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Real-Time Ray Traced Global Illumination Using Fast Sphere Intersection Approximation for Dynamic ObjectsGarmsen, Reed Phillip 01 February 2019 (has links) (PDF)
Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates.
We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for second bounce lighting calculations for diffuse light rays. This speeds up both the necessary intersection tests and the amount of geometry that needs to be updated within the GPU's acceleration structure.
Our results show that our approach for diffuse bounced light is faster than using the conservative mesh for triangle-ray intersection in some cases. Since we are using this technique for diffuse bounced light the lower resolution of the spheres is close to the quality of traditional raytracing techniques for most materials.
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Human Recognition Theory and Facial Recognition Technology: A Topic Modeling Approach to Understanding the Ethical Implication of a Developing Algorithmic Technologies Landscape on How We View Ourselves and Are Viewed by OthersAlbalawi, Hajer 15 August 2023 (has links) (PDF)
The emergence of algorithmic-driven technology has significantly impacted human life in the current century. Algorithms, as versatile constructs, hold different meanings across various disciplines, including computer science, mathematics, social science, and human-artificial intelligence studies. This study defines algorithms from an ethical perspective as the foundation of an information society and focuses on their implications in the context of human recognition. Facial recognition technology, driven by algorithms, has gained widespread use, raising important ethical questions regarding privacy, bias, and accuracy. This dissertation aims to explore the impact of algorithms on machine perception of human individuals and how humans perceive one another and themselves. By analyzing publications from the National Institute of Standards and Technology (NIST) and employing topic modeling, this research identifies the ethical themes surrounding facial recognition technology. The findings contribute to a broader understanding of the ethical implications of algorithms in shaping human perception and interaction, with a focus on the multidimensional aspects of human recognition theory. The research also examines the ethical considerations in AI-AI interactions, human-AI interactions, and humans perceiving themselves in the context of facial recognition technology. The study establishes a framework of human recognition theory that encompasses the alteration and reshaping of fundamental human values and self-perception, highlighting the transformative effects of algorithmic-driven technologies on human identity and values. The dissertation chapters provide a comprehensive overview of the influence of AI on societal values and identity, the revolution of big data and Information and Communication Technology (ICT), the concept of digital identity in the fourth industrial revolution, and recognition theory in the era of algorithms. The research aims to inform discussions and policy decisions regarding the responsible development and deployment of algorithms in recognition processes, addressing the challenges and opportunities brought about by algorithmic systems in shaping human recognition, identity, and the social fabric of our increasingly algorithmic society.
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Studying Memes During Covid Lockdown as a Lens Through Which to Understand Video-Mediated Communication InteractionsClaytor, Tatyana 15 August 2023 (has links) (PDF)
The purpose of this study is to analyze image macros about video-mediated communication (VMC) created during the time frame of 2020-2021 when people all over the world started using Zoom and VMC for work and school. It is a unique opportunity to study how users' interactions with themselves and with others were affected at a time when a lot of people started using the technology at the same time. Because the focus is on interactions, I narrowed it down to three topics to analyze the memes: presence, self, and space and place to analyze the memes. I chose memes relating to these topics that were found on three popular meme databases: KnowYourMeme, Memedroid, and Memes.Com. Utilizing visual analysis tools and Shifman's format for analyzing memes, each meme was placed in a group and analyzed. The research revealed that users experienced some stressful situations regarding elements of presence, such as feeling isolated and embarrassed at times. Users were also distracted by seeing their image, were overly focused on their appearance (particularly when on camera) and utilized virtual backgrounds for self-expression. Finally, users demonstrated that the collision of private and public space happened when family members or pets interrupted meetings. They also noted that privacy was often intruded upon when other users gained personal information not normally available in face-to-face gatherings. Finally, some took advantage of the changed format to assert power. Most research concerning Zoom and other VMC focuses on how to use it effectively. There is very little research about creative reactions to the usage of this technology and this research fills that gap.
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Visualization of Computer-Modeled Forests for Forest ManagementMohammadi-Aragh, Mahnas Jean 11 December 2004 (has links)
Forest management is a costly and time-consuming activity. Remote sensing has the potential to improve the process by making it cheaper and more efficient, but only if appropriate characteristics can be determined from computer-models. This thesis describes the implementation of a forest visualization system and a corresponding user study that tests the accuracy of parameter estimation and forest characterization. The study uses data obtained from field-surveys to generate a computer-modeled forest. Five different stands were tested. Based on the quantitative results obtained, generally, there is no statistically significant difference in parameter estimation when comparing field-recorded movies and computer-generated movies.
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Processing large point cloud data in computer graphicsHudson, James 01 October 2003 (has links)
No description available.
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Generation and management of object description hierarchies for the simplification of image generation /MacDougal, Paul D. (Paul Duncan), January 1984 (has links)
No description available.
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Computer graphics as an aid to teaching mathematics /Baltz, Bernard Louis January 1977 (has links)
No description available.
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A system for generating three-dimensional data for computer graphics /Parent, Richard Earl January 1977 (has links)
No description available.
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An experimental study to determine the effectiveness of sketching practice as a part of an audio-visual presentation on graphical calculus /Lemasters, Clair Roger January 1979 (has links)
No description available.
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Computer Generated HologramsGierloff, Jeffrey James 01 January 1975 (has links) (PDF)
Computer generated holograms have been made practical by the introduction of fast Fourier transform algorithms. The following discussion will brief the reader on the theory and concepts of optical holograms, the computer hologram, and the analogies of the computer hologram to its optical counterpart. Some of the programming aspects of the computer holograms are presented. The results of the generation of several computer holograms are presented, and conclusions drawn as to the effectiveness of this technique. Finally, some of the practical uses and advantages of the computer hologram are discussed.
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