Academic literature on the topic 'Computer grafica'
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Journal articles on the topic "Computer grafica"
Tena Parera, Daniel. "Diseño gráfico, grafica y symposium grafica." grafica 9, no. 17 (January 3, 2020): 05–10. http://dx.doi.org/10.5565/rev/grafica.203.
Full textTena Parera, Daniel. "lenguaje inclusivo en grafica." grafica 10, no. 20 (July 25, 2022): 85–89. http://dx.doi.org/10.5565/rev/grafica.265.
Full textTena, Daniel. "Gris es un color bonito." grafica 10, no. 19 (January 12, 2022): 05–09. http://dx.doi.org/10.5565/rev/grafica.236.
Full textTena Parera, Daniel. "Acerca del diseño metodológico." grafica 11, no. 21 (January 12, 2023): 05–08. http://dx.doi.org/10.5565/rev/grafica.277.
Full textVaccarella, Corrado. "Studio progettuale e metrologico delle basiliche forensi di Saepinum e Bilbilis." Salduie, no. 13-14 (December 31, 2014): 315–26. http://dx.doi.org/10.26754/ojs_salduie/sald.201413-146667.
Full textTena Parera, Daniel. "Palabras clave apropiadas." grafica 9, no. 18 (July 22, 2021): 71–76. http://dx.doi.org/10.5565/rev/grafica.229.
Full textBisbe, Joana. "Identificando el factor de estrés en la educación en diseño." grafica 10, no. 20 (July 25, 2022): 105–12. http://dx.doi.org/10.5565/rev/grafica.216.
Full textFreixas Conde, Laura. "Organic Matters, plataforma local de materia orgánica sobrante." grafica 10, no. 20 (July 25, 2022): 129–37. http://dx.doi.org/10.5565/rev/grafica.218.
Full textGutiérrez, Margarita Gutiérrez. "El Marketing, el Greenwashing y su influencia en el Brand Equity. Caso de Estudio: Colombia." grafica 9, no. 18 (July 22, 2021): 135–47. http://dx.doi.org/10.5565/rev/grafica.185.
Full textBonales Daimiel, Gema, Luis Mañas Viniegra, and Isidro Jiménez Gómez. "El impacto del flat design en el reconocimiento de marcas automovilísticas." grafica 9, no. 18 (July 22, 2021): 105–13. http://dx.doi.org/10.5565/rev/grafica.205.
Full textDissertations / Theses on the topic "Computer grafica"
Zambruno, Simone <1979>. "La Computer Grafica nello studio del patrimonio culturale. Teorie, metodi, case studies, prospettive." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amsdottorato.unibo.it/8598/1/tesi_zambruno_.pdf.
Full textTo understand the advantages that the 3D models bring to Humanities, but also the risks connected to their use, we need to analyze the communication rules that supervise the transmission of information and, subsequently, investigate how the theory has been translated into practice, in some of the most significant international case studies. A wide debate has led to the preparation of increasingly detailed documents regarding the correct use of 3D models. This process has culminated with the London Charter, a milestone for Computer Graphics users, whose specificities will be analyzed in relation to their application in the considered case studies. We will then investigate the area in which the Computer Graphics products for Humanities are used, the museums, to which are associated those places that have similar purposes: study, conservation, exposure and communication, places that more and more often host multimedia installations. A specific section is dedicated to virtual museums that, in some cases, have become a real social phenomenon, even if ephemeral. The technological reception by the "museums" will then be outlined, and so the satisfaction that derives from people’s expectations. Finally, will be analyzed the ministerial programs that attempted to incorporate European trends and indications about the importance of technology for the growth of citizens' awareness. Finally, an attempt was made to extend the analysis to possible future developments: how is it possible to improve multimedia? What are the possible progress related to its creation and use? Finally, what are the new professional profiles to which these two aspects will have to be entrusted?
Goes, Fernando Ferrari de. "Analise espectral de superficies e aplicações em computação grafica." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275916.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-14T02:23:56Z (GMT). No. of bitstreams: 1 Goes_FernandoFerraride_M.pdf: 31957234 bytes, checksum: c369081bcbbb5f360184a1f8467839ea (MD5) Previous issue date: 2009
Resumo: Em computação gráfica, diversos problemas consistem na análise e manipulação da geometria de superfícies. O operador Laplace-Beltrami apresenta autovalores e autofunções que caracterizam a geometria de variedades, proporcionando poderosas ferramentas para o processamento geométrico. Nesta dissertação, revisamos as propriedades espectrais do operador Laplace-Beltrami e propomos sua aplicação em computação gráfica. Em especial, introduzimos novas abordagens para os problemas de segmentação semântica e geração de atlas em superfícies
Abstract: Many applications in computer graphics consist of the analysis and manipulation of the geometry of surfaces. The Laplace-Beltrami operator presents eigenvalues and eigenfuncitons which caracterize the geometry of manifolds, supporting powerful tools for geometry processing. In this dissertation, we revisit the spectral properties of the Laplace-Beltrami operator and apply them in computer graphics. In particular, we introduce new approaches for the problems of semantic segmentation and atlas generation on surfaces
Mestrado
Computação Grafica
Mestre em Ciência da Computação
Cohen, Marcelo. "Estudo e experimentação de animação baseada em comportamento." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1996. http://hdl.handle.net/10183/23097.
Full textThe description of modeled animation had always been a research subject in Computer Graphics. To make the movement description easier, some methods then have appeared: keyframing, algorythmic animation, physically-based, based in object distortion, based in behavior description, among others. This work presents a new approach to obtain computer animation, specifically, behavioral modelled animation, where the main idea is that the user shouldn't have total control about all actors' actions, but only a notion on how the sequence should look like. This approach was developed from a study of the present research in behavioral animation, trying to recognize the good points of each method and join them in a single approach. The following methods were studied: predefined paths, sensor-effector, behavior rules, genetic algorithms and relations. In the sense to ease at the most this specification, another goal showed up: the creation of a prototype, which should have a graphical interface, looking for the automatization and simplification of the needed operations for sequence definition. The development of this prototype served as a means to validate the new approach, proving that it can be used for the creation of animated sequences, with some limitations imposed by its own features. The prototype allows the definition of animations in a fully interactive way, easing behavior description and actor manipulation in a scene. There is a preview function, to watch animations quickly and easily. Also are provided functions for saving individual frames.
Flückiger, Barbara. "Visual Effects : Filmbilder aus dem Computer /." Marburg : Schüren, 2008. http://www.gbv.de/dms/weimar/toc/529501759_toc.pdf.
Full textMongitore, Marco. "Progetto e sviluppo di una interfaccia grafica e di software per la segmentazione di bio-immagini." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13253/.
Full textDapper, Fábio. "Planejamento de movimento para pedestres utilizando campos potenciais." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/12219.
Full textThe simulation of pedestrians represented as virtual humans in a synthetic world is of great interest in areas as cinema, architecture and games. This activity can be defined as navigation in virtual environments and involves mainly the specification of the environment, the definition of the agent’s initial position as well as its target position in the world (also called goal). By setting these parameters, a motion planning algorithm, or a path-planning algorithm in particular can be used to find a trajectory to be followed by it. However, in a real world, if we consider several persons (all in the same initial position) trying to reach the same target position, each individual path followed will be different. That is, for the same task, the strategy used by each person to reach their goal will depend on their physical constitution (body type), personality, mood and reasoning. Taking these questions into consideration, this work presents a study about motion planning for pedestrians. As a practical result, a planner which supplies smooth and varied trajectories was developed. The trajectories are also depending on the individual characteristics of each agent, which can be dynamically changed. The method adopted is based on the use of potential fields generated by numerical solutions of boundary value problems involving the equation of Laplace (harmonic functions) and the problem of Sturm- Liouville. Potential fields generated in this manner produce smooth and local minima free trajectories. The behavior of each agent is determined by the alteration of its individual potential field which is generated to each step of the simulation. Thus, it is possible to dynamically modify the standard of the trajectory and at the same time to prevent collisions with mobile obstacles (other agents in the simulation). On the other hand, the produced behaviors can be used isolatedly or combined in complex moves. Therefore, it is possible to use a function that defines a trajectory. It is also possible to quantify a detour to the left or to the right when the agent sights an obstacle ahead. The implementation of the method, including speed control techniques and agent’s orientation, and situations like simulation of behaviors in corridors or open regions, will be presented and argued.
Silveira, Renato. "Planejamento de movimento para grupos utilizando campos potenciais." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/117775.
Full textThe motion simulation of the movement of virtual humans in synthetic worlds is necessary for areas such as: electronic games, movies, collaborative virtual environments such as Second Life R , pedestrian simulation, training systems, simulation of evacuations in emergency situations. However, although being an important research topic since the 70s, the simulation of behaviors for virtual characters is still a challenge. Dapper et al. (DAPPER, 2007) developed a motion planner that provides smooth trajectories dependent on the individual parameters of the agents. The main goal of this work is to extend the technique proposed by Dapper, allowing for a more efficient control and navigation of groups. In this work, an algorithm for the control of group motion in interactive environments is proposed, along with a strategy for maintaining the group formation during the motion. The method is based on potential fields, more specifically, on the numeric solution of boundary-value problems involving the Laplace equation. The proposed method has two layers. In the first layer, a map for group control is created in order to allow for the control of every individual, while in the second layer a path planning algorithm is used for the movement of the group as a whole. The proposed technique combines the planning of group movements with a sketch-based navigation. The results show that the technique is robust and can be used in real-time.
Rinaldi, Luca. "Leap Aided Modelling (LAM) in Blender." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10904/.
Full textMoreno, Luna Vincenzo. "Modellazione di mesh tramite operatori booleani." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8468/.
Full textCopstein, Bernardo. "Análise de um modelador de objetos que utiliza superfícies de junção para unir superfícies paramétricas compostas beta-spline." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1992. http://hdl.handle.net/10183/27107.
Full textAn important topic in geometric modeling is the definition of objects without sharp, corners or edges. A blending surface is one that smoothly connects two given surfaces.It has been a very useful way to define objects without sharp, corners or edges. One can approach the generation of blending surfaces from different points of view. This work deals with blending surfaces that smoothly connect two other surfaces called base-surfaces. According to this point of view the generation of blending surfaces will be divided in 3 steps: base-surfaces modeling, rail curves determination and generation of the blending surfaces. A rail curve is one along which blending and base surfaces meet. The base-surfaces used are composed-surfaces modeled by uniform beta-splines. The problem of modeling these surfaces is beyond the scope of this work. The determination of rail-curves is widely discussed. In order to determine each one of the rail curves, an intersection plane is choosen. The computation of the intersection between the intersection plane and each one of the patches of the base-surfaces uses an hibrid numeric algoritm based on a marching method associated with an lattice evaluation algorithm. The generation of blending surfaces is done using the Hermite technique. To make this possible one has to compute the control vectors needed to generate an Hermite surface and, at the same time, guarantee the desirable continuity along the rail-curves. In this work geometric continuty (G 1) is guaranteed. Finally it is presented the prototype of the modeler used to validate the proposed method. The results obtained are presented as well as a comparative analysis with other solutions found in the literature.
Books on the topic "Computer grafica"
Ennis, John. Going digital: An artist's guide to computer illustration. New York: Madison Square Press, 1997.
Find full textBartolucci, Enzo. Introduzione alla grafica computerizzata. Milano, Italy: F. Angeli, 1985.
Find full textVasile, Baltac, ed. Calculatoarele electronice, grafica interactivă și prelucrarea imaginilor. București: Editura Tehnică, 1985.
Find full textScreendance: Sperimentazioni visive intorno al corpo tra film, video e computer grafica. Torino: Kaplan, 2020.
Find full textJohannes, Plass, Klanten Robert, and Raffel Carsten, eds. Mutabor: Lingua grafica : major reference work for image language. Berlin: Die Gestalten Verlag, 2001.
Find full textRogers, David F. Procedural elements for computer graphics. 2nd ed. Boston, Mass: WCB/McGraw-Hill, 1998.
Find full textRogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Find full textRogers, David F. Procedural elements for computer graphics. New York: McGraw-Hill, 1985.
Find full textAleksandrovich, Pospelov Dmitriĭ, ed. Kognitivnai͡a︡ kompʹi͡u︡ternai͡a︡ grafika. Moskva: "Nauka," Glav. red. fiziko-matematicheskoĭ lit-ry, 1991.
Find full textBook chapters on the topic "Computer grafica"
Jackèl, Dietmar. "Physiologische Aspekte der Sichtgerätetechnik." In Grafik-Computer, 1–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_1.
Full textJackèl, Dietmar. "Bildanzeigen." In Grafik-Computer, 16–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_2.
Full textJackèl, Dietmar. "Einführung in die Technik computergrafischer Sichtsysteme." In Grafik-Computer, 66–106. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_3.
Full textJackèl, Dietmar. "Visualisierung von Oberflächenrepräsentationen." In Grafik-Computer, 107–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_4.
Full textJackèl, Dietmar. "Bildrechner zur Visualisierung von Oberflächenrepräsentationen." In Grafik-Computer, 141–236. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_5.
Full textJackèl, Dietmar. "Visualisierung von Voxel-Repräsentationen." In Grafik-Computer, 237–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_6.
Full textJackèl, Dietmar. "Bildrechner zur Visualisierung von Voxel-Repräsentationen." In Grafik-Computer, 248–74. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-662-07546-3_7.
Full textLenze, Burkhard. "Einführung in die Computer-Grafik." In Basiswissen Angewandte Mathematik – Numerik, Grafik, Kryptik, 99–103. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-30028-9_6.
Full textMoreno-Vega, José, and Aidan Hogan. "GraFa: Scalable Faceted Browsing for RDF Graphs." In Lecture Notes in Computer Science, 301–17. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-00671-6_18.
Full textBerthold, R., U. Harland, M. Diepolder, and M. Zacher. "Grafik-unterstützte Dokumentation von Sonographie-Befunden der Schulter mit dem Personal-Computer." In Ultraschalldiagnostik ’90, 59–63. Berlin, Heidelberg: Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-93488-9_13.
Full textConference papers on the topic "Computer grafica"
Meira, Joao, Joao Marques, Joao Jacob, Rui Nobrega, Rui Rodrigues, Antonio Coelho, and A. Augusto de Sousa. "Video annotation for immersive journalism using masking techniques." In 2016 23o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2016 23rd Portuguese Meeting on Computer Graphics and Interaction]. IEEE, 2016. http://dx.doi.org/10.1109/epcgi.2016.7851189.
Full textRaposo, Adriano N., and Abel J. P. Gomes. "Arbitrary deformation of 3D piecewise linear curves using unequally-sized edges." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124296.
Full textNovais, Helder, and Antonio Ramires Fernandes. "Community based repository for georeferenced traffic signs." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124297.
Full textGomes, Pedro A. D. A., and J. Brisson Lopes. "Adding multimedia and searching capabilities to GPS recordings of outdoor activities." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124298.
Full textMonteiro, Pedro, Diana Carvalho, Miguel Melo, Frederico Branco, and Maximino Bessa. "Evaluation of virtual reality navigation interfaces using the steering law." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124299.
Full textMagalhaes, Luis, Bruno Ribeiro, Nelson Alves, and Miguel Guevara. "A three-staged approach to medicine box recognition." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124317.
Full textBessa, Maximino, Hugo Coelho, Miguel Melo, and Manuel Pinto. "Impact of different display devices and types of virtual environments on emotions and feeling of presence." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124300.
Full textSilva, Paula Alexandra, Roxanne Leitao, and Maureen Kerwin. "Investigating activity zones on smartphones: An empirical study with older adults." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124301.
Full textConstancio, Diogo, Daniel Casanova, and Antonio Ramires Fernandes. "MARS: Mobile augmented reality script framework." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124302.
Full textOliveira, Sergio, and Luis Magalhaes. "Adaptive content generation for games." In 2017 24o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2017 24th Portuguese Meeting of Computer Graphics and Interaction]. IEEE, 2017. http://dx.doi.org/10.1109/epcgi.2017.8124303.
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