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1

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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10

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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Lin, Daqi, and Cem Yuksel. "Real-Time Stochastic Lightcuts." Proceedings of the ACM on Computer Graphics and Interactive Techniques 3, no. 1 (April 18, 2020): 1–18. http://dx.doi.org/10.1145/3384543.

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We present real-time stochastic lightcuts, a real-time rendering method for scenes with many dynamic lights. Our method is the GPU extension of stochastic lightcuts [Yuksel 2019], a state-of-art hierarchical light sampling algorithm for offline rendering. To support arbitrary dynamic scenes, we introduce an extremely fast light tree builder. To maximize the performance of light sampling on the GPU, we introduce cut sharing, a way to reuse adaptive sampling information in light trees in neighboring pixels.
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Wang, Lei, Quan Guo, Jianqiao Zhao, Shengnan Zhang, and Lisu Yang. "The Fast Contour Tree-Based Medical Volume Rendering Method." Journal of Medical Imaging and Health Informatics 8, no. 7 (September 1, 2018): 1451–55. http://dx.doi.org/10.1166/jmihi.2018.2454.

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Boehm, Thomas, Hatem Alkadhi, Dirk-Alexander Sennst, Thomas Schertler, M. Kachelriess, Willi Kalender, Borut Marincek, and Simon Wildermuth. "Image quality of volume rendering of the bronchial tree." Academic Radiology 12, no. 2 (February 2005): 173–81. http://dx.doi.org/10.1016/j.acra.2004.11.022.

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14

Sims, Valerie K., Charles E. Hughes, J. Michael Moshell, James E. Cotton, and Jiangjian Xiao. "Recognition of Computer-Generated Trees." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 26 (September 2002): 2215–18. http://dx.doi.org/10.1177/154193120204602624.

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This research assessed the importance of rendering specific details when creating a virtual forest. Specifically, we examined memory for computer-generated trees using a modified recognition task in which participants were shown a target tree, engaged in a distractor task, and then ranked the similarity of seven foils to the original tree they had seen. Five of the foils represented changes on only one dimension of the tree whereas the other two foils represented modifications to either five features previously identified as salient or all nine tree features. Results showed that similarity rankings were largely based on overall structural similarity of the trees as opposed to similarity on smaller details such as branch thickness or leaf size. Additionally, perceived similarity rankings varied as a function of the symmetry of the tree. Virtual forests need to show realism for different features depending on the forest type.
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CAO, Wei, and Guang-yao DUAN. "Seamless terrain rendering method based on binary tree and GPU." Journal of Computer Applications 32, no. 9 (May 14, 2013): 2548–52. http://dx.doi.org/10.3724/sp.j.1087.2012.02548.

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Lluch, Javier, Emilio Camahort, Jose Luis Hidalgo, and Roberto Vivo. "A hybrid mutiresolution representation for fast tree modeling and rendering." Procedia Computer Science 1, no. 1 (May 2010): 485–94. http://dx.doi.org/10.1016/j.procs.2010.04.052.

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Yu, Wen Long, Li Min Zhang, and Bing Qiang Zhang. "Large-Scale LOD Adaptive Terrain Rendering." Applied Mechanics and Materials 220-223 (November 2012): 2450–53. http://dx.doi.org/10.4028/www.scientific.net/amm.220-223.2450.

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The data structure is the form of quad-tree in this paper. The terrain node's LOD evaluation function is given through comprehensive considering the three factors which are the static error of the terrain block ,the screen space dynamic error and visual perception based on the premise of visual acuity. The smooth transition factor is used to eliminate the phenomenon of popping in the GPU vertex shader. The idea to join the skirts is used to eliminate cracks between terrain blocks. The experimental results show that the algorithm can reflect the terrain LOD levels through the fluctuant of terrain and the visual perception intensity so that the terrain has a better adaptability while increasing frame rates and rendering realistic.
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Wan, Fang, and Fei Deng. "Scene Graph Based Multi-Thread Rendering System." Advanced Materials Research 268-270 (July 2011): 1548–52. http://dx.doi.org/10.4028/www.scientific.net/amr.268-270.1548.

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Traditional three dimensional system data structure such as tree and linked list does not fit the huge data organization and management. In this paper, we introduced advantage of scene graph data structure in three dimension data management and presented a scene graph based data structure to improve the management and rendering efficiency. To assure high performance in a usual PC machine, we designed a multi-thread structure to respectively handing data reading, merging and rendering. From the experiment, we proved the capability of the multi-thread rendering system in different level of data size.
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Meng, Yan, and . "Force Aware Haptic Rendering for Intubation Simulation." International Journal of Engineering & Technology 7, no. 3.16 (July 26, 2018): 61. http://dx.doi.org/10.14419/ijet.v7i3.16.16184.

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We introduce a new haptic rendering method for neonatal endotracheal intubation simulation. The challenging procedure involves multiple models of different material properties, and is performed in the narrow oral cavity involving multiple contacts with tongue, lips, and laryngoscope. Our method first sets up simple collision detection mechanism with adaptive inner sphere tree structure for deformable tongue tissue. Then a collision response is handled with a novel force aware projective position correction. Our method is proved to be effective for heterogeneous simulation environment, therefore can be applied to surgical simulation with similar difficult settings.
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Remy-Jardin, M., J. Remy, D. Artaud, M. Fribourg, and A. Duhamel. "Volume rendering of the tracheobronchial tree: clinical evaluation of bronchographic images." Radiology 208, no. 3 (September 1998): 761–70. http://dx.doi.org/10.1148/radiology.208.3.9722857.

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Goldfeather, J., S. Monar, G. Turk, and H. Fuchs. "Near real-time CSG rendering using tree normalization and geometric pruning." IEEE Computer Graphics and Applications 9, no. 3 (May 1989): 20–28. http://dx.doi.org/10.1109/38.28107.

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Okuno, Hiroki, and Kei Iwasaki. "Binary space partitioning visibility tree for polygonal and environment light rendering." Visual Computer 37, no. 9-11 (June 14, 2021): 2499–511. http://dx.doi.org/10.1007/s00371-021-02181-8.

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Qian, Feng Chen, Ning Shan, Ya Lin Ye, Yong Zhong Ma, and Xue Yan Hu. "A Model of Point Multiresolution Rendering Method." Applied Mechanics and Materials 482 (December 2013): 355–58. http://dx.doi.org/10.4028/www.scientific.net/amm.482.355.

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The paper proposed a data compression method in multiresolution structure and realized multiresolution rendering of point model by traversing the KD-tree breadth-first. It established the details control of multiresolution rendering, improved the drawing efficiency of point model. And a simulation study was carried out. Results show that the method could not only reduce the geometry data volume of point models directly, but also reduce the sampling point number without debasing the numerical precision of the model geometry data, so as to further reduce data volume of point model. In addition, the mixed rendering of geometric model point and rectangle in this method overcome the shortcoming that point model set is unsuitable for large flat surface.
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Slack, James, Kristian Hildebrand, and Tamara Munzner. "PRISAD: A Partitioned Rendering Infrastructure for Scalable Accordion Drawing (Extended Version)." Information Visualization 5, no. 2 (May 25, 2006): 137–51. http://dx.doi.org/10.1057/palgrave.ivs.9500118.

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We present PRISAD, the first generic rendering infrastructure for information visualization applications that use the accordion drawing technique: rubber-sheet navigation with guaranteed visibility for marked areas of interest. Our new rendering algorithms are based on the partitioning of screen-space, which allows us to handle dense data set regions correctly. The algorithms in previous work led to incorrect visual representations because of overculling, and to inefficiencies due to overdrawing multiple items in the same region. Our pixel-based drawing infrastructure guarantees correctness by eliminating over-culling, and improves rendering performance with tight bounds on overdrawing. PRITree and PRISeq are applications built on PRISAD, with the feature sets of TreeJuxtaposer and SequenceJuxtaposer, respectively. We describe our PRITree and PRISeq data set traversal algorithms, which are used for efficient rendering, culling, and layout of data sets within the PRISAD framework. We also discuss PRITree node marking techniques, which offer order-of-magnitude improvements to both memory and time performance vs previous range storage and retrieval techniques. Our PRITree implementation features a fivefold increase in rendering speed for non-trivial tree structures, and also reduces memory requirements in some real-world data sets by up to eight times, so we are able to handle trees of several million nodes. PRISeq renders 15 times faster and handles data sets 20 times larger than previous work. The software is available as open source from http://olduvai.sourceforge.net .
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Chen, Shi Hong, and Shang Guan Dayan. "Integration of Tree Models into a Real-Time Pollution Dispersion Simulation." Applied Mechanics and Materials 385-386 (August 2013): 378–81. http://dx.doi.org/10.4028/www.scientific.net/amm.385-386.378.

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For exploring the effect of particle dispersion and wind simulation in an urban surrounding. The tree was constructed with smaller numbers of polygons for saving the rendering time in real-time virtual environment simulation system. It was integrated into a real time pollution dispersion simulation system. Also a way was used for simulating the wind tree. The results show that this method is proper and efficient for simulating tree animation in real-time virtual environment simulation system.
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Klein, Jan, Jens Krokowski, Matthias Fischer, Michael Wand, Rolf Wanka, and Friedhelm Meyer auf der Heide. "The Randomized Sample Tree: A Data Structure for Interactive Walk-Throughs in Externally Stored Virtual Environments." Presence: Teleoperators and Virtual Environments 13, no. 6 (December 2004): 617–37. http://dx.doi.org/10.1162/1054746043280619.

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We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects. The sampling process is done in the preprocessing. There, the polygons are randomly distributed in our hierarchical data structure, the randomized sample tree. This tree uses only space that is linear in the number of polygons. In order to produce an approximate image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walk-through, parts of the sample tree are loaded from a local or remote hard disk. We implement our algorithm in a prototypical walk-through system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.
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Bhattarai, Rajeev, Puja Sharma, Bishnu Wagle, Angel Adhikari, and Suman Acharya. "Revision and Compilation of Health Management Plan of Khair (Acacia catechu)." Grassroots Journal of Natural Resources 3, no. 1 (March 31, 2020): 15–28. http://dx.doi.org/10.33002/nr2581.6853.03012.

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Acacia catechu (Khair) is one of the significant tree species evolved together with Nepali communities. The tree is widely used for medicinal purposes, feeding the livestock, fulfilling the structural needs, and satisfying religious and spiritual needs. Despite the wide use and importance of this tree, the available publications have failed to address the risks the tree is vulnerable to, and develop a management design to overcome these threats. Due to these reasons, the people are growing the Khair trees without any robust health management plan. The abundance and overall importance of this tree in the South Asian region strongly demands an interpretative and comprehensive way of its cultivation. This study is aimed towards bringing together the available information on Khair and finally coming up with an advantageous management plan that can deal with all the hazards the tree is prone to, and help in the production of healthy and of economically high-value timber. This study only deals with two of the several prevalent fungal stresses-Ganoderma lucidum and Fomes badius, causing root rot and heart rot, respectively, putting the tree under risk. The heart rot and root rot are capable of destroying the whole site rendering the trees useless for consumption. The findings from this study can help cultivators know the nature of the diseases and their occurrences and improve the way of cultivating the tree and take prompt actions on the syndromes.
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Cazaux, Bastien, Guillaume Castel, and Eric Rivals. "AQUAPONY: visualization and interpretation of phylogeographic information on phylogenetic trees." Bioinformatics 35, no. 17 (January 14, 2019): 3163–65. http://dx.doi.org/10.1093/bioinformatics/btz011.

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Abstract Motivation The visualization and interpretation of evolutionary spatiotemporal scenarios is broadly and increasingly used in infectious disease research, ecology or agronomy. Using probabilistic frameworks, well-known tools can infer from molecular data ancestral traits for internal nodes in a phylogeny, and numerous phylogenetic rendering tools can display such evolutionary trees. However, visualizing such ancestral information and its uncertainty on the tree remains tedious. For instance, ancestral nodes can be associated to several geographical annotations with close probabilities and thus, several migration or transmission scenarios exist. Results We expose a web-based tool, named AQUAPONY, that facilitates such operations. Given an evolutionary tree with ancestral (e.g. geographical) annotations, the user can easily control the display of ancestral information on the entire tree or a subtree, and can view alternative phylogeographic scenarios along a branch according to a chosen uncertainty threshold. AQUAPONY interactively visualizes the tree and eases the objective interpretation of evolutionary scenarios. AQUAPONY’s implementation makes it highly responsive to user interaction, and instantaneously updates the tree visualizations even for large trees (which can be exported as image files). Availability and implementation AQUAPONY is coded in JavaScript/HTML, available under Cecill license, and can be freely used at http://www.atgc-montpellier.fr/aquapony/.
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Liu, Xu Min, and Xu Zhai. "Animation Tree in the Wind." Advanced Materials Research 472-475 (February 2012): 1357–60. http://dx.doi.org/10.4028/www.scientific.net/amr.472-475.1357.

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Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.
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Goodrich, Michael T. "An Improved Ray Shooting Method for Constructive Solid Geometry Models Via Tree Contraction." International Journal of Computational Geometry & Applications 08, no. 01 (February 1998): 1–23. http://dx.doi.org/10.1142/s0218195998000023.

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In the Constructive Solid Geometry (CSG) representation a geometric object is described as the hierarchical combination of a number of primitive shapes using the operations union, intersection, subtraction, and exclusive-union. This hierarchical description defines an expression tree, T, called the CSG tree, with leaves associated with primitive shapes, internal nodes associated with operations, and whose "value" is the geometric object. Evaluation of CSG trees is an important computation that arises in many rendering and analysis problems for geometric models, with ray shooting (also known as "ray casting") being one of the most important. Given any CSG tree T, which may be unbalanced, we show how to convert T into a functionally-equivalent binary tree, D, that is balanced. We demonstrate the utility of this conversion by showing how it can be used to improve the worst-case running time for ray shooting against a CSG model from O(n2) to O(n log n), which is optimal. In addition, the practicality of our method has been demonstrated in experimental benchmarking tests using the BRL-CAD package.
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SIRAMI, ELIESER VIKTOR, DJOKO MARSONO, RONGGO SADONO, RONGGO SADONO, and MUHAMMAD ALI IMRON. "Typology of native species as the shade tree for merbau (Intsia bijuga) plantations in Papua, Indonesia based on ecological species group." Biodiversitas Journal of Biological Diversity 20, no. 1 (December 4, 2018): 43–53. http://dx.doi.org/10.13057/biodiv/d200106.

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Sirami EV, Marsono Dj, Sadono R, Imron MA. 2019. Typology of native species as the shade tree for merbau (Intsia bijuga) plantations in Papua, Indonesia based on ecological species group. Biodiversitas 20: 43-53. Ecological species group is an ecological principle that can be used as a reference in determining the potential native tree species of Papua as the shade trees for merbau in the mixed forest plantations. This research was conducted to identify the potential native trees as the shade for merbau plantation in Papua. The data collection used systematic line technique with hypothetical plot and sampling tree as the plot center. The Dice Index was used to analyze the level of association between merbau and the neighboring trees as well as to serve as a basis for determining ESG and Important Value Index was used to analyze the level of tree dominance. The main potential shade trees consisting of Pometia coriacea Radlk., Lepiniopsis ternatensi Valeton, Spathiostemon javensis Blume, Palaquium amboinense Burck., and Pimelodendron amboinicum Hassk. Whereas complementary and alternative potential shade consisting of Haplolobus lanceolatus H.J.Lam ex Leenh, Haplolobus celebicus H.J.Lam, Horsfieldia laevigata Warb., Horsfieldia irya (Gaertn.)Warb. Prunus costata Kalkman, Sterculia macrophylla Vent., Dysoxylum mollissimum Blume, Pertusadina multifolia (Havil.) Ridsdale, Streblus elongatus (Miq.) Corner and Geijera salicifolia Schott. The main shade trees possessed a main function for rendering shade toward younger merbau in the plantation area. Meanwhile, complementary and alternative shade trees were intended for increasing soil nutrient availability and optimizing microclimate surround merbau seedlings.
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Hofmann, Nikolai, Jon Hasselgren, Petrik Clarberg, and Jacob Munkberg. "Interactive Path Tracing and Reconstruction of Sparse Volumes." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 1 (April 26, 2021): 1–19. http://dx.doi.org/10.1145/3451256.

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We combine state-of-the-art techniques into a system for high-quality, interactive rendering of participating media. We leverage unbiased volume path tracing with multiple scattering, temporally stable neural denoising and NanoVDB [Museth 2021], a fast, sparse voxel tree data structure for the GPU, to explore what performance and image quality can be obtained for rendering volumetric data. Additionally, we integrate neural adaptive sampling to significantly improve image quality at a fixed sample budget. Our system runs at interactive rates at 1920 × 1080 on a single GPU and produces high quality results for complex dynamic volumes.
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Seng, De Wen, and Da Qing Li. "Fast Volume Rendering Techniques for 3D Reconstruction of Geological Objects." Applied Mechanics and Materials 182-183 (June 2012): 1343–46. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.1343.

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The procedure of volume rendering techniques is introduced. The principles and methods of two kinds of different volume rendering techniques of 3D spatial data are discussed. Application of Marching Cubes (MC) algorithm in the modeling of geological objects is given. This algorithm is modified and improved in several aspects. The asymptotic decider algorithm is employed to solve the ambiguity problem and oct-tree structure is used to reduce the number of polygons generated, which will increases the efficiency of the algorithm. The improved algorithm is applied to real geological data obtained from an iron mine in China. Real data derived from an iron mine of China demonstrates the effectiveness and efficiency of the system and the algorithms.
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34

Stateras, Dimitrios, and Dionissios Kalivas. "Assessment of Olive Tree Canopy Characteristics and Yield Forecast Model Using High Resolution UAV Imagery." Agriculture 10, no. 9 (September 2, 2020): 385. http://dx.doi.org/10.3390/agriculture10090385.

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Greek agriculture is mainly based on olive tree cultivation. Farmers have always been concerned about annual olive orchard production. The necessity for the improvement of farming practices initiated the development of new technological tools that are useful in agriculture. The main goal of this study is the utilization of new technologies in order to define the geometry of olive tree configuration, while the development of a forecasting model of annual production in a non-linear olive grove, planted on a hilly uneven terrain is the secondary goal. The field’s orthomosaic, its Digital Terrain Model (DTM) and Digital Surface Model (DSM) were created by employing high resolution multispectral imagery. The Normalized Difference Vegetation Index (NDVI) thematic map has also been developed. The trees’ crowns were isolated employing the field’s orthomosaic, rendering individual polygons for each tree through Object Based Image Analysis (OBIA). The measurements were conducted in a Geographic Information System (GIS) environment and were also verified by ground ones. Tree crown height, surface, and volume were calculated, and thematic maps for each variable were created, allowing for the observation of the spatial distribution for each parameter. The compiled data were statistically analyzed revealing important correlations among different variables. These were employed to produce a model, which would enable production forecasting in kilograms per tree. The spatial distribution of the variables gave noteworthy results due to the similar pattern they followed. Future crop yield optimization, even at a tree level, can be based on the results of the present study. Its conclusions may lead to the development and implementation of precision olive tree cultivation practices.
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Wang, Wei Hong, Hong Lin Qiu, and Wei Li. "3D Visualization Algorithm Based on Terrain Partitioning and Dynamic Levels of Details." Advanced Materials Research 532-533 (June 2012): 1568–72. http://dx.doi.org/10.4028/www.scientific.net/amr.532-533.1568.

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By improving on the Quad-tree LOD algorithm, this paper proposes a new algorithm based on the terrain partitioning and simplifying the terrain by using grid models of different levels of detail dynamically.This algorithm can be reduced the number of triangular facets in the terrain scene.The experimental results show that this algorithm can generate continuous multi-resolution terrain model and improve the efficiency of real-time rendering.
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36

SHAO Mingzhu, and SUN Rui. "The Load Balance Algorithm of the Cluster Rendering System based on Improved Binary Prediction Tree." Journal of Convergence Information Technology 8, no. 7 (April 15, 2013): 153–59. http://dx.doi.org/10.4156/jcit.vol8.issue7.20.

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37

Lewis, Tina A., Yang-Sheng Tzeng, Erin L. McKinstry, Angela C. Tooker, Kwansoo Hong, Yanping Sun, Joey Mansour, Zachary Handler, and Mitchell S. Albert. "Quantification of airway diameters and 3D airway tree rendering from dynamic hyperpolarized3He magnetic resonance imaging." Magnetic Resonance in Medicine 53, no. 2 (2005): 474–78. http://dx.doi.org/10.1002/mrm.20349.

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38

Zhang, Yi. "The D-FCM partitioned D-BSP tree for massive point cloud data access and rendering." ISPRS Journal of Photogrammetry and Remote Sensing 120 (October 2016): 25–36. http://dx.doi.org/10.1016/j.isprsjprs.2016.08.002.

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39

Shah Newaj Bhuiyan, Sharif, and Othman O. Khalifa. "Efficient 3D stereo vision stabilization for multi-camera viewpoints." Bulletin of Electrical Engineering and Informatics 8, no. 3 (September 1, 2019): 882–89. http://dx.doi.org/10.11591/eei.v8i3.1518.

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In this paper, an algorithm is developed in 3D Stereo vision to improve image stabilization process for multi-camera viewpoints. Finding accurate unique matching key-points using Harris Laplace corner detection method for different photometric changes and geometric transformation in images. Then improved the connectivity of correct matching pairs by minimizing the global error using spanning tree algorithm. Tree algorithm helps to stabilize randomly positioned camera viewpoints in linear order. The unique matching key-points will be calculated only once with our method. Then calculated planar transformation will be applied for real time video rendering. The proposed algorithm can process more than 200 camera viewpoints within two seconds.
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Rishniak, Halyna. "SOCIAL FRAME IN COGNITIVE LINGUISTICS AND ITS POTENTIAL IN TRANSLATION STUDIES." ГРААЛЬ НАУКИ, no. 6 (July 6, 2021): 226–29. http://dx.doi.org/10.36074/grail-of-science.25.06.2021.038.

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The article deals with the application of cognitive frames for TS analysis. It is suggested that Cognitive translatology offers a theoretical framework for a systematic and coherent description of different types of frames. Rendering of social frames actualized in Thomas Hardy’s novel “Under the Greenwood Tree” in the Ukrainian translation by Mariia Holovko is researched and different findings and losses of her translation are analyzed from the standpoint of frame semantics.
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Gangwisch, Marcel, Dominik Fröhlich, Andreas Christen, and Andreas Matzarakis. "Geometrical Assessment of Sunlit and Shaded Area of Urban Trees Based on Aligned Orthographic Views." Atmosphere 12, no. 8 (July 28, 2021): 968. http://dx.doi.org/10.3390/atmos12080968.

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To quantify the ecosystem services of trees in urban environments, it is necessary to assess received direct solar radiation of each tree. While the Sky View Factor (SVF) is suitable for assessing the total incoming short- and longwave radiation fluxes, its information is limited to specific points in space. For a spatial analysis, it is necessary to sample the area for SVF. A new geometrical method, Area View Factor (AVF), for the calculation of sunlit areas is proposed. AVF is the ratio of the unhidden, projected surface of an object to the whole projected surface of an object in a complex environment. Hereby, a virtual, orthographic camera is oriented in accordance to the sun’s position in the 3D model domain. The method is implemented in the microscale model SkyHelios, utilizing efficient rendering techniques to assess AVF of all urban trees in parallel. The method was applied to Rieselfeld in Freiburg, Germany. The assessed sunlit area is compared to the SVF at the top of each tree and solar altitude angle, revealing a strong relationship between sunlit areas to solar altitude angles. This study shows that AVF is an efficient methodology to assess received direct radiation of urban trees. Based on AVF, it is possible to identify urban areas with shaded and sunlit trees, but it can also be applied to other objects in complex environments. Therefore, AVF is applicable for urban architecture or energetic research questions.
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Li, Ping. "Practice Research on Design Concept of AutoCAD Based on Auto LISP Programming Language." Applied Mechanics and Materials 543-547 (March 2014): 3222–25. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.3222.

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By applying the Auto LISP programming language to the design concept of AutoCAD, this paper realizes the secondary development of AutoCAD software. Through the Auto LISP design, this paper implements three kinds of constituted artistic effects for the fractal tree of landscape architecture, namely, plane, color and stereo. At the same time, this paper establishes the fractal mathematical models and algorithms for the landscape design. In addition, the entity model of landscape is built through the AutoCAD landscape design library and the fractal tree is established in the entity model. Through the three-dimensional rendering of plane, stereo and color, this paper achieves wonderful digital multimedia visual communication effect. Thus, it provides a technical support and theoretical reference for the computer simulation design of modern landscape.
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Liang, Meng, Yuhang Fu, Ruibo Gao, Qiaoqiao Wang, and Junlan Nie. "Ellipsoidal Abstract and Illustrative Representations of Molecular Surfaces." International Journal of Molecular Sciences 20, no. 20 (October 17, 2019): 5158. http://dx.doi.org/10.3390/ijms20205158.

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Molecular visualization is often challenged with rendering of large molecular structures in real time. The key to LOD (level-of-detail), a classical technology, lies in designing a series of hierarchical abstractions of protein. In the paper, we improved the smoothness of transition for these abstractions by constructing a complete binary tree of a protein. In order to reduce the degree of expansion of the geometric model corresponding to the high level of abstraction, we introduced minimum ellipsoidal enveloping and some post-processing techniques. At the same time, a simple, ellipsoid drawing method based on graphics processing unit (GPU) is used that can guarantee that the drawing speed is not lower than the existing sphere-drawing method. Finally, we evaluated the rendering performance and effect on series of molecules with different scales. The post-processing techniques applied, diffuse shading and contours, further conceal the expansion problem and highlight the surface details.
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44

Lam, Ho-Ching, and Ivo D. Dinov. "Hyperbolic Wheel: A Novel Hyperbolic Space Graph Viewer for Hierarchical Information Content." ISRN Computer Graphics 2012 (October 31, 2012): 1–10. http://dx.doi.org/10.5402/2012/609234.

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Tree and graph structures have been widely used to present hierarchical and linked data. Hyperbolic trees are special types of graphs composed of nodes (points or vertices) and edges (connecting lines), which are visualized on a non-Euclidean space. In traditional Euclidean space graph visualization, distances between nodes are measured by straight lines. Displays of large graphs in Euclidean spaces may not utilize efficiently the available space and may impose limitations on the number of graph nodes. The special hyperbolic space rendering of tree-graphs enables adaptive and efficient use of the available space and facilitates the display of large hierarchical structures. In this paper we report on a newly developed advanced hyperbolic graph viewer, Hyperbolic Wheel, which enables the navigation, traversal, discovery and interactive manipulation of information stored in large hierarchical structures. Examples of such structures include personnel records, disc directory structures, ontological constructs, web-pages and other nested partitions. The Hyperbolic Wheel framework provides an intuitive and dynamic graphical interface to explore and retrieve information about individual nodes (data objects) and their relationships (data associations). The Hyperbolic Wheel is freely available online for educational and research purposes.
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45

Tatu, Silviu. "Jotham's fable and the crux interpretum in Judges ix." Vetus Testamentum 56, no. 1 (2006): 105–24. http://dx.doi.org/10.1163/156853306775465108.

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AbstractThe article surveys the linguistic and historical data available in order to assess the identity of the plant called upon in Jotham's fable as the last of the candidates to king-ship, the 'ātād. Mesopotamian linguistics and literary tradition indicate that the interpretation of the term ed-de-tu allows one to interpret it as a thorn-tree. Although not always coherent, the historical renderings regarding this plant admit the possibility of multiple varieties of plants sharing several qualities of which the most important are extreme habitat, valuable shade, healthy fruits and green foliage, and combustible wood. Modern botanists do not exclude totally 'ātād 's interpretation as Ziziphus spina-Christi, but it is contemporary Israeli botanists who holds it as the only legitimate interpretation. Its presence in the Levant and particularly in Israel throughout the centuries is just one more reason to support such a possibility. Only such a literal rendering prompts the prophetic value of Jotham's imprecation on the irony of dilemma in which the citizens of Shechem found themselves.
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46

Fuentealba, Alvaro, and Éric Bauce. "Soil drainage class, host tree species, and thinning influence host tree resistance to the spruce budworm." Canadian Journal of Forest Research 42, no. 10 (October 2012): 1771–83. http://dx.doi.org/10.1139/x2012-114.

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Thinning has frequently been recommended for reducing damage caused by spruce budworm ( Choristoneura fumiferana (Clemens)). It is believed that this technique enhances the mechanisms of resistance of trees (antibiosis and tolerance) to this insect. However, various research projects that have focused upon effects of this silvicultural tool on host tree resistance have yielded equivocal results. A better understanding of the effects of this technique on host tree resistance and budworm performance can help us to reduce the impact of this insect while respecting the ecological integrity of the forests. We examined the effects of stand commercial thinning and drainage class on balsam fir ( Abies balsamea (L.) Mill.)), white spruce ( Picea glauca (Moench) Voss), and black spruce ( Picea mariana (Mill.) Britton, Sterns & Poggenb.) resistance to spruce budworm 3 years after thinning. We wanted to determine if this technique could be used as preventive tool against insect defoliators. Field-rearing experiments of spruce budworm were conducted, together with foliar chemical analyses, along a gradient of stand thinning intensity (0% (control), 25% (light), and 40% (heavy)) and drainage class (rapidly drained, class 2; mesic with seepage, class 3; subhygric, class 4; and hydric, class 5). Despite having favoured budworm performance (high pupal mass) and winter survival, heavy thinning increased balsam fir and white spruce tolerance (amount of current-year foliage remaining) to a level that resulted in overall increased host tree resistance to the insect. This response was caused by strong foliage production in reaction to the thinning treatment. Light thinning did not increase host tolerance, except in balsam fir and white spruce that were growing on hydric and subhygric sites, respectively, demonstrating the importance of this variable in determining host tree resistance. These results suggest that heavy thinning may be used as a preventive measure during the low-density phase of budworm populations, since this technique increased foliar production in balsam fir and white spruce, rendering them more resistant to attack by this insect.
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47

Kurmi, Indrajit, David Schedl, and Oliver Bimber. "Airborne Optical Sectioning." Journal of Imaging 4, no. 8 (August 13, 2018): 102. http://dx.doi.org/10.3390/jimaging4080102.

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Drones are becoming increasingly popular for remote sensing of landscapes in archeology, cultural heritage, forestry, and other disciplines. They are more efficient than airplanes for capturing small areas, of up to several hundred square meters. LiDAR (light detection and ranging) and photogrammetry have been applied together with drones to achieve 3D reconstruction. With airborne optical sectioning (AOS), we present a radically different approach that is based on an old idea: synthetic aperture imaging. Rather than measuring, computing, and rendering 3D point clouds or triangulated 3D meshes, we apply image-based rendering for 3D visualization. In contrast to photogrammetry, AOS does not suffer from inaccurate correspondence matches and long processing times. It is cheaper than LiDAR, delivers surface color information, and has the potential to achieve high sampling resolutions. AOS samples the optical signal of wide synthetic apertures (30–100 m diameter) with unstructured video images recorded from a low-cost camera drone to support optical sectioning by image integration. The wide aperture signal results in a shallow depth of field and consequently in a strong blur of out-of-focus occluders, while images of points in focus remain clearly visible. Shifting focus computationally towards the ground allows optical slicing through dense occluder structures (such as leaves, tree branches, and coniferous trees), and discovery and inspection of concealed artifacts on the surface.
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48

Zhong, Wei Dong, Jun Jie Zhu, Li Xian Wei, and Xiao Yuan Yang. "A New Algorithm to Exposing Image Forgeries by Detecting Ambient Illumination Consistency." Advanced Materials Research 433-440 (January 2012): 5463–68. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.5463.

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Illumination consistency makes one of important roles in image authenticity, especially in splicing and copy-move rendering. This paper proposes a new method to estimate illuminant direction based on idea of binary sort tree. The algorithm calculates the least error function to structure the binary tree of illuminant direction. And it doesn’t need to expand much time to solve pathosis equation and access accuracy is improved. The experiment shows that, the algorithm can effectively calculate the light source direction of different objects and backgrounds in an image especially in infinite light source, and the detection correct rate reaches 85.4% in general situation , what’s more, 88.1% in infinite light source. Anyway, the algorithm in this paper is a great advancement of blind forensics based on consistency in lighting direction.
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Kokkotos, Efthimios, Anastasios Zotos, and Angelos Patakas. "Evaluation of Water Stress Coefficient Ks in Different Olive Orchards." Agronomy 10, no. 10 (October 17, 2020): 1594. http://dx.doi.org/10.3390/agronomy10101594.

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The Mediterranean basin is characterized by hot and dry summers, which are aggravated by climate change, leading to water shortages for irrigation purposes. Olive trees (Olea europea L.) which are the most common cultivation in the area, while tolerant to drought conditions, are often irrigated due to the fact that they suffer from water deficits with negative impacts on yield. The knowledge of the onset and water stress intensity, essentially determines the accuracy of an irrigation schedule that avoids yield reduction and waste of water. Water stress can be quantified by stress coefficient Ks, as suggested by Food and Agriculture Organization (FAO). Combinations and adjustments of the FAO method with field measured data have been used to calculate Ks more precisely and apply it on single experimental fields. The FAO method and a validation method were compared and evaluated with in situ measurements in two different olive orchards in terms of tree age and irrigation system. The results indicate that the FAO method fails to distinguish the differences between cultivars, attributed mainly to the tree age and irrigation system, rendering almost a similar slope of Ks and calculating a nearly simultaneous onset of stress, which was not confirmed by pre-dawn water potential (ΨPD) measurements.
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ŽUKAUSKAS, ARTŪRAS, RIMANTAS VAICEKAUSKAS, FELIKSAS IVANAUSKAS, MICHAEL S. SHUR, and REMIS GASKA. "OPTIMIZATION OF WHITE ALL-SEMICONDUCTOR LAMP FOR SOLID-STATE LIGHTING APPLICATIONS." International Journal of High Speed Electronics and Systems 12, no. 02 (June 2002): 429–37. http://dx.doi.org/10.1142/s0129156402001356.

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A stochastic method is used to optimize white all-semiconductor lamps composed of tree, four, and five primary light-emitting diodes (LEDs) with Gaussian spectra and realistic line widths typical of AlGalnP and AlGalnP LEDs. Within an optimal set of central wavelengths and relative powers, a trade-off between luminous efficacy and the general color rendering index can be performed. The quadrichromatic all-semiconductor lamp is shown to meet most needs of deluxe general lighting. However, practical implementation of this lamp requires substantial improvement of LEDs in the yellow-green region (~570 nm).
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