Academic literature on the topic 'Tree rendering'

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Journal articles on the topic "Tree rendering"

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Cai, Xing Quan, Bao Xin Qian, and Jin Hong Li. "Modeling and Rendering Realistic Trees." Applied Mechanics and Materials 50-51 (February 2011): 849–53. http://dx.doi.org/10.4028/www.scientific.net/amm.50-51.849.

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In this paper, we present an efficient modeling and rendering realistic trees method based on recursive fractals. Firstly, according to the growth characteristics of poplar trees, we divide the trees model into three parts, trunks, branches and leaves. We provide a multi-branches tree topological structure to organize all the trunks and the branches, and add leaves to leaf nodes of our multi-branches tree structure. Then we define the recursive fractals iterator to generate trunks model and side branches model, and use billboard to simulate the tree leaves. After that, we render the trees. Finally, we implement our method, and model and render different shape trees. The experiments prove that our method is feasible and high performance.
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Li, Yao, and Chen Yu. "Research of Tree Modeling and Rendering in Virtual Reality." Advanced Materials Research 159 (December 2010): 487–92. http://dx.doi.org/10.4028/www.scientific.net/amr.159.487.

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In the field of virtual reality, tree modeling and rendering technique is a hotspot. This paper summarizes the current basic methods of tree modeling and rendering. At first, we present basic principles of making tree models, then show the two methods of tree modeling and rendering used in game scenes in virtual reality. One is the tree modeling technique based on 3Dmax, the other is the tree rendering technique based on OpenGL. At last we give the application examples of these two methods and compare the two methods in navigation system project.
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M, Remy-Jardin, Remy J, Artaud D, Fribourg M, and Duhamel A. "Volume rendering of the tracheobronchial tree." Journal of Bronchology 6, no. 2 (April 1999): 128. http://dx.doi.org/10.1097/00128594-199904000-00025.

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Liu, Xiao-Dan, Jia-Ze Wu, and Chang-Wen Zheng. "KD-tree based parallel adaptive rendering." Visual Computer 28, no. 6-8 (May 1, 2012): 613–23. http://dx.doi.org/10.1007/s00371-012-0709-9.

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Albenda, Pauline. "Assyrian sacred trees in the Brooklyn Museum." Iraq 56 (1994): 123–33. http://dx.doi.org/10.1017/s0021088900002874.

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The Brooklyn Museum houses twelve stone slabs with carved decoration from the Northwest Palace of Ashurnasirpal II. The motif of a stylized tree — the so-called Sacred Tree (see Figs. 1, 4, 6) — appears on seven of those slabs which come from rooms F, I, L, S, T of the ninth century palace at Nimrud. These tree renderings are representative of the sacred tree-type found in ten rooms of the royal residence and the west wing. Approximately 96 sacred trees, in two-register arrangement, appeared on the pictorial decorations in room I; the same motif occurred about 75 times in one-register arrangement on the reliefs of the other rooms. The abundance of the sacred tree motif on the wall decorations of the Northwest Palace attests to the significance of this plant. Its design deserves investigation; in Layard's words, “the tree, evidently a sacred symbol, is elaborately and tastefully formed.”In his study of the Ashurnasirpal II reliefs in American collections, Stearns did not attempt to list the sacred trees, because “variations in the sacred tree occur only in minor details,” and “the tree in itself is rarely useful in identifying the location of the reliefs.” These statements make clear Stearns' belief that the sacred trees were nearly alike. Other scholars, notably Weidner and Reade, have pointed out that on a number of slabs now in American and European museums are carvings of matching half trees, therefore indicating that when paired, these trees belonged to adjoining slabs originally. In trying to match half trees, one finds that individual sacred trees do differ in the rendering of specific details. Bleibtreu, in her analysis of the sacred tree-type, lists three variants of the flower found on the palmette-garland framing the individual tree on three sides. The present author, after examining the sacred trees carved on the slabs in The Brooklyn Museum, concludes that the design of the tree-type is more varied than heretofore presumed, and that its construction is more complex than indicated in previous descriptions of the subjects. An analysis of the Assyrian sacred tree-type may lead to possible conclusions regarding its intended image: a stylized palm tree, a cult object, an emblem of vegetation or “tree of life”, an imperial symbol, or a combination of those forms. In addition, one may consider to what extent the rendering of individual trees was the consequence of artistic inventiveness.
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Qi, Min, Yi Hong Han, Xiao Qin Hou, Xiao Xi Zhang, Qiang Wang, and Ke Li. "Real Time Modeling and Rendering of 3D Tree." Advanced Materials Research 664 (February 2013): 1072–75. http://dx.doi.org/10.4028/www.scientific.net/amr.664.1072.

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In recent years, the virtual-reality simulation technology has developed so fast which has been widely used in military and people’s daily lives, etc. As the essential element of the three-dimensional scene, modeling of trees becomes increasingly important. There are many methods for 3D modeling trees such as 3DMAX modeling, the bulletin board technology, the crossing panel and the LOD technology. However, these methods are not so effective either for the bad real-time performance caused by the large quantity of data or the unsatisfactory 3D effect. Therefore, this paper is aiming at proposing a 3D tree modeling method which was based on the combination of Fractal and Non-rectangular raster image technology.
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Xu, Li, and Mao Zhen Liu. "Research on Scene Organize Algorithm Based on BVH with Dynamic Rendering Tree." Applied Mechanics and Materials 596 (July 2014): 370–73. http://dx.doi.org/10.4028/www.scientific.net/amm.596.370.

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: The real-time rendering of 3D scene need excellent algorithm to support scene management. After considering the algorithm complexity and scene scale factors, combining the advantages of Bounding Volume Hierarchy (BVH) and rendering tree in scene management, this paper puts forward a kind of scene organize algorithm, to solve the problem of render states redundant calculation when using BVH technology to solve the problem of deformable collision detection, by choosing the appropriate strategy of Hierarchy Bounding Volume tree construction and optimizing rendering tree of the scene. Experiments prove the proposed algorithm can effectively improve the rendering efficiency of 3D scene, enhance the visual effect.
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Marada, Petr, Jan Cukor, Rostislav Linda, Zdeněk Vacek, Stanislav Vacek, and František Havránek. "Extensive Orchards in the Agricultural Landscape: Effective Protection against Fraying Damage Caused by Roe Deer." Sustainability 11, no. 13 (July 9, 2019): 3738. http://dx.doi.org/10.3390/su11133738.

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The objective of this research was to determine the efficiency of different types of protective barriers and how they protect against fraying damage in extensive fruit tree orchards. Orchards in open agricultural land are the target of fraying damage caused by roe deer (Capreolus capreolus L.). We assessed the effectiveness of four protective barriers: a rabbit-proof fence, a standard plastic tube commonly used in forestry, and an innovative plastic tube—variants with and without an additional rendering fat application. The study was situated in three extensive orchards in the southeastern part of Moravia in the Czech Republic. We analyzed the ratio of damaged trees, stem circumference damage, the length and height of damage on tree stems, the time periods with the most observed damage, and finally, the economic efficiency of each studied barrier. Most of the damage was observed in April and July. The most effective protective barrier was the innovative tube with rendering fat application (up to 100%) followed closely by the innovative tube without rendering fat application (95%). The standard plastic tube had an effectiveness of 49%, while the rabbit-proof fence was the least effective at 25%. In terms of the mean damage-lengths on tree stems, we found no significant differences between the rabbit-proof fence and the standard plastic tubes (21–22 cm). The usage of the innovative plastic tube without rendering fat reduced the average damage-length by half (10 cm) as compared to standard types (rabbit-proof fence, standard tube) of protection. The damage-heights on tree stems showed no significant differences among all variants (53–58 cm from the ground). Our analysis of economic parameters showed that rabbit-proof fencing had the worst cost efficiency, while the innovative tubes without rendering fat, had the best cost efficiency. We recommend starting the installation of protective barriers on trees in March, since we recorded relatively high activity of male roe deer in the following months.
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Remy-Jardin, M., J. Remy, D. Artaud, M. Fribourg, and A. Naili. "Tracheobronchial tree: assessment with volume rendering--technical aspects." Radiology 208, no. 2 (August 1998): 393–98. http://dx.doi.org/10.1148/radiology.208.2.9680565.

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Wang, Wenju, Zhang Xuan, Liujie Sun, Zhongmin Jiang, and Jingjing Shang. "BRLO-Tree: A Data Structure Used for 3D GIS Dynamic Scene Rendering." Cybernetics and Information Technologies 15, no. 4 (November 1, 2015): 124–37. http://dx.doi.org/10.1515/cait-2015-0059.

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Abstract BRLO-Tree (Block-R-Tree-Loose-Octree) is presented in this paper based on the R-Tree and Loose-Octree. The aim of the structure is to visualize the large scale and complex dynamic scenes in a 3D (three-dimensional) GIS (Geographic Information System). A new method of clustering rectangles to construct R-tree based on an improved K-means algorithm is put forward. Landform in 3D GIS is organized by R-Tree. The block is used as the basic rendering unit. The 3D objects of each block are respectively organized by a Loose-Octree. A series of techniques, based on this data structure, such as LOD (Level of Detail), relief impostors are integrated. The results of the tests show that BRLO-Tree cannot only support the large scale 3D GIS scene exhibition with wandering and fighting, but it can also efficiently manage the models in a dynamic scene. At the same time, a set of integrated techniques based on BRLO-Tree can make the rendering pictures more fluence and the rendering time vastly improved.
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Dissertations / Theses on the topic "Tree rendering"

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Kjær, Andreas Solem. "Fast Tree Rendering On The GPU." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9192.

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Over the last few years, the computer graphics hardware has evolved extremely fast from supporting only a few fixed graphical algorithms to support execution of dynamic programs supplied by a developer. Only a few years back all graphics programs were written in assembly language, a nonintuitive low level programming language. Today such programs can be written in high level, near written English, source code, making it easier to develop more advanced effects and geometric shapes on the graphics card. This project presents a new way to utilize today's programmable graphics card to generate and render trees for real-time applications. The emphasis will be on generating and rendering the geometry utilizing the graphics hardware, trying to speed up the calculation of naturally advanced shapes for the purpose of offloading the systems central processing unit.

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Zajíc, Jiří. "Modern Methods for Tree Graph Structures Rendering." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-412891.

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Tento projekt se věnuje problematice zobrazení velkých hierarchických struktur, zejména možnostem vizualizace stromových grafů. Cílem je implementace hyperbolického prohlížeče ve webovém prostředí, který využívá potenciálu neeukleidovské geometrie k promítnutí stromu na hyperbolickou rovinu. Velký důraz je kladen na uživatelsky přívětivou manipulaci se zobrazovaným modelem a snadnou orientaci.
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Mangalvedkar, Pallavi Ramachandra. "GPU-ASSISTED RENDERING OF LARGE TREE-SHAPED DATA SETS." Wright State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=wright1195491112.

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Nystad, Jørgen. "Parametric Generation of Polygonal Tree Models for Rendering on Tessellation-Enabled Hardware." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-12211.

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The main contribution of this thesis is a parametric method for generation of single-mesh polygonal tree models that follow natural rules as indicated by da Vinci in his notebooks. Following these rules allow for a relatively simple scheme of connecting branches to parent branches. Proper branch connection is a requirement for gaining the benefits of subdivision. Techniques for proper texture coordinate generation and subdivision are also explored.The result is a tree model generation scheme resulting in single polygonal meshes susceptible to various subdivision methods, with a Catmull-Clark approximation method as the evaluated example.As realistic visualization of tree models is the overall objective, foliage appearance and the impression of a dense branching structure is considered. A shader-based method for accurately faking high branch density at a distance is explored.
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Neupane, Samip. "Storing and Rendering Geospatial Data in Mobile Applications." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/honors_theses/90.

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Geographical Information Systems and geospatial data are seeing widespread use in various internet and mobile mapping applications. One of the areas where such technologies can be particularly valuable is aeronautical navigation. Pilots use paper charts for navigation, which, in contrast to modern mapping software, have some limitations. This project aims to develop an iOS application for phones and tablets that uses a GeoPackage database containing aeronautical geospatial data, which is rendered on a map to create an offline, feature-based mapping software to be used for navigation. Map features are selected from the database using R-Tree spatial indices. The attributes from each feature within the requested bounds are evaluated to determine the styling for that feature. Each feature, after applying the aforementioned styling, is drawn to an interactive map that supports basic zooming and panning functionalities. The application is written in Swift 3.0 and all features are drawn using iOS Core Graphics
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Jansson, Emil. "Matematisk generering och realtidsrendering av vegetation i Gizmo3D." Thesis, Linköping University, Department of Electrical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2324.

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To render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has important applications in the areas of visualization and simulation. Some progress has been made the last years, but a previously unsolved difficulty has been to combine high rendering quality with abundant variation in scenes.

I present a method to mathematically generate and render vegetation in real time, with implementation in the scene graph Gizmo3D. The most important quality of the method is its ability to render scenes with many unique specimens with very low aliasing.

To obtain real time performance, a hierarchical level-of-detail scheme (LOD- scheme) is used which facilitates generation of vegetation in the desired level- of-detail on the fly. The LOD-scheme is texture-based and uses textures that are common for all specimens of a whole species. The most important contribution is that I combine this LOD-scheme with the use of semi- transparency, which makes it possible to obtain low aliasing.

Scenes with semi-transparency require correct rendering order. I solve this problem by introducing a new method for approximate depth sorting. An additional contribution is a variant of axis-aligned billboards, designated blob, which is used in the LOD-scheme. Furthermore, building blocks consisting of small branches are used to increase generation performance.

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James, Adam. "Binary space partitioning for accelerated hidden surface removal and rendering of static environments." Thesis, University of East Anglia, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302074.

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Cox, Carissa. "Spatial Patterns in Development Regulation: Tree Preservation Ordinances of the DFW Metropolitan Area." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84194/.

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Land use regulations are typically established as a response to development activity. For effective growth management and habitat preservation, the opposite should occur. This study considers tree preservation ordinances of the Dallas-Fort Worth metropolitan area as a means of evaluating development regulation in a metropolitan context. It documents the impact urban cores have on regulations and policies throughout their region, demonstrating that the same urban-rural gradient used to describe physical components of our metropolitan areas also holds true in terms of policy formation. Although sophistication of land use regulation generally dissipates as one moves away from an urban core, native habitat is more pristine at the outer edges. To more effectively protect native habitat, regional preservation measures are recommended.
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Weber, Yoann. "Rendu multi-échelle de pluie et interaction avec l’environnement naturel en temps réel." Thesis, Limoges, 2016. http://www.theses.fr/2016LIMO0109/document.

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La représentation des phénomènes météorologiques est un enjeu essentiel en Informatique Graphique dans l’optique d’obtenir des scènes extérieures visuellement réalistes. Depuis quelques années, les chercheurs se sont penchés sur la simulation de la pluie en synthèse d’images. Ce mémoire a pour but de présenter deux méthodes de rendu : une première méthode pour le rendu de la pluie, et une seconde pour le rendu des égouttements provenant des arbres. Notre modèle de rendu de pluie est une méthode multi-échelle permettant de tenir compte des propriétés locales et globales de ce phénomène. Nous avons réussi à mettre en corrélation la densité des gouttes proches de l’observateur (échelle mésoscopique) avec l’atténuation de la visibilité (échelle macroscopique), en fonction d’un seul paramètre global cohérent : l’intensité des précipitations. Cette méthode a fait l’objet d’une publication [56] dans la revue Computers & Graphics en 2015. D’autre part, nous basons notre méthode pour le rendu des égouttements sur une approche phénoménologique. Une telle approche s’avère plus adaptée pour gérer les grands espaces, et présente l’avantage d’être indépendante de la complexité de la scène. L’approche choisie s’appuie sur des expérimentations et des mesures hydrologiques effectuées par des chercheurs spécialisés dans l’hydrologie des forêts. Nous proposons ainsi un modèle d’égouttement cohérent, tenant compte des propriétés intrinsèques à chaque type d’arbres. Cette méthode a fait elle aussi l’objet d’une présentation à la conférence Eurographics Symposium on Rendering (EGSR) ainsi qu’une publication [57] au journal Computer Graphics Forum (CGF) en 2016
This dissertation aims to present a coherent multiscale model for real-time rain rendering which takes into account local and global properties of rainy scenes. Our goal is to simulate visible rain streaks close to the camera as well as the progressive loss of visibility induced by atmospheric phenomena. Our model proposes to correlate the attenuation of visibility, which is due in part to the extinction phenomenon, and the distribution of raindrops in terms of rainfall intensity and camera's parameters. Furthermore, this method proposes an original rain streaks generation based on spectral analysis and sparse convolution theory. This allows an accurate control of rainfall intensity and streaks appearance, improving the global realism of rainy scenes. We also aim at rendering interactive visual effects inherent to complex interactions between trees and rain in real-time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a great number of physical processes influenced by various interlinked factors and its rendering represents a thorough challenge in Computer Graphics. We approach this problem by introducing an original method to render drops dripping from leaves after interception of raindrops by foliage. Our method introduces a new hydrological model representing interactions between rain and foliage through a phenomenological approach. Our model reduces the complexity of the phenomenon by representing multiple dripping drops with a new fully functional form evaluated per-pixel on-the-fly and providing improved control over density and physical properties. Furthermore, an efficient real-time rendering scheme, taking full advantage of latest GPU hardware capabilities, allows the rendering of a large number of dripping drops even for complex scenes
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Kempe, Marcus, and Carl Åbjörnsson. "Navigation, Visualisation and Editing of Very Large 2D Graphics Scenes." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2684.

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The project has been carried out at, and in association with, Micronic Laser Systems AB in Täby, Sweden. Micronic Laser Systems, manufacture laser pattern generators for the semiconductor and display markets. Laser pattern generators are used to create photomasks, which are a key component in the microlithographic process of manufacturing microchips and displays.

An essential problem to all modern semiconductor manufacturing is the constantly decreasing sizes of features and increasing use of resolution enhancement techniques (RET), leading to ever growing sizes of datasets describing the semiconductors. When sizes of datasets reach magnitudes of hundreds of gigabytes, visualisation, navigation and editing of any such dataset becomes extremely difficult. As of today this problem has no satisfying solution.

The project aims at the proposal of a geometry engine that effectively can deal with the evergrowing sizes of modern semiconductor lithography. This involves a new approach to handling data, a new format for spatial description of the datasets, hardware accelerated rendering and support for multiprocessor and distributed systems. The project has been executed without implying changes to existing data formats and the resulting application is executable on Micronics currently existing hardware platforms.

The performance of the new viewer system surpasses any old implementation by a varying factor. If rendering speed is the comparative factor, the new system is about 10-20 times faster than its old counterparts. In some cases, when hard disk access speed is the limiting factor, the new implementation is only slightly faster or as fast. And finally, spatial indexing allow some operations that previously lasted several hours, to complete in a few seconds, by eliminating all unnecessary disk-reading operations.

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Books on the topic "Tree rendering"

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Trees: Essential tips and techniques for rendering better trees. London: Apple, 1998.

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Brooker, Suzanne. Elements of Landscape Oil Painting: Techniques for Rendering Sky, Terrain, Trees, and Water. Potter/TenSpeed/Harmony/Rodale, 2015.

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Keymer, Thomas. Poetics of the Pillory. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198744498.001.0001.

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On the lapse of the Licensing Act in 1695, Thomas Macaulay wrote in his History of England, ‘English literature was emancipated, and emancipated for ever, from the control of the government’. It’s certainly true that the system of prior restraint enshrined in this Restoration measure was now at an end, at least for print. Yet the same cannot be said of government control, which came to operate instead by means of post-publication retribution, not pre-publication licensing, notably for the common-law offence of seditious libel. For many of the authors affected, from Defoe to Cobbett, this new regime was a greater constraint on expression than the old, not least for its alarming unpredictability, and for the spectacular punishment—the pillory—that was sometimes entailed. Yet we may also see the constraint as an energizing force. Throughout the eighteenth century and into the Romantic period, writers developed and refined ingenious techniques for communicating dissident or otherwise contentious meanings while rendering the meanings deniable. As a work of both history and criticism, this book traces the rise and fall of seditious libel prosecution, and with it the theatre of the pillory, while arguing that the period’s characteristic forms of literary complexity—ambiguity, ellipsis, indirection, irony—may be traced to the persistence of censorship in the post-licensing world. The argument proceeds through case studies of major poets and prose writers including Dryden, Defoe, Pope, Fielding, Johnson, and Southey, and also calls attention to numerous little-known satires and libels across the extended period.
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Shakespeare, William. Hamlet, Prince of Denmark: Lines Pronounced Corrupt Restored, and Mutilations before Unsuspected Emended, also Some New Renderings. With preface and notes. Adamant Media Corporation, 2005.

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Book chapters on the topic "Tree rendering"

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Remolar, I., C. Rebollo, M. Chover, and J. Ribelles. "Real-Time Tree Rendering." In Computational Science - ICCS 2004, 173–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-25944-2_22.

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Angell, Ian O., and Cathy Sobhanpanah. "Oct-Tree Encoding and Fractal Rendering of Polyhedra." In Computers in Art, Design and Animation, 140–50. New York, NY: Springer New York, 1989. http://dx.doi.org/10.1007/978-1-4612-4538-4_10.

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Lai, Buying, Xiaoming Wang, and Lifei You. "Non-Photorealistic Tree Creating Based on Stroke and Multipass Rendering." In Lecture Notes in Electrical Engineering, 819–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34531-9_87.

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Lamotte, Wim, Koen Elens, and Eddy Flerackers. "Surface Tree Caching for Rendering Patches in a Parallel Ray Tracing System." In Scientific Visualization of Physical Phenomena, 189–207. Tokyo: Springer Japan, 1991. http://dx.doi.org/10.1007/978-4-431-68159-5_11.

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Tao, Ban, Zhang Changshui, and Shu Wei. "A Multi-agent Based Approach to Modelling and Rendering of 3D Tree Bark Textures." In Advances in Artificial Life, 572–79. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39432-7_61.

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Mori, Kensaku, Jun-ichi Hasegawa, Jun-ichiro Toriwaki, Hirofumi Anno, and Kazuhiro Katada. "A fast rendering method using the tree structure of objects in virtualized bronchus endoscope system." In Lecture Notes in Computer Science, 33–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/bfb0046933.

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Vani, V., and S. Mohan. "Symbolic Decision Tree for Interval Data—An Approach Towards Predictive Streaming and Rendering of 3D Models." In Advances in Intelligent Systems and Computing, 137–45. New Delhi: Springer India, 2016. http://dx.doi.org/10.1007/978-81-322-2755-7_15.

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Lilligreen, Gergana, Philipp Marsenger, and Alexander Wiebel. "Rendering Tree Roots Outdoors: A Comparison Between Optical See Through Glasses and Smartphone Modules for Underground Augmented Reality Visualization." In Lecture Notes in Computer Science, 364–80. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5_26.

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Zhang, Qi-Long, and Ming-Yong Pang. "A Survey of Modeling and Rendering Trees." In Technologies for E-Learning and Digital Entertainment, 757–64. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69736-7_80.

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Max, Nelson, and Keiichi Ohsaki. "Rendering Trees from Precomputed Z-Buffer Views." In Eurographics, 74–81. Vienna: Springer Vienna, 1995. http://dx.doi.org/10.1007/978-3-7091-9430-0_8.

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Conference papers on the topic "Tree rendering"

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Purvis, Alan, and Veronica Sundstedt. "Perceptibility of clones in tree rendering." In the 7th Symposium. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1836248.1836288.

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Shou, Lidan, Zhiyong Huang, and Kian Lee Tan. "Performance guaranteed rendering using the HDoV tree." In the 1st international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/604471.604521.

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Lluch, Javier, Emilio Camahort, and Roberto Vivó. "Procedural multiresolution for plant and tree rendering." In the 2nd international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/602330.602336.

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Huai Yongjian, Zeng Xi, Yu Peng, and Li Jingli. "Real-time rendering of large-scale tree scene." In Education (ICCSE). IEEE, 2009. http://dx.doi.org/10.1109/iccse.2009.5228130.

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Dou, Hang, Christian Bauer, Chris Wyman, and Reinhard R. Beichel. "Efficient rendering of anatomical tree structures using geometry proxy." In 2013 IEEE 10th International Symposium on Biomedical Imaging (ISBI 2013). IEEE, 2013. http://dx.doi.org/10.1109/isbi.2013.6556448.

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Bao, Guanbo, Xiaopeng Zhang, Wujun Che, and Marc Jaeger. "Billboards for Tree Simplification and Real-Time Forest Rendering." In 2009 Third International Symposium on Plant Growth Modeling, Simulation, Visualization and Applications (PMA). IEEE, 2009. http://dx.doi.org/10.1109/pma.2009.38.

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Okuno, Hiroki, and Kei Iwasaki. "Binary Space Partitioning Visibility Tree for Polygonal Light Rendering." In SIGGRAPH Asia 2019 Technical Briefs. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3355088.3365153.

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Lee, Jessy, and C. C. Jay Kuo. "Fast and Flexible Tree Rendering with Enhanced Visibility Estimation." In 2008 Tenth IEEE International Symposium on Multimedia (ISM) (Formerly MSE). IEEE, 2008. http://dx.doi.org/10.1109/ism.2008.23.

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Ma, Guojun, and Yousai Zhang. "Texture Slab Projection and BSP Tree for GPU Accelerated Volume Rendering." In 2010 4th International Conference on Bioinformatics and Biomedical Engineering (iCBBE). IEEE, 2010. http://dx.doi.org/10.1109/icbbe.2010.5514869.

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Guo, Jun, and Zheng Niu. "Single Tree Modeling and Forest Scene Rendering with SRTM and TM Data." In 2009 2nd International Congress on Image and Signal Processing (CISP). IEEE, 2009. http://dx.doi.org/10.1109/cisp.2009.5305395.

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Reports on the topic "Tree rendering"

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Goldfeather, Jack, Steven Molnar, Greg Turk, and Henry Fuchs. Near Real-Time CSG (Constructive Solid Geometry) Rendering Using Tree Normalization and Geometric Pruning. Fort Belvoir, VA: Defense Technical Information Center, January 1988. http://dx.doi.org/10.21236/ada201085.

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