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  • Atrium  (1)
  • Cellular automata  (1)
  • Fractals  (1)
  • 1
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 2 (1986), S. 384-390 
    ISSN: 1432-2315
    Keywords: Lifegame ; Transition functions ; Cellular automata ; Bump mapping ; Solid texture
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Conway's Lifegame is a trivial and wellknown application of a more general theory called the theory of cellular automata. Complex systems modeling may be based on the theory of cellular automata, originated by John von Neumann. Our approach is to define simple components that we call “analog automata”. An analog automaton is a finite state automaton where the state is defined in terms of real numbers representing physical quantities such a position, velocity, mass or color. Deterministic state transition function are applied to these automata using information from the state of neighboring automata. In our case, successive generations in the evolution of these cellular automata are mapped onto polygonal meshes in order to build and texture arbitrary surfaces.
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 1 (1985), S. 241-248 
    ISSN: 1432-2315
    Keywords: Computer animation ; Heart ; Ventricle ; Atrium ; Subactor
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract This paper presents a strategy for the production of a computer-generated film showing the complete motion of a human heart. The model for construction and animation is discussed. The heart is decomposed into different parts; each part is considered as a subactor of the heart which is viewed as the main actor. The left ventricle simulation is emphasized, because it is based on medical measures. The atrium simulation is based on beta-spline surfaces and blood volume considerations.
    Type of Medium: Electronic Resource
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  • 3
    Electronic Resource
    Electronic Resource
    Springer
    The visual computer 3 (1987), S. 145-151 
    ISSN: 1432-2315
    Keywords: Fractals ; Recursive midpoint subdivision ; Revolution volumes ; Stochastic textures
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract For producing numerous frames as in computer animation, the direct application of the Mandelbrot theory of fractals is very expensive. The recursive midpoint subdivision is much more efficient although it sacrifices mathematical purity for execution speed. In our implementation, fractal polygons are created using subdivisions of meshes of triangles. But the midpoint is randomly generated inside a revolution volume where the axis is the edge itself. Based on this implementation, we study the impact of three geometric parameters for controlling this algorithm: the edge threshold, the eccentricity of the smallest cylinder surrounding the revolution volume and the displacement of the revolution volume towards the segment center. Several examples are provided. The subdivision algorithm is also applied to generate textures by perturbation of the normal length.
    Type of Medium: Electronic Resource
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