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Dissertations / Theses on the topic 'Computer generated images'

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1

Evans, Steven R. "The pixel generator : a VLSI device for computer generated images." Thesis, University of Sussex, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.332912.

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2

Strassmann, Steven Henry. "Hairy brushes in computer-generated images." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/78948.

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3

Quan, Weize. "Detection of computer-generated images via deep learning." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALT076.

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Avec les progrès des outils logiciels d'édition et de génération d'images, il est devenu plus facile de falsifier le contenu des images ou de créer de nouvelles images, même pour les novices. Ces images générées, telles que l'image de rendu photoréaliste et l'image colorisée, ont un réalisme visuel de haute qualité et peuvent potentiellement menacer de nombreuses applications importantes. Par exemple, les services judiciaires doivent vérifier que les images ne sont pas produites par la technologie de rendu infographique, les images colorisées peuvent amener les systèmes de reconnaissance / sur
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Bassanino, May Nahab. "The perception of computer generated architectural images." Thesis, University of Liverpool, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367240.

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5

Beale, Gareth. "Representing Roman statuary using computer generated images." Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/375493/.

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This thesis explores the potential of computer graphics as a means of producing hypothetical visual reconstructions of a painted statue of a young woman discovered at Herculaneum in 2006 (inv. 4433/87021). The visualisations incorporate accurate representation of experimentally derived data using physically accurate rendering techniques. The statue is reconstructed according to a range of different hypotheses and is visualised within a selection of architectural contexts. The work presented here constitutes both a technical and theoretical innovation for archaeological research. The methodolog
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Cartwright, Paul. "Realisation of computer generated integral three dimensional images." Thesis, De Montfort University, 2000. http://hdl.handle.net/2086/13289.

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Payne, Doug. "Simulating perceived 3D images replayed by computer generated holograms." Thesis, Heriot-Watt University, 2004. http://hdl.handle.net/10399/355.

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8

Rosenzweig, Elizabeth. "A personal color proofing system for computer generated images." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/77304.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1985.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.<br>Includes bibliographical references (leaves 71-73).<br>Just as the invention of photography challenged the world's visual literacy at the turn of the century, so has computer graphics begun to reshape visual communication. Although still in its infancy, recently developed tools for visual communication have made computer graphics and electronic imaging accessible to a much larger number of artists and other professionals. The use of these systems has emp
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Youssef, Osama Hassan. "Acceleration techniques for photo realistic computer generated integral images." Thesis, De Montfort University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.699807.

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10

Oglesby, Corliss Deionn. "The New Frontier of Advertising: Computer-Generated Images as Influencers." UNF Digital Commons, 2019. https://digitalcommons.unf.edu/etd/861.

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The use of computer-generated images as influencers of consumer opinions and behavior is an emerging advertising strategy. This research investigates the advantages and disadvantages of using computer-generated images (CGI) as influencers of human behavior from the perspective of promoting a brand. The power of electronic word of mouth (social media) and how it is incorporated in computer-generated images used as influencers is discussed as a major factor in consumer decision making. The social media account content of computer-generated images was analyzed by conducting a frame analysis to di
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11

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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12

Napleton, Steven. "The technological and aesthetic impact of computer-generated images on the Hollywood cinema." Thesis, University of East London, 2000. http://roar.uel.ac.uk/1296/.

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The cinema, as originally an analogue apparatus of representation, has a particularly complex and contradictory relationship to the incursion of new digital practices and potentialities. This thesis examines this relationship through a study of the impact of computer-generated images (CGI) on the Hollywood mode of production, and on its visual and narrative filmic codes. Computer animation is unquestionably a technology of digital simulation, and its initial presence is necessarily based on an aesthetics of simulation, visually separating, and diegetically demarcating, the digital image as vir
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Ericson, Anton. "Object Recognition Using Digitally Generated Images as Training Data." Thesis, Uppsala universitet, Bildanalys och människa-datorinteraktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-200158.

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Object recognition is a much studied computer vision problem, where the task is to find a given object in an image. This Master Thesis aims at doing a MATLAB implementation of an object recognition algorithm that finds three kinds of objects in images: electrical outlets, light switches and wall mounted air-conditioning controls. Visually, these three objects are quite similar and the aim is to be able to locate these objects in an image, as well as being able to distinguish them from one another. The object recognition was accomplished using Histogram of Oriented Gradients (HOG). During the t
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Goss, Keith Michael. "Multi-dimensional polygon-based rendering for motion blur and depth of field." Thesis, Brunel University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.294033.

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15

Enström, Olof. "Authentication Using Deep Learning on User Generated Mouse Movement Images." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74203.

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Continuous authentication using behavioral biometrics can provide an additional layer of protection against online account hijacking and fraud. Mouse dynamics classification is the concept of determining the authenticity of a user through the use of machine learning algorithms on mouse movement data. This thesis investigates the viability of state of the art deep learning technologies in mouse dynamics classification by designing convolutional neural network classifiers taking mouse movement images as input. For purposes of comparison, classifiers using the random forest algorithm and engineer
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Barr, Christopher. "Knee kinematics of total knee replacement patients : pre and post operative analysis using computer generated images." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=24363.

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Introduction: Osteoarthritis (OA) is one of the leading causes of disability, and the knee is the most commonly affected joint in the body. The last resort for treatment of knee OA is Total Knee Replacement (TKR) surgery. Despite numerous advances in prosthetic design, patients do not reach normal function after surgery. Current surgical decisions are made on 2D radiographs and patient interviews. Aims: The aim of this study was to compare knee kinematics pre and post TKR surgery using computer animated images of patient specific models under every day conditions. Methods: 7 subjects were recr
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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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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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Diffner, Fredrik, and Hovig Manjikian. "Training a Neural Network using Synthetically Generated Data." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280334.

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A major challenge in training machine learning models is the gathering and labeling of a sufficiently large training data set. A common solution is the use of synthetically generated data set to expand or replace a real data set. This paper examines the performance of a machine learning model trained on synthetic data set versus the same model trained on real data. This approach was applied to the problem of character recognition using a machine learning model that implements convolutional neural networks. A synthetic data set of 1’240’000 images and two real data sets, Char74k and ICDAR 2003,
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Lundberg, Annika. "Web designers, don’t be afraid to use low-quality images in e-retail, unless you want to impress users : Purchase intent and attitudes on product listing pages with varying product image quality." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178217.

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Internet usage is increasing every year, and so do the different online activities on the internet. Online shopping is one of the most popular activities on the internet and is continuing to grow. This study investigated if visual information influences consumer behaviour on e-retail websites when shown together with non-imagery information. The study also looks at whether or not the visual information that is being presented is a factor for consumers behaviour, and if the quality of the image matters in purchase intent. Another point of view in this study was whether or not imagery informatio
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Scott, T. D. "Adaptive network rendering in computer generated imagery." Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.390861.

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22

Evemy, Jeffrey Dennis. "Real-time computer generated imagery using stream processing techniques." Thesis, University of Southampton, 1989. https://eprints.soton.ac.uk/411148/.

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23

Stewart, Marilyn Galvin. "The computer-generated image : an analysis for art education pedagogy /." The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487595712158337.

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Graham, Athelia. "The Effects of Homography on Computer-generated High Frequency Word Lists." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2692.pdf.

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25

Galvão, E?ika César. "Towards a framework for critically understanding computer generated imagery /." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487867541731077.

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26

Buckley, Edward. "Computer-generated holograms for real-time image display and sensor applications." Thesis, University of Cambridge, 2007. https://www.repository.cam.ac.uk/handle/1810/284064.

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Presenting visual information holographically would have a number of significant advantages over conventional video projection techniques, not least extremely high efficiency and the potential for miniaturisation. However, until now, two-dimensional projection using binary phase computer-generated holograms has been affected by critical limitations imposed both by the computational complexity of the hologram-generated algorithms required, and by the poor quality of images produced by the binary holograms they generate. To address these twin deficiencies, a novel technique and methodology for h
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27

Jukes, Alexander P. "3-D computer generated animation and the material plane : an investigation of the material qualities of 3-D computer generated animation and relations to space and form." Thesis, Royal College of Art, 2017. http://researchonline.rca.ac.uk/2845/.

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This research considers the production and presentation of 3-D CGI animation where the intention is to explore the potential of this mode of practice as material. Through a practical and theoretical study, this research project outlines the proposal that within the context of 3-D CGI animation there exists a property that can be regarded as unique, or deemed as an essential quality, which in turn can be defined as material. The research refers directly to work developed by Structural/Materialist filmmakers and artists working in the 1960s and 1970s whose investigation into process and material
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Follain, Éric. "Le centre monumental romain d'Appolonia d'Illyrie : images de synthèse et restitutions archéologiques." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO20005.

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Colonie grecque, Apollonia d’Illyrie (Albanie), a connu à l’époque romaine des phases de construction et d’aménagement importantes. En témoigne le centre monumental qui a fait l’objet de fouilles et de dégagements sous la direction du français Léon Rey au début du XXe siècle. Après la seconde guerre mondiale, les équipes albanaises ont poursuivi les recherches archéologiques et ont réalisé les restaurations et les présentations actuelles. Le centre monumental est organisé autour de deux édifices principaux, l’odéon et le monument des agonothètes. Ces lieux d’assemblée attestent du caractère pu
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DeLuna, Ruben. "Integrating 3D and 2D computer generated imagery for the comics medium." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1568.

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Advances in 3D computer technology have led to aesthetic experimentation within the comics medium. Comic creators have produced comic books done entirely with 3D models that are then assembled digitally for the printed page. However, in using these 3D objects in a comic format, the creators have developed art styles that do not adhere to the paradigms established by this traditionally 2D medium. More successful results can be achieved by integrating 3D computer generated imagery with traditional 2D imagery, rather than replacing it. This thesis develops a method of combining rendered 3D models
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Li, Guo. "Neural network for optimization of binary computer-generated hologram with printing model /." Online version of thesis, 1995. http://hdl.handle.net/1850/12234.

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Leinonen, Emmi. "Copyright implications of computer-generated imagery using the likeness of real people." Thesis, Uppsala universitet, Juridiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413343.

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The Universal Declaration of Human Rights article 27 shows that copyright law has two functions. ‘everyone has the right freely to participate in the cultural life of the community, to enjoy the arts and to share in scientific advancement and its benefits. Everyone has right to protection of the moral and material interests resulting from any scientific, literary or artistic production of which he is the author.’[1]  These functions are supporting cultural aspects on society and give a prior right to holder of the copyright to secure and use the work. On the other hand, copyright secures the p
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Franceschetto, Giovanni <1996&gt. "COMPUTER GENERATED IMAGERY INFLUENCERS AS A MARKETING TOOL: A STUDY OF LIL MIQUELA." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18063.

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This work analyses the communication tools that firms can implement to deliver their products and services. In particular, it deals with the Marketing Influence Practice. It attempts to address specifically the use of social networks by companies to promote their items by relying on innovative figures that characterize a more and more popular trend: the Computer Generated Imagine (CGI) influencers. After providing a general overview of the evolution of the marketplace and how these personalities, even being not real, influence consumers’ choices, the work studies one of the currently most popu
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Muller, Thomas. "Synthèse d’image iso-photographique pour la conception de l’apparence assistée par ordinateur." Electronic Thesis or Diss., Paris, CNAM, 2021. http://www.theses.fr/2021CNAM1289.

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La notion de « Conception de l’Apparence Assistée par Ordinateur » (CA²O), apparue `a la fin des années 90, est une branche de la CAO traitant plus spécifiquement de l’aspect des matériaux. La CA²O pourrait être un outil déterminant pour la prise de décision lors des phases de conception des produits manufacturés. Pourtant, alors que de nos jours la maquette numérique a presque totalement supplanté la maquette physique en ce qui concerne le choix de la forme, la détermination des couleurs et des matières passe encore essentiellement par la réalisation d’un ou plusieurs prototypes réels. Ce tra
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Hoffmann, Tammy Coral. "Development and evaluation of a computer-generated individualised written education package for patients following stroke and their carers /." [St. Lucia, Qld.], 2005. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18924.pdf.

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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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Cutler, Barbara M. (Barbara Mary) 1975. "Aggregating building fragments generated from geo-referenced imagery into urban models." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80525.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.<br>Includes bibliographical references (p. 113-115).<br>Barbara M. Cutler.<br>M.Eng.
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Hazey, Michael A. "Sensitivity comparison evaluation of computer-generated three dimensional surface topography to conventional maxillofacial radiographic imagery." Morgantown, W. Va. : [West Virginia University Libraries], 2006. https://eidr.wvu.edu/etd/documentdata.eTD?documentid=4481.

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Thesis (M.S.)--West Virginia University, 2006.<br>Title from document title page. Document formatted into pages; contains x, 220 p. : ill. (some col.). Vita. Includes abstract. Includes bibliographical references (p. 69-74).
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Quan, Wei. "3-D facial expression representation using statistical shape models." Thesis, University of Central Lancashire, 2009. http://clok.uclan.ac.uk/21147/.

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Facial expressions are visible signs of person's affective state, cognitive activity and personality. Automatic recognition of facial expressions is an important component for a wide spectrum of applications including human-computer interfaces, video conferencing, augmented reality and human activity monitoring to mention a few. Facial expression representation is an essential part in the automatic recognition of facial expressions. It is concerned with finding distinguishable features that can be utilised for representing different facial expressions without constraints of age, ethnicity or g
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Mahal, Bhopinder Singh. "The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery." Thesis, Heriot-Watt University, 2010. http://hdl.handle.net/10399/2359.

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Despite the resources devoted to computer graphics technology over the last 40 years, there is still a need to increase the realism with which flexible materials are simulated. However, to date reported methods are restricted in their application by their use of two-dimensional structures and implicit integration methods that lend themselves to modelling cloth-like sheets but not stiffer, thicker materials in which bending moments play a significant role. This thesis presents a real-time, computationally efficient environment for simulations of sheet materials. The approach described differs f
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Liu, Xindi. "The Ashes and the Portal: An immersive stereoscopic experience on Cyclorama." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/92801.

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the Ashes and the Portal is an immersive stereoscopic animated short capturing the burned library after a fire disaster at Mzuzu University, Malawi, Africa, and it also witnesses the new design of the library from Virginia Tech architecture students. This animated short recreates the burned library and presents the new library design with photo-real image sequences which can immersively bring the audiences onto the site. The Ashes and the Portal utilizes the Cyclorama system, which is a 32 feet diameter and 16 feet tall cylindrical screen with four projectors that can display visual content. T
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Su, Dan. "Target-Dominant Chinese-English Machine Translation." Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd609.pdf.

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Linné, Andreas. "Evaluating the Impact of V-Ray Rendering Engine Settings on Perceived Visual Quality and Render Time : A Perceptual Study." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19161.

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Background. In computer graphics, it can be a time-consuming process to render photorealistic images. This rendering process, called “physically based rendering” uses complex algorithms to calculate the behavior of light. Fortunately, most renderers offer the possibility to alter the render-settings, allowing for a decrease in render time, but this usually comes at the cost of a lower quality image. Objectives. This study aims to identify what setting has the highest impact on the rendering process in the V-Ray renderer. It also examines if a perceived difference can be seen when reducing this s
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Lohmeyer, Edwin Lloyd McGuy. "FROM CELLULOID REALITIES TO BINARY DREAMSCAPES: CINEMA AND PERCEPTUAL EXPERIENCE IN THE AGE OF DIGITAL IMMERSION." UKnowledge, 2012. http://uknowledge.uky.edu/art_etds/2.

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Technologies in digital cinema are quickly changing the way contemporary filmmakers create films and how audiences currently perceive them. As we move onward into the digital turn, it becomes ever more apparent that the medium of film has been emancipated from its dependence on the photograph. Directors are no longer required to capture the objectively real as it sits before the photographic lens, but can essentially construct it via groundbreaking advancements in computer-generated imagery, motion capture technology, and digital 3D camera systems and display technologies. Since the origins of
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Siqueira, Paula Monteiro. "Cinema digital e educação: novas formas de percepção estética no século XXI." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/2752.

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Made available in DSpace on 2016-06-02T19:39:53Z (GMT). No. of bitstreams: 1 6587.pdf: 1812199 bytes, checksum: 1dabca73767edd87c867bdd4e17ab882 (MD5) Previous issue date: 2015-02-27<br>The art goes through transformations on elapse of time, as do the resources and techniques used to produce it, and it s transformed as well as the predominant medium of communication alleged experience mediation. At the beginning of the 20th century Benjamin identified this process and analysed its effects, particularly through movies (BENJAMIN, 1987) and nowadays, with digital movie development, we observe s
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Swan, Richard Heywood. "Deriving Operational Principles for the Design of Engaging Learning Experiences." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2573.pdf.

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Berglöf, Olle, and Adam Jacobs. "Effects of Transfer Learning on Data Augmentation with Generative Adversarial Networks." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259485.

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Data augmentation is a technique that acquires more training data by augmenting available samples, where the training data is used to fit model parameters. Data augmentation is utilized due to a shortage of training data in certain domains and to reduce overfitting. Augmenting a training dataset for image classification with a Generative Adversarial Network (GAN) has been shown to increase classification accuracy. This report investigates if transfer learning within a GAN can further increase classification accuracy when utilizing the augmented training dataset. The method section describes a
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Critchfield, Brian L. "Statistical Methods For Kinetic Modeling Of Fischer Tropsch Synthesis On A Supported Iron Catalyst." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1670.pdf.

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Barber, Cody. "The Virtual Steamroller: How CGI Paved the Way for 3D's Comeback." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1323194803.

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Matulík, Martin. "Modelování a animace biologických struktur." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-377662.

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Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discusse
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Louis, Clare. "A study of how the technological advancements in capturing believable facial emotion in Computer Generated (CG) characters in film has facilitated crossing the uncanny valley." Thesis, 2014. http://hdl.handle.net/10539/15791.

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A Research Report submitted in partial fulfilment of the requirement for the Degree of Masters of Arts in Digital Animation at the University of the Witwatersrand (School of Digital Arts) Johannesburg, South Africa<br>In recent years, the quest for capturing authentic emotion convincingly in computer generated (CG) characters to assist exceedingly complex narrative expressions in modern cinema has intensified. Conveying human emotion in a digital human-like character is widely accepted to be the most challenging and elusive task for even the most skilled animators. Contemporary filmmakers
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