76,199 research outputs found

    3D Modeling and Computer Graphics in Virtual Reality

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    In the era of digital information technologies, 3D modeling and computer graphics techniques not only apply to the development of virtual models for computer simulation, artificial intelligence (AI), big data analytics, etc., but also they can be applied in many different applications in virtual reality (VR). However, the computer graphics effect and visual realism are usually the trade-offs with the real-time and realistic interaction in VR. In this book chapter, we would like to review the general flow of the VR program development process, and the recent 3D modeling and texture painting techniques used in VR. On the other hand, we would introduce some of the key 3D modeling and computer graphics techniques that can be applied in VR in order to enhance the speed of interaction. The key techniques including smoothing techniques and mesh editing modifiers are not only useful for the designers to learn the 3D modeling process, but it also helps to create less complex mesh models maintaining good visual effects. The techniques are particularly important in the development of 3D models to satisfy the demanding computation requirement of real-time interaction in VR program

    The 1984 ASEE-NASA summer faculty fellowship program (aeronautics and research)

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    The 1984 NASA-ASEE Faculty Fellowship Program (SFFP) is reported. The report includes: (1) a list of participants; (2) abstracts of research projects; (3) seminar schedule; (4) evaluation questionnaire; and (5) agenda of visitation by faculty programs committee. Topics discussed include: effects of multiple scattering on laser beam propagation; information management; computer techniques; guidelines for writing user documentation; 30 graphics software; high energy electron and antiproton cosmic rays; high resolution Fourier transform infrared spectrum; average monthly annual zonal and global albedos; laser backscattering from ocean surface; image processing systems; geomorphological mapping; low redshift quasars; application of artificial intelligence to command management systems

    The Use of Computer Visualization in the Analysis of Breathing Curves

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    Researchers in diverse domains use advanced computer techniques to describe complex entities and processes and impressively visualize those which are often unavailable for direct observation. However, one should emphasize that computer visualization conception implies more than just a convenient, impressive, or high rate information transfer. It also considers a problem of perception, processing, and further cultivation of such important personal qualities as intuition, professional "talent", and figurative thinking which are of value for experts in any domain. Computer visualization comprises traditionally such sophisticated techniques as computer graphics, animation and virtual reality. Traditionally, computer graphics has delivered strong instruments for creating, processing, and interacting with data representations. Interactive paradigm has led to emergence of a new scope within the problem of artificial intelligence, which is called cognitive computer graphics. The use of cognitive graphics allows physicians, analyzing modest volume of information, to draw significant conclusions. In whole, cognitive graphics forms a separate subfield in medical research. Visualization provides experts with data in current state of patients just to monitor their conditions continuously. In this article, we show the use of computer visualization to study characteristics (including network imprints) of such a common disease as bronchial asthma. The patients were grouped according to influence degree of psychological factors to the occurrence, progression and course stages of the disease. The study focuses on comparison and analysis of the patient' spirograms and demonstrate presence of physiological and psycho-physiological features among patients with diagnoses of bronchial asthma. In this respect computer visualization provides a solid platform for thorough research and deep analysis in spirometry

    ARQGAN: an evaluation of Generative Adversarial Networks’ approaches for automatic virtual restoration of Greek temples.

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    In the last years, Graphics Processing Units are evolving fast. This has had a big impact in several fields, such as Computer-Aided Design and particularly in 3D modeling, allowing the development of software for the creation of more detailed models. Nevertheless, building a 3D model is still a cumbersome and time-consuming task. Another field, that is evolving successfully due to this increase in computational capacity is Artificial Intelligence. These techniques are characterized among other things by the fact that they can automate tasks performed by humans. For example, reconstructing parts of images is being a hot topic recently. In this paper, a method based on Artificial Intelligence and in particular Deep Learning techniques is proposed to achieve this task. The aim is to automatically restore Greek temples based on renders of its ruins obtained from 3D model representations. Results show that adding segmented images to the training dataset gives better results. Also, restoration of the general part of the temples is well performed but the detailed elements have room for improvement.pre-print1236 K

    A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models

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    Research group of Computer Sciences at DMU, Psychology Research Group at University of Birmingham and Reseach Group of Computer Science at University of Northumbria.With the latest developments in computer technologies and artificial intelligence (AI) techniques, more opportunities of cognitive data acquisition and stimulation via game-based systems have become available for computer scientists and psychologists. This may lead to more efficient cognitive learning model developments to be used in different fields of cognitive psychology than in the past. The increasing popularity of computer games among a broad range of age groups leads scientists and experts to seek game domain solutions to cognitive based learning abnormalities, especially for younger age groups and children. One of the major advantages of computer graphics and using game-based techniques over the traditional face-to-face therapies is that individuals, especially children immerse in the game’s virtual environment and consequently feel more open to share their cognitive behavioural characteristics naturally. The aim of this work is to investigate the effects of graphical agents on cognitive behaviours to generate more efficient cognitive models

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games

    COPERITE-computer-aided Tool for Power Engineering Research, Instruction, Training and Education

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    A graphics-oriented, primarily PC-based tool for education, research, and training in power engineering is introduced. The tool, called COPERITE, has all user interfaces resident on an IBM-386 microcomputer. Menus and windows are used for the interface, and attractive graphical representations and displays are included. Application programs that are interfaced are power flow, contingency analysis, economic dispatch, security-constrained dispatch, system stability, and fault analysis. These programs are executed on a VAX 8800 computer mainly for speed of execution. Information exchange between the PC and the VAX is made through an Ethernet connection which is transparent to the user. Results of execution show on the graphical front-end accessible to the user. COPERITE has a powerful network editor with the capabilities of adding, deleting, moving, and finding symbols with a graphics cursor. Provisions are present for building and using artificial intelligence techniques for system operation enhancement

    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Playing Smart - Another Look at Artificial Intelligence in Computer Games

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    The use of computer visualization in the analysis of breathing curves

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    Researchers in diverse domains use advanced computer techniques to describe complex entities and processes and impressively visualize those which are often unavailable for direct observation. However, one should emphasize that computer visualization conception implies more than just a convenient, impressive, or high rate information transfer. It also considers a problem of perception, processing, and further cultivation of such important personal qualities as intuition, professional "talent", and figurative thinking which are of value for experts in any domain. Computer visualization comprises traditionally such sophisticated techniques as computer graphics, animation and virtual reality. Traditionally, computer graphics has delivered strong instruments for creating, processing, and interacting with data representations. Interactive paradigm has led to emergence of a new scope within the problem of artificial intelligence, which is called cognitive computer graphics. The use of cognitive graphics allows physicians, analyzing modest volume of information, to draw significant conclusions. In whole, cognitive graphics forms a separate subfield in medical research. Visualization provides experts with data in current state of patients just to monitor their conditions continuously. In this article, we show the use of computer visualization to study characteristics (including network imprints) of such a common disease as bronchial asthma. The patients were grouped according to influence degree of psychological factors to the occurrence, progression and course stages of the disease. The study focuses on comparison and analysis of the patient' spirograms and demonstrate presence of physiological and psycho-physiological features among patients with diagnoses of bronchial asthma. In this respect computer visualization provides a solid platform for thorough research and deep analysis in spirometry
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