Academic literature on the topic 'Procedurel generation'

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Journal articles on the topic "Procedurel generation"

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Lee, Ronald M. "Automated generation of electronic procedures: procedure constraint grammars." Decision Support Systems 33, no. 3 (2002): 291–308. http://dx.doi.org/10.1016/s0167-9236(02)00017-9.

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Hamacher, Lisa P. "Representing future generations in public participation procedures regarding the siting of a nuclear waste repository." Safety of Nuclear Waste Disposal 1 (November 10, 2021): 219–20. http://dx.doi.org/10.5194/sand-1-219-2021.

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Abstract. State decisions regarding a repository for high-level radioactive waste have an extraordinary intergenerational significance. The academic legal discussion has increasingly strengthened the status of future generations in constitutional law. In its recent decision on the German Climate Protection Act, the Federal Constitutional Court equally emphasised that state actors have an obligation to protect future generations. Fundamental rights of future generations thus have an anticipated effect in the present. In general, the legislator is free to choose the appropriate means to protect
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Yogendra, Sisodia. "GAN-Generated Terrain for Game Assets." Indian Journal of Artificial Intelligence and Neural Networking (IJAINN) 2, no. 6 (2022): 1–3. https://doi.org/10.54105/ijainn.F1060.102622.

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<strong>Abstract: </strong>Multimedia applications, such as virtual reality models and video games, are increasingly interested in the ability to generate and author realistic virtual terrain automatically. In this paper, the author proposes a pipeline for a realistic two-dimensional terrain authoring framework that is powered by several different generative models that are applied one after the other. Two-dimensional role-playing games will benefit from this ability to create multiple high-resolution terrain variants from a single input image and to interpolate between terrains while keeping
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Laterza, Cosimo. "Optimizing Procedural Documentation in Graduate Medical Education: Implementation of the PACE Score System." Current Research in Emergency Medicine (CREM) 4, no. 1 (2025): 1–2. https://doi.org/10.54026/crem/1057.

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Accurate procedure tracking is crucial for maintaining residency program accreditation. However, lapses in logging procedures present challenges. To address this, we developed an online tracking system that integrates site-specific procedure logs into Google Sheets. Real-time comparisons of residents’ procedure count against anticipated values were performed, generating a dynamic scoring system. This system was regularly shared with residents and attendings to monitor procedural progress. Our objective was to assess the impact of this system on the Accreditation Council for Graduate Medical Ed
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Kelkar, Advait, Mayur Dahibhate, and Shantanu Jagtap. "Procedural Foliage Generation." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 1628–32. http://dx.doi.org/10.22214/ijraset.2022.42410.

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Abstract: Procedural foliage generation refers to the generation of flora features, through the use of algorithms, with minimal input required from the user. In the process of game development, generating foliage is often an important part of the game development process. Traditional generation methods are often too time-consuming, especially with larger foliage variety. On the other hand, procedural methods that generate foliage automatically often do not have much user control over the output. We explore the usage of Lindenmayer systems in the creation of tree assets. Keywords: Procedural Ge
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Polovikova, O. N., V. V. Shiryaev, N. M. Oskorbin, and L. L. Smolyakova. "Features of Software Implementation of Logical Tasks in Prolog." Izvestiya of Altai State University, no. 1(117) (March 17, 2021): 116–20. http://dx.doi.org/10.14258/izvasu(2021)1-20.

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One of the promising areas for using Prolog-systems is to solve logical tasks. This study outlines a solution approach based on the state generation procedure and the verification procedure. A solution to a logical task is presented, which demonstrates in practice the proposed approach and method of specifying a procedure for generating states. In the proposed example, a bit chain is generated that defines the code of a particular letter in the solution of the applied problem. Building a solution by means of code generation with verification allows not storing in the knowledge base a binary tr
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Segovia Aguas, Javier, Sergio Jimenez Celorrio, and Anders Jonsson. "Generalized Planning with Procedural Domain Control Knowledge." Proceedings of the International Conference on Automated Planning and Scheduling 26 (March 30, 2016): 285–93. http://dx.doi.org/10.1609/icaps.v26i1.13735.

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Generalized planning is the task of generating a single solution that is valid for a set of planning problems. In this paper we show how to represent and compute generalized plans using procedural Domain Control Knowledge (DCK). We define a divide and conquer approach that first generates the procedural DCK solving a set of planning problems representative of certain subtasks and then compile it as callable procedures of the overall generalized planning problem. Our procedure calling mechanism allows nested and recursive procedure calls and is implemented in PDDL so that classical planners can
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Syed Abd Mutalib, Sharifah Sakinah, Siti Zanariah Satari, and Wan Nur Syahidah Wan Yusoff. "SYNTHETIC MULTIVARIATE DATA GENERATION PROCEDURE WITH VARIOUS OUTLIER SCENARIOS USING R PROGRAMMING LANGUAGE." Jurnal Teknologi 84, no. 3 (2022): 89–101. http://dx.doi.org/10.11113/jurnalteknologi.v84.17900.

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A synthetic data generation procedure is a procedure to generate data from either a statistical or mathematical model. The data generation procedure has been used in simulation studies to compare statistical performance methods or propose a new statistical method with a specific distribution. A synthetic multivariate data generation procedure with various outlier scenarios using R is formulated in this study. An outlier generating model is used to generate multivariate data that contains outliers. Data generation procedures for various outlier scenarios by using R are explained. Three outlier
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Conti, Sergio, Massimo Moltrasio, Gaetano Fassini, et al. "Comparison between First- and Second-Generation Cryoballoon for Paroxysmal Atrial Fibrillation Ablation." Cardiology Research and Practice 2016 (2016): 1–5. http://dx.doi.org/10.1155/2016/5106127.

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Introduction. Cryoballoon (CB) ablation has emerged as a novel treatment for pulmonary vein isolation (PVI) for patients with paroxysmal atrial fibrillation (PAF). The second-generation Arctic Front Advance (ADV) was redesigned with technical modifications aiming at procedural and outcome improvements. We aimed to compare the efficacy of the two different technologies over a long-term follow-up.Methods. A total of 120 patients with PAF were enrolled. Sixty patients underwent PVI using the first-generation CB and 60 patients with the ADV catheter. All patients were evaluated over a follow-up pe
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Agarwal, Shubham, and Abhimanyu Bhatter. "Automated Software Test Data Generation Using Improved Search Procedure." Lecture Notes on Software Engineering 3, no. 2 (2015): 152–56. http://dx.doi.org/10.7763/lnse.2015.v3.181.

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Dissertations / Theses on the topic "Procedurel generation"

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Öberg, Christian. "Möblering med Procedurell Generering : Furnishing with Procedural Generation." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.

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<p>I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett e
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Antonijevic, Filip. "PGG - Processuell Grottgenerering : En jämförelse mellan Cellulär Automat, Random Walk och Perlin Noise." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19983.

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I detta arbete undersöktes processuell generering med tre algoritmer i syfte att skapa grottliknande banor och utvärdera kriterier baserat på eftertraktande egenskaper gällande tid, storlek, variation och pålitlighet. Algoritmerna är cellulär automat, random walk och Perlin noise. Flera olika hjälpfunktioner och algoritmer användes för utvärderingen av kriterierna. Syftet med arbetet var att ta reda på vilken av dessa algoritmer skulle passa bäst att användas i ett roguelikespel. Slutsatsen som drogs från undersökningen är att algoritmen random walk gav det bästa resultat gällande pålitlighet,
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Ek, Pontus. "Procedurell generering av grottsystem för dataspel : Jämförelse av procedurellt genererade osymmetriska banor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14075.

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Detta arbete handlar om Procedural Content Generation (PCG) i form av algoritmer som skapar osymmetriska banor och fokuserar på att ge en översikt av prestanda avseende tid, storlek samt tillgänglighetsgaranti. Tre olika algoritmer testades på hur lång tid det tog att skapa en bana, hur stora dess banor blev och om dessa banor tillåter att man kan nå alla gängliga områden. En Agentbaserad algoritm, Cellular Automata och Diffusion-limited Aggregation (DLA) studerades avseende dess styrkor och svagheter. Efter experimentet så drogs slutsatsen att DLA var mest effektiv inom tid och garanti dock s
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Jansson, Björn. "Procedural Generation in Gravel." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.

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This thesis is concerned with  procedural generation in a genre of games where it is not very common; 2D  physics-based  puzzle  games.  I  will  explore which  different  methods  of  procedural  generation that  will  work  with  this  kind  of  game,  if  any.  If there  is  an  easy  way  to  implement  procedural generation  it  could cut down on the game designers work  load  significantly,  which  would  allow  more content to be produced at a higher pace.
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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challen
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Classon, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.

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This thesis describes the implementation and evaluation of a genetic algorithm (GA) for procedurally generating levels with controllable difficulty for a motion-based 2D platform game. Manually creating content can be time-consuming, and it may be desirable to automate this process with an algorithm, using Procedural Content Generation (PCG). An algorithm was implemented and then refined with an iterative method by conducting user tests. The resulting algorithm is considered a success and shows that using GA's for this kind of PCG is viable. An algorithm able to control difficulty of its outpu
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Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

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Gasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.

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The video games, simulators and virtual reality industry increasingly demands more complex and realistic natural environments, which makes manual generation difficult. To solve it, procedural techniques have been developed, but the lack of control of the result is a problem. In addition, these environments need real-time visualization techniques that allow managing the result. The main objective of this thesis is to present several methods to control the result of procedural generation and improve its visualization. On the one hand, a noise-based procedural terrain generation method is present
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Täljsten, David. "Exploring procedural generation of buildings." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.

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This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the fa¸cade and building’s details such as doors, windows, and roof. Through this, the study explores several techniques and approaches to create different layers of the building generation pipeline. The focus is on implementing a set of algorithms that, when running sequentially, are able to create complete 3D buildings in a short time (so they can be used in online generation), could be used in any open-world game, and with a limited count of triangles per building. Furthermore, the tool provides
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Roberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.

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Procedural Content Generation (PCG) has become one of the hottest topics in Computational Intelligence and Artificial Intelligence (AI) game research in the past few years. PCG is the process of automatically creating content for video games, rather than by hand, and can offer great benefits for video games companies by helping to bring costs down and quality up. By guiding the process with AI it can be enhanced further and even be made to personalize content for target players. Among the current research into PCG, search-based approaches overwhelmingly dominate. While search-based algorithms
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Books on the topic "Procedurel generation"

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Pitt, Christopher. Procedural Generation in Godot. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-8795-8.

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Short, Tanya X., and Tarn Adams. Procedural Generation in Game Design. Edited by Tanya Short and Tarn Adams. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378.

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Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.

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Guzdial, Matthew, Sam Snodgrass, and Adam J. Summerville. Procedural Content Generation via Machine Learning. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-16719-5.

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Guzdial, Matthew, Sam Snodgrass, and Adam Summerville. Procedural Content Generation via Machine Learning. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-84756-1.

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Levine, Douglas A. Atlas of procedures in gynecological oncology. Martin Dunitz, 2003.

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Alyab'ev, Denis, Nataliya Baturina, Andrey Belonozhkin, et al. Civil procedure. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2132115.

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The textbook, based on the latest legislation, highlights the procedure of judicial proceedings in civil cases, taking into account the study of problems of theory and law enforcement practice. The stages of the process development, the procedure for appealing judicial and other acts, the specifics of legal proceedings involving foreign persons, as well as proceedings in cases related to the performance of assistance and control functions in relation to arbitration courts are described. The peculiarities of the administration of justice by arbitration courts and the protective activity of the
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M, Heintz A. Peter, and Allen David G, eds. Practical procedures for the gynecological oncologist. Elsevier, 1998.

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United States. National Aeronautics and Space Administration., ed. An interactive grid generation procedure for axial and radial flow turbomachinery. National Aeronautics and Space Administration, 1990.

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Rastoropov, Sergey, Ivan Pikin, Il'ya Tarakanov, Andrey Il'in, Anton Kolosov, and Marina Prohorova. Legal basis for countering penitentiary crime. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1882573.

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The textbook is a systematic presentation of educational material on the specifics of countering crime in institutions of the penal enforcement system by criminal law and criminal procedure means, which will allow in a relatively short time to obtain the necessary minimum of knowledge in the field of criminal, criminal procedure law and criminalistics.&#x0D; Meets the requirements of the federal state educational standards of higher education of the latest generation.&#x0D; For the teaching staff, cadets, trainees and students of educational organizations of a legal profile, as well as all tho
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Book chapters on the topic "Procedurel generation"

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Roth, K., Rushil Gupta, Simon Halle, and Bang Liu. "Analogy-Augmented Generation with Procedural Memory for Procedure Generation." In Lecture Notes in Computer Science. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-8186-0_21.

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Weik, Martin H. "generation procedure." In Computer Science and Communications Dictionary. Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7930.

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Aycock, John. "Procedural Content Generation." In Retrogame Archeology. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30004-7_6.

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Betts, Tom. "Procedural Content Generation." In Handbook of Digital Games. John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch2.

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Cook, Michael. "Ethical Procedural Generation." In Procedural Generation in Game Design. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-6.

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Cook, Dr Michael. "Ethical Procedural Generation." In Procedural Storytelling in Game Design. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-6.

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Smith, Gillian. "Procedural Content Generation." In Level Design. CRC Press, 2016. http://dx.doi.org/10.1201/9781315313412-9.

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Millington, Ian. "Procedural Content Generation." In AI for Games. CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-8.

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Yannakakis, Georgios N., and Julian Togelius. "Procedural Content Generation." In Artificial Intelligence and Games. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-83347-2_7.

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Kane, Ben. "Procedural Logic." In Procedural Generation in Game Design. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-14.

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Conference papers on the topic "Procedurel generation"

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Ram, M. Raghavendra, Amey Jadhav, V. Uma Maheshwar Reddy, Asesh Kumar Tripathy, K. Yogiswar Kancharla, and Ramya Puppala. "Procedural Content Generation for Racing Games." In 2024 International Conference on Signal Processing, Computation, Electronics, Power and Telecommunication (IConSCEPT). IEEE, 2024. http://dx.doi.org/10.1109/iconscept61884.2024.10627796.

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Voulgaris, Georgios, Ioannis Mademlis, and Ioannis Pitas. "Procedural Terrain Generation Using Generative Adversarial Networks." In 2021 29th European Signal Processing Conference (EUSIPCO). IEEE, 2021. http://dx.doi.org/10.23919/eusipco54536.2021.9616151.

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Lee, Nathan, and John Morris. "A Procedural Generation Platform to Create Randomized Gaming Maps using 2D Model and Machine Learning." In 11th International Conference on Signal Image Processing and Multimedia. Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130916.

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As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a maj
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Kelvin, Lin Ziwen, and Bhojan Anand. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In 2020 IEEE Sixth International Conference on Multimedia Big Data (BigMM). IEEE, 2020. http://dx.doi.org/10.1109/bigmm50055.2020.00048.

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Kelvin, Lin Ziwen, and Anand Bhojan. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2020. http://dx.doi.org/10.1145/3388770.3407422.

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Kerssemakers, Manuel, Jeppe Tuxen, Julian Togelius, and Georgios N. Yannakakis. "A procedural procedural level generator generator." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374174.

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Cassol, Vinícius Jurinic, Fernando Pinho Marson, and Soraia Raupp Musse. "Procedural Hair Generation." In 2009 VIII Brazilian Symposium on Games and Digital Entertainment. IEEE, 2009. http://dx.doi.org/10.1109/sbgames.2009.29.

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Erdei, Barnabás, and Sándor Szénási. "Procedural City Generation." In 2023 IEEE 17th International Symposium on Applied Computational Intelligence and Informatics (SACI). IEEE, 2023. http://dx.doi.org/10.1109/saci58269.2023.10158565.

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Feklisov, Egor, Mihail Zinderenko, and Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics." In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.

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Since the creation of computers, there has been a lingering problem of data storing and creation for various tasks. In terms of computer graphics and video games, there has been a constant need in assets. Although nowadays the issue of space is not one of the developers' prime concerns, the need in being able to automate asset creation is still relevant. The graphical fidelity, that the modern audiences and applications demand requires a lot of work on the artists' and designers' front, which costs a lot. The automatic generation of 3D scenes is of critical importance in the tasks of Artificia
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Xu, John, and John Morris. "Procedural Generation in 2D Metroidvania Game with Answer Set Programming." In 13th International Conference on Computer Science, Engineering and Applications (CCSEA 2023). Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130511.

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Video game designers often find themselves at a crossroad when designing levels; namely, many have a difficult time balancing the amount of control they want to have over what their levels look like [1]. If too little control is given, like in the case of pure perlin-noise generation, levels can end up with too much variation and unideal generations [2]. Softlock is an example of unideal generation in the case of metroidvania games, if the placement of keys cannot be easily controlled and end up being placed behind gates, the players can get permanently stuck [3]. Developers may usually hand-m
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Reports on the topic "Procedurel generation"

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Geisler-Moroder, David, Eleanor S. Lee, Gregory Ward, et al. BSDF Generation Procedures for Daylighting Systems. IEA SHC Task 61, 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0001.

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This white paper summarizes the current state of the art in the field of measurement and simulation characterization of daylighting systems by bidirectional scattering distribution functions (BSDFs) and provides recommendations broken down by classes of systems and use cases.
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Kim, Kang Seog, and Mark L. Williams. Assessment of the MPACT Resonance Data Generation Procedure. Office of Scientific and Technical Information (OSTI), 2016. http://dx.doi.org/10.2172/1351757.

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Kostelnik, A. J. Diesel generator trailer acceptance test procedure. Office of Scientific and Technical Information (OSTI), 1994. http://dx.doi.org/10.2172/10185761.

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Poovendran, R., M. S. Corson, and J. S. Baras. A Distributed Shared Key Generation Procedure Using Fractional Keys. Defense Technical Information Center, 1998. http://dx.doi.org/10.21236/ada442651.

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Soller, Moshe (Morris), Hans Cheng, and Lyman Crittenden. Mapping the Chicken Genome, Including Loci Affecting Traits of Economic Importance. United States Department of Agriculture, 1994. http://dx.doi.org/10.32747/1994.7568779.bard.

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A total of 195 microsatellites were added to the chicken genome map. Mapping of fifty known genes revealed a high degree of conserved linkage order between human and chicken genomes. A new, statistically powerful mapping design, the full-sib intercross line (produced by mating two parents, and intercrossing their progeny over a number of generations), was developed for use in species with high reproductive capacity. The Jerusalem Resource Population (JRP), now at the F12 generation, was established to implement this design i chickens. The biometrical picutre in the JRP is similar to that gener
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Coddington, M., K. Fox, S. Stanfield, L. Varnado, T. Culley, and M. Sheehan. Updating Small Generator Interconnection Procedures for New Market Conditions. Office of Scientific and Technical Information (OSTI), 2012. http://dx.doi.org/10.2172/1060613.

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Fink, S., K. Porter, and J. Rogers. Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), 2010. http://dx.doi.org/10.2172/991974.

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Fink, Sari, Kevin Porter, and Jennifer Rogers. The Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), 2010. http://dx.doi.org/10.2172/1219198.

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van der Mensbrugghe, Dominique. Using Python for Parallelization. GTAP Working Paper, 2023. http://dx.doi.org/10.21642/gtap.wp93.

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This short note describes one way of taking advantage of the multiple cores on most desktop computers. It describes running one of the processes in the GTAP build procedure called ’FIT’. The input to ’FIT’ is a balanced input-output table (IOT), which is adjusted to a number of exogenous elements including aggregate domestic absorption and import and export vectors. It is run for each of the countries/regions in the build, but there is no interaction across countries/regions and thus can be run in parallel. The procedure uses a Python script to run the ’FIT’ procedure, either sequentially or i
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Cattaneo, Matias D., Richard K. Crump, and Weining Wang. Beta-Sorted Portfolios. Federal Reserve Bank of New York, 2023. http://dx.doi.org/10.59576/sr.1068.

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Beta-sorted portfolios—portfolios comprised of assets with similar covariation to selected risk factors—are a popular tool in empirical finance to analyze models of (conditional) expected returns. Despite their widespread use, little is known of their statistical properties in contrast to comparable procedures such as two-pass regressions. We formally investigate the properties of beta-sorted portfolio returns by casting the procedure as a two-step nonparametric estimator with a nonparametric first step and a beta-adaptive portfolios construction. Our framework rationalizes the well-known esti
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