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1

Li, Wang, Guan, et al. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)." ISPRS International Journal of Geo-Information 8, no. 10 (2019): 427. http://dx.doi.org/10.3390/ijgi8100427.

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With the diversification of terminal equipment and operating systems, higher requirements are placed on the rendering performance of maps. The traditional map rendering engine relies on the corresponding operating system graphics library, and there are problems such as the inability to cross the operating system, low rendering performance, and inconsistent rendering style. With the development of hardware, graphics processing unit (GPU) appears in various platforms. How to use GPU hardware to improve map rendering performance has become a critical challenge. In order to address the above probl
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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses renderi
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Huang, Kejia, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen, and Xianglong Li. "An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality." ISPRS International Journal of Geo-Information 10, no. 9 (2021): 593. http://dx.doi.org/10.3390/ijgi10090593.

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With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative c
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SHEN, Yong-Luo, Seok-Jae KIM, Sang-Woo SEO, Hyun-Goo LEE, and Hyeong-Cheol OH. "Design of an OpenVG Hardware Rendering Engine." IEICE Transactions on Information and Systems E94-D, no. 12 (2011): 2409–17. http://dx.doi.org/10.1587/transinf.e94.d.2409.

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Lee, MyounJae, and Kyoung-Nam Kim. "Implementation of Raindrop Rendering Using Unity3D Engine." Journal of Digital Policy and Management 12, no. 1 (2014): 519–24. http://dx.doi.org/10.14400/jdpm.2014.12.1.519.

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Liang, Sha. "Design and Implementation of Virtual Roaming Based on Unity3D." Advanced Materials Research 1079-1080 (December 2014): 837–42. http://dx.doi.org/10.4028/www.scientific.net/amr.1079-1080.837.

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Along with the rapid development,3D virtual reality technology has been applied more and more widely. In order to display the virtual scene better and make user an immersed body experience, 3D rendering engine plays a key role in this field. Unity 3d is a professional gaming rendering engine with strong compatibility and comprehensive integration. In this paper, we focus on the Unity 3D rendering engine, and describe the basic workflow of virtual roaming. We discuss the key technology to realize outdoor roaming through Unity 3D and optimization.
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Kim, Deokho, Changmin Lee, Sangpil Lee, and Won Woo Ro. "Parallelized sub-resource loading for web rendering engine." Journal of Systems Architecture 59, no. 9 (2013): 785–93. http://dx.doi.org/10.1016/j.sysarc.2013.05.016.

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Ciancarini, Paolo, Alfredo Rizzi, and Fabio Vitali. "An extensible rendering engine for XML and HTML." Computer Networks and ISDN Systems 30, no. 1-7 (1998): 225–37. http://dx.doi.org/10.1016/s0169-7552(98)00115-9.

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Wu, Di, Jing Zhang, Shun De Gao, and Xin Wang. "Modeling Method of Crawler Crane Based on Open Source Engines." Advanced Materials Research 97-101 (March 2010): 2832–35. http://dx.doi.org/10.4028/www.scientific.net/amr.97-101.2832.

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Crawler cranes are the most expensive and frequently shared resource on construction sites, industries, etc. According to the characteristics of crawler crane, this paper presents a multiple modeling method of crawler crane based on OGRE (Object-oriented Graphics Rendering Engine) and Bullet Dynamic Engine. The multiple model is composed of rendering model, collision model, skeleton model and dynamic model. Based on this modeling method, not only vivid figuration and motion of the crane but also real-time collision detection and distance computation can be achieved.
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Huang, H., C. Hu, F. Zhang, and H. Xue. "RESEARCH ON VISUALIZATION OF GROUND LASER RADAR DATA BASED ON OSG." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-3 (April 30, 2018): 595–99. http://dx.doi.org/10.5194/isprs-archives-xlii-3-595-2018.

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Three-dimensional (3D) laser scanning is a new advanced technology integrating light, machine, electricity, and computer technologies. It can conduct 3D scanning to the whole shape and form of space objects with high precision. With this technology, you can directly collect the point cloud data of a ground object and create the structure of it for rendering. People use excellent 3D rendering engine to optimize and display the 3D model in order to meet the higher requirements of real time realism rendering and the complexity of the scene. OpenSceneGraph (OSG) is an open source 3D graphics engin
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Cho, YoonAh, JooHyu Park, and Soon-Bum Lim. "Development of Primitive Motion Library for Kinetic Typography Rendering Engine." International Journal of Smart Home 9, no. 3 (2015): 13–22. http://dx.doi.org/10.14257/ijsh.2015.9.3.02.

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Smit, J., H. J. Wessels, A. van der Horst, and M. J. Bentum. "On the design of a Real-Time Volume Rendering Engine." Computers & Graphics 19, no. 2 (1995): 297–300. http://dx.doi.org/10.1016/0097-8493(94)00155-r.

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Bao, Wenrui. "The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines." International Journal of Gaming and Computer-Mediated Simulations 13, no. 2 (2021): 26–37. http://dx.doi.org/10.4018/ijgcms.2021040103.

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With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed
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XU, PENG, WENJUN YANG, and KEHONG WANG. "XML-based Data Rendering Engine for Web and Mobile Application Scenarios." International Journal of Computer Processing of Languages 15, no. 04 (2002): 433–56. http://dx.doi.org/10.1142/s0219427902000728.

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Aryanto, Aryanto, Tengku Hisyam Muhammad Umar, and Doni Winarso. "Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender." JURNAL FASILKOM 10, no. 1 (2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.

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Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya
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Zhang, Yong Qiang, and Xu Chao. "Using Dynamic Multi-Resolution Render 3D Terrain." Advanced Materials Research 159 (December 2010): 420–23. http://dx.doi.org/10.4028/www.scientific.net/amr.159.420.

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The problem that the three-dimensional terrain data of Rendering was studied in Simulation and Game Engine .At first,a new real-time scheduling algorithm was put forward based on determining the simulation vision.in the visible area.the partition area was set up thought Level of Detail(LOD). Then setting up an adaptive node evaluation system was established based on distance and space error function. Through estimate plane of trangle render by layer,and adding the effort of rendering.
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Wu, Jun Jie, Yong Hua Zhu, and Huai Yang Zhu. "The Definition and Implementation of Flexible Architecture for Enterprise Application." Advanced Materials Research 186 (January 2011): 256–60. http://dx.doi.org/10.4028/www.scientific.net/amr.186.256.

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In order to fully reuse existing resources and meet the changing demands, a flexible architecture for enterprise application is proposed in this paper, which is composed of logic interpret engine, data provider and component. Logic interpret engine is used to interpret the instructions received from user interface. Data provider is responsible for pulling data from different devices and providing data for logic interpret engine by uniform interface. Components are charged for the rendering of user interface. Practical results show that the architecture can be quickly applied to different deman
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Martyastiadi, Yusup S., Raissa Theodosia, and Sera Prestasi. "Low-Poly Modeling Tokoh Dan Environment Dalam Desain Game 3D." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (2016): 50–57. http://dx.doi.org/10.31937/ultimart.v8i1.459.

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Game 3D yang baik dan menarik mempunyai tingkat waktu render nyata (real-time rendering) yang tinggi. Di sisi lain, tampilan visual dengan resolusi tinggi akan menambah nilai immersion bagi pemain. Bagi pengembang game 3D, dua hal tersebut menjadi tantangan dalam mendesain game. Secara umum, aplikasi game engine membutuhkan aset game 3D dengan jumlah polygon yang rendah (low-poly) untuk mendukung kecepatan real-time rendering. Hal ini dilakukan untuk menghindari tampilan visual dan animasi yang terputus-putus di saat memainkan game 3D. Dalam makalah ini akan dipaparkan penerapan low-poly model
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Wu, Di, Xiao Yan Li, Shun De Gao, Yuan Shan Lin, and Xin Wang. "Crawler Cranes Modeling Method Based on OGRE." Advanced Materials Research 97-101 (March 2010): 2983–86. http://dx.doi.org/10.4028/www.scientific.net/amr.97-101.2983.

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According to the crawler crane’s structure and the scene management principle of OGRE (Object-Oriented Graphics Rendering Engine), this paper presents a new 3D parameterized modeling method of crawler cranes. By integrating the interactive modeling using 3DSMAX and the geometrical graphics modeling, the new method can solve the problem about rendering speed, vivid and parameterized models and how to obtain the position of key points. A case is described in order to demonstrate the use of the developed method and to illustrate its reliability.
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Wang, Xin, Jing Zhang, Shun De Gao, and Di Wu. "A 3D Modeling System for Construction Work Simulation Based on Rendering and Dynamic Engines." Advanced Materials Research 97-101 (March 2010): 3455–58. http://dx.doi.org/10.4028/www.scientific.net/amr.97-101.3455.

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Modeling System for Construction task Simulation (MSCS) presented in this paper is a 3D computer-aided drawing tool which is designed for construction task planners. It is based on OGRE (Object-oriented Graphics Rendering Engine) and Bullet Dynamic Engine, therefore the model created by MSCS has both geometric and dynamic properties. MSCS has already been used in Crawler Crane’s Lifting Simulation System which is developed by Dalian University of Technology in China to draw the work environment and the loads to be lifted.
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Biswas, Pooshpanjan Roy, Alessandro Beltrami, and Joan Saez Gomez. "A testing paradigm for quantifying ICC profilers." Color and Imaging Conference 2019, no. 1 (2019): 80–85. http://dx.doi.org/10.2352/issn.2169-2629.2019.27.15.

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To reproduce colors in one system which differs from another system in terms of the color gamut, it is necessary to use a color gamut mapping process. This color gamut mapping is a method to translate a specific color from a medium (screen, digital camera, scanner, digital file, etc) into another system having a difference in gamut volume. There are different rendering intent options defined by the International Color Consortium [5] to use the different reproduction goals of the user [19]. Any rendering intent used to reproduce colors, includes profile engine decisions to do it, i.e. looking f
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Bao, Fan Biao. "Research on Calculation Method of Fuel Consumption Rate Base on Engine Universal Characteristics." Advanced Materials Research 239-242 (May 2011): 1490–94. http://dx.doi.org/10.4028/www.scientific.net/amr.239-242.1490.

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This paper has built the engine mathematical model of surface fitting using MATLAB language based on the evaluation index experimental method of vehicle fuel economy. The paper proposed a new calculated and rendering engine Universal Characteristics Curves by using the fitting tools and statistical software package of MATLAB language. According to the fuel consumption rate curve graphical method, the paper has established the calculation process and the method of constant speed fuel consumption. The method has been proved that is intuitive and practicable.
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BROWN, MICHAEL S., and W. BRENT SEALES. "INCORPORATING GEOMETRIC REGISTRATION WITH PC-CLUSTER RENDERING FOR FLEXIBLE TILED DISPLAYS." International Journal of Image and Graphics 04, no. 04 (2004): 683–700. http://dx.doi.org/10.1142/s0219467804001592.

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We describe a display system that automatically registers an array of casually positioned projectors and drives the display with a PC cluster. The display system uses a camera to compute the necessary transformations to geometrically align multiple overlapping projectors. Geometric alignment is realized through real-time corrective warping applied in the rendering pipeline. This combination of camera-aided display alignment with the PC-cluster rendering engine provides a display system that is easy to configure and reconfigure, accommodates casually tiled projectors and arbitrary display surfa
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Park, Sukjun, and Nakhoon Baek. "A Shader-Based Ray Tracing Engine." Applied Sciences 11, no. 7 (2021): 3264. http://dx.doi.org/10.3390/app11073264.

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Recently, ray tracing techniques have been highly adopted to produce high quality images and animations. In this paper, we present our design and implementation of a real-time ray-traced rendering engine. We achieved real-time capability for triangle primitives, based on the ray tracing techniques on GPGPU (general-purpose graphics processing unit) compute shaders. To accelerate the ray tracing engine, we used a set of acceleration techniques, including bounding volume hierarchy, its roped representation, joint up-sampling, and bilateral filtering. Our current implementation shows remarkable s
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Guo, Cui Xia, Kang Liu, Wen Ling Xie, and Shun Yong Zhou. "Study on Engine Characteristic Curves Drawing Method Based on BP Neural Network." Advanced Materials Research 591-593 (November 2012): 593–96. http://dx.doi.org/10.4028/www.scientific.net/amr.591-593.593.

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The BP neural network model based on PSO particle swarm optimization algorithm is analyzed in this paper. The engine speed and torque is the input of the network and the fuel consumption rate is output. Appling PSO algorithm to optimize BP neural network weights and threshold value, which makes the BP network having high precision nonlinear mapping relation, and then realize it by MATLAB software. Practice proves that the method is effective and it provides a new method of rendering engine characteristic curve fitting.
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Hwang, Ho-Jin, and Du-Hwan Mun. "A Study on Improving Graphic Rendering Engine for Visualization of Ship Handling Simulation." Journal of Korean navigation and port research 34, no. 3 (2010): 153–60. http://dx.doi.org/10.5394/kinpr.2010.34.3.153.

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Annette, Ruby, Aisha Banu W, and Subash Chandran P. "A Multi Criteria Recommendation Engine Model for Cloud Renderfarm Services." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 5 (2018): 3214. http://dx.doi.org/10.11591/ijece.v8i5.pp3214-3220.

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Cloud services that provide a complete platform for rendering the animation files using the resources in the cloud are known as cloud renderfarm services. This work proposes a multi criteria recommendation engine model for recommending these Cloud renderfarm services to animators. The services are recommended based on the functional requirements of the animation file to be rendered like the rendering software, plug-in required etc and the non functional Quality of Service (QoS) requirements like render node cost, time taken to upload animation files etc. The proposed recommendation engine mode
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Lin, Yi, and Yue Liu. "Research and Development of Scene Rendering in Interactive Virtual Exhibition." Advanced Materials Research 433-440 (January 2012): 4584–89. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.4584.

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This paper analyzes the Virtual Engine platform “Virtools” and the theory of Multi-touch technology, explores the way to merge the behavior interactive module of Virtools and Multi-touch control mechanism, and proposes a resolution which integrates the virtual scene rendering and touch interaction. By creating the virtual scene of Dunhuang Mogao Grotto and combining the interactive advantage of Virtools when manipulating the 3D objects, the proposed system has created an immersive sensation of entering into the real environment. During the tour, the system will bring strong interests in Histor
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Dai, X., H. Xiong, and X. Zheng. "A CACHE DESIGN METHOD FOR SPATIAL INFORMATION VISUALIZATION IN 3D REAL-TIME RENDERING ENGINE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XXXIX-B2 (July 27, 2012): 107–11. http://dx.doi.org/10.5194/isprsarchives-xxxix-b2-107-2012.

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SAYILGAN, Yüce. "REAL TIME RENDERING VISUAL EFFECTS IN FILM: VISUAL EFFECTS PRODUCTION WITH UNITY GAME ENGINE." TURKISH ONLINE JOURNAL OF DESIGN, ART AND COMMUNICATION 7, no. 3 (2017): 446–53. http://dx.doi.org/10.7456/10703100/007.

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Girard, Simon R., Vincent Legault, Guy Bois, and Jean-François Boland. "Avionics Graphics Hardware Performance Prediction with Machine Learning." Scientific Programming 2019 (June 3, 2019): 1–15. http://dx.doi.org/10.1155/2019/9195845.

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Within the strongly regulated avionic engineering field, conventional graphical desktop hardware and software application programming interface (API) cannot be used because they do not conform to the avionic certification standards. We observe the need for better avionic graphical hardware, but system engineers lack system design tools related to graphical hardware. The endorsement of an optimal hardware architecture by estimating the performance of a graphical software, when a stable rendering engine does not yet exist, represents a major challenge. As proven by previous hardware emulation to
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Shepherd, Jeremiah J., Lingxi Zhou, William Arndt, Yan Zhang, W. Jim Zheng, and Jijun Tang. "Exploring genomes with a game engine." Faraday Discuss. 169 (2014): 443–53. http://dx.doi.org/10.1039/c3fd00152k.

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More and more evidence indicates that the 3D conformation of eukaryotic genomes is a critical part of genome function. However, due to the lack of accurate and reliable 3D genome structural data, this information is largely ignored and most of these studies have to use information systems that view the DNA in a linear structure. Visualizing genomes in real time 3D can give researchers more insight, but this is fraught with hardware limitations since each element contains vast amounts of information that cannot be processed on the fly. Using a game engine and sophisticated video game visualizat
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Pan, Li Jie, and Yu Fang. "Research and Realization of Power System SVG 3D Render Engine Named PSSRE." Advanced Materials Research 1049-1050 (October 2014): 562–67. http://dx.doi.org/10.4028/www.scientific.net/amr.1049-1050.562.

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According to the problem of power network visualization system which has the poor effect in 2D style and the limitation of visual effect in 3D style, setting geographical SVG as research target, and introducing virtual reality platform as basic simulation environment, designing and realizing power system SVG 3D render engine named PSSRE. The design and implementation of parsing module and rendering module are analyzed as well as three-layer render architecture and representation method of layered grid structure. The results show the efficiency of PSSRE.
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Byeong-Gyu Nam, Min-wuk Lee, and Hoi-Jun Yoo. "Development of a 3-D graphics rendering engine with lighting acceleration for handheld multimedia systems." IEEE Transactions on Consumer Electronics 51, no. 3 (2005): 1020–27. http://dx.doi.org/10.1109/tce.2005.1510517.

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Livadas, Panos E. "FDGE: A forward-difference grid engine and its application in rendering algebraic surfaces in parallel." Journal of Mathematical Imaging and Vision 3, no. 4 (1993): 377–91. http://dx.doi.org/10.1007/bf01664795.

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Xie, Kong Kai, Yan Chun Shen, and Li Ni Ma. "The Driving Mechanism of Virtual Human's Action and Facial Expression Based on OSG." Applied Mechanics and Materials 536-537 (April 2014): 386–89. http://dx.doi.org/10.4028/www.scientific.net/amm.536-537.386.

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According to the poor code quality,low render low efficiency, and limited scalability of virtual human drive mechanism and other problems, 3D rendering engine Open Scene Graph(OSG) has realized the efficient simulation and expression of virtual human action.Firstly, on the basis of the skeletal animation and spherical interpolation algorithm to achieve the virtual human motion animation.Then design the generating methods of the virtual facial expression animation related to the behavior consciousness by using three Bessel interpolation algorithm and based on deformation animation technology.Fi
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Retnowati, Nurcahyani Dewi, Sri Mulyani, and Frencha Talantha. "Three Dimensional Simulation of Changes in Air Flow on a Jet Engine Desktop Based." Compiler 8, no. 1 (2019): 45. http://dx.doi.org/10.28989/compiler.v8i1.431.

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Learning about changes in air flow on jet engines requires a clear understanding because there are parts of the jet engine that work according to their functions and are interconnected. People often have difficulty understanding learning about changes in air flow in the jet engine and also about the brayton cycle. This study aims to make a simulation that explains the changes in air flow in a jet engine with a three-dimensional animated form in order to improve understanding of learning about it. The process of making three-dimensional simulations uses animation modeling techniques, texturing,
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Wang, Yang, Li Zhou, Tao Sun, Yanhu Chen, Lei Wang, and Shaotao Sun. "A Tile-Based EGPU with a Fused Universal Processing Engine and Graphics Coprocessor Cluster." Journal of Sensors 2016 (2016): 1–9. http://dx.doi.org/10.1155/2016/7281031.

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As various applied sensors have been integrated into embedded devices, the Embedded Graphics Processing Unit (EGPU) has assumed more processing tasks, which requires an EGPU with higher performance. A tile-based EGPU is proposed that can be used in both general-purpose computing and 3D graphics rendering. With fused, scalable, and hierarchical parallelism architecture, the EGPU has the ability to address nearly 100 million vertices or fragments and achieves 1 GFLOPS per second at a clock frequency of 200 MHz. A fused and scalable architecture, constituted by Universal Processing Engine (UPE) a
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Wang, Jian Guo, Qiang Ji, and Xiao Yu Jiang. "The Combined Development of Ogre and WPF Based on its Applications in the Field of Medical Education Software." Advanced Materials Research 403-408 (November 2011): 2296–99. http://dx.doi.org/10.4028/www.scientific.net/amr.403-408.2296.

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Ogre (Object-Oriented Graphics Rendering Engine) is a scenario-oriented, versatile 3D engine developed in C++ language. Its serves the purpose of allowing the developers easier and more direct usage of hardware acceleration in the development and applications of 3 dimensional graphics system. This library has hidden all details involved in bottom system library (for example: Direct 3D and OpenGL) and provided an interface based on world object and other intuitions. The Ogre engine affords developers an open source, Multi-Systems support as well as comprehensive 3D drawing engine abilities amon
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Superfine, R., M. R. Falvo, G. J. Clary, et al. "Nanomanipulation for Material Properties, Substrate Interactions and Devices." Microscopy and Microanalysis 4, S2 (1998): 336–37. http://dx.doi.org/10.1017/s1431927600021802.

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In many cases in experimental science, it is true that the instrument interface becomes a limiting factor in the efficacy of carrying out unusual experiments, or prevents the complete understanding of the acquired data. We are developing an advanced interface for Scanning Probe Microscopy (SPM) which allows intuitive rendering of datasets and natural instrument control, all in real-time. The interface, called the nanoManipulator, combines a high performance graphics engine for real-time data rendering with a haptic interface which places the human operator directly into the “feedback loop” tha
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Kim, Seok-Hoon, Jae-Sung Yoon, Chang-Hyo Yu, et al. "A 36 fps SXGA 3-D Display Processor Embedding a Programmable 3-D Graphics Rendering Engine." IEEE Journal of Solid-State Circuits 43, no. 5 (2008): 1247–59. http://dx.doi.org/10.1109/jssc.2008.920315.

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Barrett, C., Z. Stein, J. Hernandez, et al. "Detrimental effects of sand ingression in jet engine ceramic coatings captured with Raman-based 3D rendering." Journal of the European Ceramic Society 41, no. 2 (2021): 1664–71. http://dx.doi.org/10.1016/j.jeurceramsoc.2020.09.050.

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Sarthou, A., S. Mas, M. Jacquin, N. Moreno, and A. Salamon. "EARTHSCAPE, A MULTI-PURPOSE INTERACTIVE 3D GLOBE VIEWER FOR HYBRID DATA VISUALIZATION AND ANALYSIS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-3/W3 (August 20, 2015): 487–93. http://dx.doi.org/10.5194/isprsarchives-xl-3-w3-487-2015.

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The hybrid visualization and interaction tool EarthScape is presented here. The software is able to display simultaneously LiDAR point clouds, draped videos with moving footprint, volume scientific data (using volume rendering, isosurface and slice plane), raster data such as still satellite images, vector data and 3D models such as buildings or vehicles. The application runs on touch screen devices such as tablets. The software is based on open source libraries, such as OpenSceneGraph, osgEarth and OpenCV, and shader programming is used to implement volume rendering of scientific data. The ne
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Zhang, Wei, Zheng Wei Qiu, Dong Dong Wang, Zheng Wei Yang, and Lu Zhu. "Thermal Wave Image Reconstruction of Bonding Defects in Missile Engine Shell." Applied Mechanics and Materials 58-60 (June 2011): 1344–49. http://dx.doi.org/10.4028/www.scientific.net/amm.58-60.1344.

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Defects in the specimen of missile engine shell was detected by thermal wave image technology in this paper. In order to gain intuitionistic and accurate space structure image of the detected object, subtracting background and high-frequency emphasized filtering method were used to enhance the image quality. Then the defect was segmented from the background using particle swarm fuzzy clustering algorithm, while the defect size and depth were identified quantitatively. On this basis, 3D reconstruction of the defect by thermal wave image was recognized by Volume Rendering method. The results sho
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Kurzak, Jakub, and Jack Dongarra. "QR Factorization for the Cell Broadband Engine." Scientific Programming 17, no. 1-2 (2009): 31–42. http://dx.doi.org/10.1155/2009/239720.

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The QR factorization is one of the most important operations in dense linear algebra, offering a numerically stable method for solving linear systems of equations including overdetermined and underdetermined systems. Modern implementations of the QR factorization, such as the one in the LAPACK library, suffer from performance limitations due to the use of matrix–vector type operations in the phase of panel factorization. These limitations can be remedied by using the idea of updating of QR factorization, rendering an algorithm, which is much more scalable and much more suitable for implementat
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Kim, Jusub, and Joseph JaJa. "Streaming Model Based Volume Ray Casting Implementation for Cell Broadband Engine." Scientific Programming 17, no. 1-2 (2009): 173–84. http://dx.doi.org/10.1155/2009/248465.

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Interactive high quality volume rendering is becoming increasingly more important as the amount of more complex volumetric data steadily grows. While a number of volumetric rendering techniques have been widely used, ray casting has been recognized as an effective approach for generating high quality visualization. However, for most users, the use of ray casting has been limited to datasets that are very small because of its high demands on computational power and memory bandwidth. However the recent introduction of the Cell Broadband Engine (Cell B.E.) processor, which consists of 9 heterogen
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Danevičius, Edvinas, Rytis Maskeliūnas, Robertas Damaševičius, Dawid Połap, and Marcin Woźniak. "A Soft Body Physics Simulator with Computational Offloading to the Cloud." Information 9, no. 12 (2018): 318. http://dx.doi.org/10.3390/info9120318.

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We describe the gamification of a soft physics simulator. We developed a game, called Jelly Dude, that allows the player to change and modify the game engine by tinkering with various physics parameters, creating custom game levels and installing scripts. The game engine is capable of simulating soft-body physics and can display the simulation results visually in real-time. In order to ensure high quality graphics in real time, we have implemented intelligent computational offloading to the cloud using Jordan Neural Network (JNN) with a fuzzy logic scheme for short time prediction of network t
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Sriganesh, Pranav, Rick Dehner, and Ahmet Selamet. "Silencer for high-frequency turbocharger compressor noise via an acoustic straightener." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 263, no. 5 (2021): 1744–55. http://dx.doi.org/10.3397/in-2021-1917.

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Decades of successful research and development on automotive silencers for engine breathing systems have brought about significant reductions in emitted engine noise. A majority of this research has pursued airborne noise at relatively low frequencies, which typically involve plane wave propagation. However, with the increasing demand for downsized turbocharged engines in passenger cars, high-frequency compressor noise has become a challenge in engine induction systems. Elevated frequencies promote multi-dimensional wave propagation rendering at times conventional silencer treatments ineffecti
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Carbonell-Carrera, Carlos, Peri Gunalp, Jose Luis Saorin, and Stephany Hess-Medler. "Think Spatially With Game Engine." ISPRS International Journal of Geo-Information 9, no. 3 (2020): 159. http://dx.doi.org/10.3390/ijgi9030159.

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Spatial thinking and spatial orientation skills are involved in tasks related to the recognition of landforms, mapping, spatial interpretation, and landscape analysis, and can be developed with specific training. Game engines can facilitate the creation of 3D virtual landforms and provide powerful rendering engines for the graphical representation of landscapes from a first-person perspective. In the present research, 27 engineering students participated in a workshop in a first-person virtual environment using landforms created with a game engine. The Spatial Thinking Ability Test and the Per
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Zhyrytovskyi, Alexander. "EXPLANATION OF THE ALGORITHMS FOR DISPLAYING 3D FIGURES ON THE COMPUTER SCREEN." EUREKA: Physics and Engineering 4 (July 31, 2018): 35–42. http://dx.doi.org/10.21303/2461-4262.2018.00680.

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Not long time ago people can only dream about the thing that they can see 3-dimensional world inside of the screen of the computer. Computers at that time can display only 256 colors on their screens, they can work only with integer numbers, and their computation speed was not fast enough. This dream comes true with the help of Id Software company. This company started to build its games by using of simplified 3D graphics. All these simplified 3D graphics were calculated by the software 3D rendering algorithms which were not published by these company. At that time there was a global goal to s
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