with a focus on the rendering of interior architectural visualisations. With rapid advancements in CG technology, the demand and expectation for greater photorealism in visualisations are increasing. The tools to achieve this are widely available and fairly easy to apply; however, renderings on a local scale are still displaying functionality and lack visual appeal. The research discusses how design principles and aesthetics can be used effectively to create visual interest and display mood in the visualisat
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Griffin, Christopher Corey. "Automated Vehicle Articulation and Animation: A Maxscript Approach." 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-12-8857.

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This thesis presents an efficient, animation production-centric solution to the articulation and animation of computer generated automobiles for creating animations with a high degree of believability. The thesis has two main foci which include an automated and customizable articulation system for automobile models and a vehicle animation system that utilizes minimal simulation techniques. The primary contribution of this thesis is the definition of a computer graphics animation software program that utilizes simulation and key-frame methods for defining vehicle motion. There is an emphasis on
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Losure, Michael Robert. "A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3080.

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This thesis describes the development of a system for the procedural generation and painterly rendering of trees. Specifically, the rendered trees are modeled after those found in the oil landscape paintings of 19th century French painter Camille Corot. The rendering system, which is a combination of MEL-scripted Maya tools and Renderman shaders, facilitates the creation of still images that look convincingly painterly, as well as 3D animations with temporal coherence. Brush stroke properties are animated based on distance from the camera, so that traditional painting techniques for representi
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