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Titlebook: Computer Vision and Graphics; International Confer Leszek J. Chmielewski,Ryszard Kozera,Nicolai Petko Conference proceedings 2018 Springer

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樓主: 劉興旺
31#
發(fā)表于 2025-3-27 00:03:42 | 只看該作者
Dan Hakimzadeh,Benjamin Melan?onth clouds. Amongst proposed techniques are modeling clouds by using noise functions, modeling by using a simplified simulation of cloud forming phenomena, rendering by using Ray marching technique and using fluid simulation to allow interaction of clouds with other objects on the scene.
32#
發(fā)表于 2025-3-27 02:07:23 | 只看該作者
Benjamin Melan?on,Jacine Luisi,Dmitri Gaskinst useful in terms of quality and flexibility to extend, so as a consequence we use it as a base for our own improvements of engine functionality to achieve more believable movement of actors in crowd simulation. These improvements are also addressed by the paper.
33#
發(fā)表于 2025-3-27 08:44:15 | 只看該作者
Performing Code Analysis with GCC,ea has been designed to work correctly regardless of the width of the characters, their thickness or shape. This is an innovative method not considered in previous papers, which yields results comparable to the best ones achieved so far, what is proven in tests. The method can be also easily extended to signs other than glyphs in Latin alphabet.
34#
發(fā)表于 2025-3-27 09:30:29 | 只看該作者
Gaze-Dependent Screen Space Ambient Occlusiond with maximum quality, which is reduced gradually for higher eccentricities. The SSAO quality is varying by changing the number of samples that are used to approximate the SSAO occlusion shadows. The reduced sampling results in almost two-fold acceleration of SSAO with negligible deterioration of the image quality.
35#
發(fā)表于 2025-3-27 15:56:45 | 只看該作者
Graphical Interface Design for Chatbots for the Needs of Artificial Intelligence Support in Web and y on solutions fulfilling the mentioned requirements and discusses emerging issues. The paper also describes and proposes a reply scenario model suitable for the needs of implementing a flexible graphical interface for a modern chatbot-based system.
36#
發(fā)表于 2025-3-27 20:44:31 | 只看該作者
37#
發(fā)表于 2025-3-27 23:56:24 | 只看該作者
Real-Time Simulation of Animated Characters Crowd in Unreal Engine 4st useful in terms of quality and flexibility to extend, so as a consequence we use it as a base for our own improvements of engine functionality to achieve more believable movement of actors in crowd simulation. These improvements are also addressed by the paper.
38#
發(fā)表于 2025-3-28 05:27:28 | 只看該作者
Character Recognition Based on Skeleton Analysisea has been designed to work correctly regardless of the width of the characters, their thickness or shape. This is an innovative method not considered in previous papers, which yields results comparable to the best ones achieved so far, what is proven in tests. The method can be also easily extended to signs other than glyphs in Latin alphabet.
39#
發(fā)表于 2025-3-28 06:21:48 | 只看該作者
40#
發(fā)表于 2025-3-28 10:44:32 | 只看該作者
https://doi.org/10.1007/978-1-4302-3136-3 for biomes creation and river generation. Complete library implementation with an example use in a separate application is explained in detail. Basic issues related to developing programming libraries and random map generations are also discussed.
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