Academic literature on the topic 'Vfx'

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Journal articles on the topic "Vfx"

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Grassi, Giorgia, Iacopo Chiodini, Serena Palmieri, Elisa Cairoli, Maura Arosio, and Cristina Eller-Vainicher. "Bisphosphonates after denosumab withdrawal reduce the vertebral fractures incidence." European Journal of Endocrinology 185, no. 3 (2021): 387–96. http://dx.doi.org/10.1530/eje-21-0157.

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Objective Several studies showed the occurrence of vertebral fracture (VFx) in patients discontinuing denosumab (Dmab), suggesting the need of bisphosphonate (BPs) therapy to mitigate this VFx risk increase. However, the morphometric VFx (morphoVFx) incidence after Dmab discontinuation and the BPs effect on VFx risk in this setting are still a matter of debate. Design Retrospective, monocentric study. Methods In 120 patients (111 females) discontinuing Dmab, 19 have not been treated (non-treated group: 16 females, aged 63.5 ± 15.0 years) and 101 patients have been treated (treated group: 95 fe
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Ng, Lynn-Sze. "Role of Enhancing Visual Effects Education Delivery to Encounter Career Challenges in Malaysia." International Journal of Information and Communication Technology Education 13, no. 1 (2017): 41–47. http://dx.doi.org/10.4018/ijicte.2017010104.

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Problem-based Learning (PBL) is one of the most effective methods of instruction that helps Visual Effects (VFX) students to be more adaptable at encountering career challenges in Malaysia. These challenges are; lack of several important requirements such as, the basic and fundamental knowledge of VFX concepts, the ability to understand real-world problems and to convert ideas into VFX solutions, the ability to attain and retain up-to-date knowledge of VFX concepts, and perhaps most importantly, the ability to come up with solutions to real-world problems. Its role in helping students; thus, e
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Samaras, Evanthia. "Futureproofing Visual Effects." International Journal of Digital Curation 16, no. 1 (2021): 15. http://dx.doi.org/10.2218/ijdc.v16i1.689.

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Digital visual effects (VFX), including computer animation, have become a commonplace feature of contemporary episodic and film production projects. Using various commercial applications and bespoke tools, VFX artists craft digital objects (known as “assets”) to create visual elements such as characters and environments, which are composited together and output as shots.
 While the shots that make up the finished film or television (TV) episode are maintained and preserved within purpose-built digital asset management systems and repositories by the studios commissioning the projects; the
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Jones, Nick. "Far from Houdini: The ‘Magic’ of the VFX Breakdown." Animation 18, no. 1 (2023): 42–58. http://dx.doi.org/10.1177/17468477231155541.

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VFX (visual effects) breakdowns are short ancillary videos that advertise the digital animation work undertaken by a VFX company for a particular film or television programme. Claiming to take viewers ‘behind the magic’ of VFX, breakdowns disassemble a wide variety of shots and sequences, and point to the extensive use of computer-generated imagery in contemporary blockbuster cinema. But, as much as breakdowns reveal some illusions, they conjure others. Breakdowns operate in a register of speed, fluidity and efficacy, showing neither the many people nor the extensive periods of time that it ta
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Yu, Hyoung-Jun. "Study on Indefinite-shape VFX." Journal of Image and Cultural Contents 17 (June 30, 2019): 173–92. http://dx.doi.org/10.24174/jicc.2019.06.17.173.

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Samaras, Evanthia, and Andrew Johnston. "Off-Lining to Tape Is Not Archiving: Why We Need Real Archiving to Support Media Archaeology and Ensure Our Visual Effects Legacy Thrives." Leonardo 52, no. 4 (2019): 374–80. http://dx.doi.org/10.1162/leon_a_01779.

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This paper examines digital asset archiving and preservation practice in the visual effects (VFX) industry. The authors briefly summarize media archaeology theory and provide an overview of how VFX studios presently archive project assets and records, based on case study and interview research conducted with expert VFX practitioners from leading international studios. In addition, the authors propose that current practice could be improved by adopting archival science methods, including digital preservation practices. Doing so will support media archaeology studies of digital cultures over tim
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Al-Bacha, Souad, Brendan Page, Han Lam, et al. "RF18 | PSAT165 Effect of Age, Gender, & Ethnicity on the Prevalence of Vertebral fractures in Patients with Primary Hyperparathyroidism." Journal of the Endocrine Society 6, Supplement_1 (2022): A228—A229. http://dx.doi.org/10.1210/jendso/bvac150.469.

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Abstract Background Primary hyperparathyroidism (PHPT) is one of the known causes of secondary osteoporosis. PHPT is associated with increased bone turnover, low bone density and quality; but there have been conflicting results on the risk of fractures. There is limited information on the effects of age, gender, and ethnicity on fracture risk in PHPT. Objective To determine the prevalence of vertebral fractures (VFx) and associated risk factors in patients with PHPT Design: Retrospective cross-sectional study Setting: Academic medical center in a community setting Main outcome measured: 1) Bon
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Gadir Ahmadov, Araz Aliyev, Gadir Ahmadov, Araz Aliyev. "INTEGRATING VISUAL EFFECTS INTO 2D PLATFORMER GAMES TO ENHANCE PLAY EXPERIENCES." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 40, no. 05 (2024): 291–300. http://dx.doi.org/10.36962/pahtei40052024-291.

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As the gaming industry continues to evolve, developers seek innovative ways to engage players and heighten their immersive experiences. This paper explores the integration of visual effects (VFX) into 2D platformer games as a means to enhance gameplay experiences. By combining traditional platformer mechanics with carefully crafted visual elements, developers can introduce new dimensions of excitement, challenge, and aesthetic appeal to players. The paper begins by surveying the historical progression of 2D platformer games and the role of visual aesthetics in shaping player engagement. It the
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van der Weijden, Maria A. C., J. Christiaan van Denderen, Willem F. Lems, Michael T. Nurmohamed, Ben A. C. Dijkmans, and Irene E. van der Horst-Bruinsma. "Etanercept Increases Bone Mineral Density in Ankylosing Spondylitis, but Does Not Prevent Vertebral Fractures: Results of a Prospective Observational Cohort Study." Journal of Rheumatology 43, no. 4 (2016): 758–64. http://dx.doi.org/10.3899/jrheum.150857.

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Objective.Ankylosing spondylitis (AS) is characterized by chronic inflammation leading to ankylosis, but also to low bone mineral density (BMD) and vertebral fractures (VFx). Treatment with tumor necrosis factor-α blockers decreases inflammation and has shown to be effective in increasing BMD. We studied the effects of etanercept (ETN) on BMD and VFx in patients with AS after 2 years of treatment. Further, we studied changes in bone turnover markers and radiological damage.Methods.Patients with active AS, treated with ETN for 2 years, were included. BMD lumbar spine and hip were measured at ba
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Eller-Vainicher, Cristina, Marcello Filopanti, Serena Palmieri, et al. "Bone quality, as measured by trabecular bone score, in patients with primary hyperparathyroidism." European Journal of Endocrinology 169, no. 2 (2013): 155–62. http://dx.doi.org/10.1530/eje-13-0305.

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ObjectiveIn primary hyperparathyroidism (PHPT), vertebral fractures (VFx) occur regardless of bone mineral density (BMD) and may depend on decreased bone quality. Trabecular bone score (TBS) is a texture measurement acquired during a spinal dual-energy X-ray absorptiometry (DXA). Recently, TBS has been proposed as an index of bone micro-architecture.DesignWe studied 92 PHPT patients (74 females, age 62.1±9.7 years) and 98 control subjects. In all patients at baseline, in 20 surgically treated patients and in 10 conservatively treated patients after 24 months, TBS, spinal (lumbar spine (LS)) an
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Dissertations / Theses on the topic "Vfx"

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Rydahl, Björn. "A VFX ocean toolkit with real time preview." Thesis, Linköping University, Department of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50850.

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Lagergren, Mattias. "GPU accelerated SPH simulation of fluids for VFX." Thesis, Linköping University, Visual Information Technology and Applications (VITA), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57320.

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Johansson-Evegård, Erik. "Artist Friendly Fracture Modelling." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74477.

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Destruction is one of the key aspects of visual effects. This report describes the work that was done to create a production ready pre-fracture modelling plug-in for Maya. It provides information on what methods that can be used to create a robust plug-in and various techniques for sampling points to create interesting fracture patterns using the Voronoi diagram. It also discusses how this work can be further built on to create an even better plug-in.
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Poštulka, Ondřej. "Metodika řízení VFX projektů ve filmové a reklamní postprodukci." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-124802.

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Post-product studios which finalise the results of authorial audiovisual products are an important part of the media space. In this thesis, I am dealing with one of the phases of post-production film processing -- the methodology of management and optimization of VFX projects, by which I mean the utilization of computer graphics in the creation of special visual effects in film and advertising. In order to optimize VFX projects I designed a sample project based on a typical, VFX postproduction which became the basis for the comparison of the general principles of the project management and act
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Eliasson, Ludvig. "Replicating movement and behaviour of different cloths for VFX-production." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63849.

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This thesis discusses cloth simulations for visual effects production, and thereplication of real life garments in that context. The purpose is to get anunderstanding for the practical process of recreating actual cloth garments, andthrough this work explore the behaviour of cloth materials and the importance of theirspecific traits in a simulation context. This is achieved through recreating threespecific cloth garments in a computer simulation package, cross-referencingobserved cloth properties as guidance. The resulting videos are then compared sideby side with filmed reference by the autho
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Dempwolf, Holm Marcus. "The structuring of a VFX Pipeline : The structure, reasoning and choices." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69535.

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This thesis will go over the typical structure of a pipeline for a VFX company. The report will then compare this structure against a real VFX company’s own pipeline and discuss the choices that may push a company make unique changes to the typical pipeline structure. The goal of this thesis is to understand how a typical VFX pipeline is structured and to gain an understanding of the choices that leads to unique situations. • What does a typical VFX pipeline look like? • What can a real-world example look like? • What affects the structuring of a pipeline?<br>Denna rapport kommer att gå igenom
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Nilsson, Jenny. "The Process of Realistic Grooming for Animals." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64412.

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Creating photorealistic animals in computer graphics is common within the VFX industry and is increasing as the technology advances. With CG you can nowadays create almost realistic and believable animals. One of the biggest challenges in creating a realistic animal is creating realistic fur. The question is what challenges poses creating realistic fur and what is the process to achieve it? How does groom affect the other departments in the pipeline such as modeling and texturing, what are things you need to keep in mind when creating fur? In this thesis, the study of recreating a realistic fu
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Adler, Robert, and Andreas Eriksson. "Visuella Effekter Inom Genrespecifik Musikvideoproduktion." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35608.

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<p>Today almost every artist has a music video. With today’s technology it has become a lot easier for smaller companies or amateur filmers to produce and distribute their work. But how important is an artist’s music video and where do people find their music these days? Other questions we wanted to answer were if there is a typical way a music video looks like based on its genre. And is it possible to break these stereotypical ways of producing music videos and thereby create a higher level of enjoyment from the viewer? Our main idea of achieving this was by the use of visual effects in a gen
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Hedberg, Vilhelm. "Evaluation of Hair Modeling, Simulation and Rendering Algorithms for a VFX Hair Modeling System." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65592.

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Creating realistic virtual hair consists of several major areas: creating the geometry, moving the hair strands realistically and rendering the hair. In this thesis, a background survey covering each one of these areas is given. A node-based, procedural hair system is presented, which utilizes the capabilities of modern GPUs. The hair system is implemented as a plugin for Autodesk Maya, and a user interface is developed to allow the user to control the various parameters. A number of nodes are developed to create effects such as clumping, noise and frizz. The proposed system can easily handle
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Kylén, Jonas. "Deep compositing in VFX : Creating a framework for deciding when to render deep images or traditional renders." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74559.

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Books on the topic "Vfx"

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Jackson, Wallace. VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0.

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Kumar, Abhishek. Beginning VFX with Autodesk Maya. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7857-4.

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Zwerman, Susan. The visual effects producer: Understanding the art and business of VFX. Elsevier Focal Press, 2009.

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Finance, Charles L. The visual effects producer: Understanding the art and business of VFX. Elsevier/Focal Press, 2010.

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Susan, Zwerman, ed. The visual effects producer: Understanding the art and business of VFX. Elsevier/Focal Press, 2010.

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A, Okun Jeffrey, Zwerman Susan, and Visual Effects Society, eds. The VES handbook of visual effects: Industry standard VFX practices and procedures. Focal Press, 2010.

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Drate, Spencer. VFX artistry: A visual tour of how the studios create their magic. Focal Press, 2009.

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Drate, Spencer. VFX artistry: A visual tour of how the studios create their magic. Focal Press, 2010.

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Jütka, Salavetz, ed. VFX artistry: A visual tour of how the studios create their magic. Focal Press, 2010.

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Hara, Masashi. Dejitaru kontentsu sangyō shūseki ni okeru purojekuto kōdinēto: VFX sūpābaizā no shūkan kontakuto kōdō o chūshin ni. Kagawa University, 2002.

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Book chapters on the topic "Vfx"

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Jackson, Wallace. "Visual Effects: Set Up Your VFX Content Development Workstation." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_1.

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Jackson, Wallace. "VFX Pipeline Motion Control: Using the Spline Editor." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_10.

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Jackson, Wallace. "VFX Pipeline Pixel Isolation: Animated Polyline Masking." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_11.

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Jackson, Wallace. "VFX Pipeline Automated Masking: Matte Generators." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_12.

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Jackson, Wallace. "VFX Pipeline Pixel Tracking: Using Motion Tracking." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_13.

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Jackson, Wallace. "VFX Pipeline 3D Production: Compositing 3D Assets." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_14.

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Jackson, Wallace. "VFX Pipeline 3D Rendering: Shader, Material, and Texture." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_15.

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Jackson, Wallace. "VFX Pipeline 3D Modeling: 3D Text-Title Creation." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_16.

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Jackson, Wallace. "VFX Pipeline 3D Animation: 3D Text-Titling Modifiers." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_17.

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Jackson, Wallace. "Advanced VFX Pipeline Effects: 3D Particle Systems." In VFX Fundamentals. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2131-0_18.

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Conference papers on the topic "Vfx"

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Ni, Min. "Visual Pseudo-Haptic Feedback as a Catalyst: Exploring User Joy with VFX in VR Physical Games." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00130.

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Segura-Bowers, Brent, Gareth Edwards, and John Knoll. "ILM VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078280.3101048.

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Segura-Bowers, Brent, Jordan Vogt-Roberts, Jeff White, and Brent Segura-Bowers. "ILM VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078280.3106000.

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Ono, Ryuichi, and Tetsuaki Baba. "Tangible VFX: Physical Objects with Added VFX Effects." In TEI '24: Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2024. http://dx.doi.org/10.1145/3623509.3635321.

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Magar, Yuvraj. "Peak 9 VFX." In ACM SIGGRAPH 2011 Dailies. ACM Press, 2011. http://dx.doi.org/10.1145/2047493.2047504.

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Reinders, James, George ElKoura, Erwin Coumans, Ron Henderson, Martin Watt, and Jeff Lait. "Multithreading and VFX." In ACM SIGGRAPH 2013 Courses. ACM Press, 2013. http://dx.doi.org/10.1145/2504435.2504452.

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Aubel, Amaury. ""HOME" VFX breakdown." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2745234.2746859.

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Turner, Natasha, James Gunn, Joe Letteri, Guy Williams, David Clayton, and Simeon Duncombe. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078280.3101047.

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Turner, Natasha, Matt Reeves, Joe Letteri, Dan Lemmon, and Daniel Barrett. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078280.3114817.

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Turner, Natasha, Luc Besson, Joe Letteri, Martin Hill, Eric Reynolds, and Paul Story. "Weta digital VFX." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078280.3114818.

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Reports on the topic "Vfx"

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Näslund, Joacim, and Mikael Andersson. Bedömning av VattendragsIndeX (VIX) vid fångst av ål. Department of Aquatic Resources, Swedish University of Agricultural Sciences, 2024. http://dx.doi.org/10.54612/a.7c67793892.

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Fisk utgör en av kvalitetsfaktorerna för att bedöma ekologisk status i svenska vattendrag. VattendragsIndeX (VIX) är idag det huvudsakliga svenska fiskindex som används vid statusklassificering inom den bedömningsgrund som är framtagen för fisk i rinnande vatten. Att ålen (Anguilla anguilla) ofta har en omotiverat negativ påverkan på VIX är ett problem som är känt i områden där ål regelbundet fångas vid elfiske, eftersom fiskfaunans indexbedömda status tenderar att bero på huruvida ål fångas eller ej. I en vetenskaplig utvärdering där ålens effekter på VIX granskades dras slutsatsen att ålens
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Avis, William. Value for Money of Different CSO Delivery Options. Institute of Development Studies, 2022. http://dx.doi.org/10.19088/k4d.2022.087.

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Value for Money (VfM) is a concept that broadly defines how to maximise and sustain equitable and quality outputs, outcomes and impact for a given level of resources. VfM is a frequently misunderstood term, often associated with complex economic analysis methods. The literature reviewed in this report shows no clear consensus concerning how VfM should be defined. This rapid literature review collates available literature on the value for money of different CSO delivery options. It draws on a diverse range of sources from academic and grey literature. The review draws heavily on a number of sou
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AVONDALE INDUSTRIES LA. Vendor Furnished Information (VFI); National Marine Standard VFI Guidelines. Defense Technical Information Center, 1999. http://dx.doi.org/10.21236/ada452127.

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Stevens A. J. CASIM on VAX. Office of Scientific and Technical Information (OSTI), 1987. http://dx.doi.org/10.2172/1151196.

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Imossi, R. BNLDAG VAX Networks. Office of Scientific and Technical Information (OSTI), 1987. http://dx.doi.org/10.2172/1157448.

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Imossi, R. VAX/VMS Mail. Office of Scientific and Technical Information (OSTI), 1987. http://dx.doi.org/10.2172/1157449.

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Imossi, R. BNLDAG VAX GMAIL. Office of Scientific and Technical Information (OSTI), 1987. http://dx.doi.org/10.2172/1157450.

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Mannel, Eric. PHENIX VTX Prototype. Office of Scientific and Technical Information (OSTI), 2008. http://dx.doi.org/10.2172/1975697.

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Taiber, Joachim. Unsettled Topics Concerning the Impact of Quantum Technologies on Automotive Cybersecurity. SAE International, 2020. http://dx.doi.org/10.4271/epr2020026.

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Quantum computing is considered the “next big thing” when it comes to solving computational problems impossible to tackle using conventional computers. However, a major concern is that quantum computers could be used to crack current cryptographic schemes designed to withstand traditional cyberattacks. This threat also impacts future automated vehicles as they become embedded in a vehicle-to-everything (V2X) ecosystem. In this scenario, encrypted data is transmitted between a complex network of cloud-based data servers, vehicle-based data servers, and vehicle sensors and controllers. While the
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Wylde, Emily. Value for Money of Social Assistance in Fragile Contexts: Considerations, Evidence, and Research Priorities. Institute of Development Studies (IDS), 2022. http://dx.doi.org/10.19088/basic.2022.009.

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Value for Money (VfM) is an essential tool for balancing difficult policy and programme decisions. While many of the conceptual approaches to VfM and methods for estimation are similar between regular development programming for social protection and humanitarian cash and food assistance, so far these literatures have evolved in fairly distinct silos. There is relatively little work that brings the two strands together. This thematic review provides a conceptual framework for understanding VfM of social assistance in fragile and conflict-affected situations (FCAS). It draws out what is particu
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