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SpeedTree is a group of vegetation programming and modeling software products developed and sold by Interactive Data Visualization, Inc. (IDV) that generates virtual foliage for animations, architecture and in real time for video games and demanding real time simulations.
The procedural generation system in roguelikes would create dungeons in ASCII- or regular tile-based systems and define rooms, hallways, monsters, and treasure to challenge the player. Roguelikes, and games based on the roguelike concepts, allow the development of complex gameplay without having to spend excessive time in creating a game's world.
The Blender ID is a unified login for Blender software and service users, providing a login for Blender Studio, the Blender Store, the Blender Conference, Blender Network, Blender Development Fund, and the Blender Foundation Certified Trainer Program.
L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes. [2] The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine.
Rooted trees, tanglegrams, consensus networks, hybridization networks: Daniel Huson et al. EXACT [16] [17] EXACT is based on the perfect phylogeny model, and uses a very fast homotopy algorithm to evaluate the fitness of different trees, and then it brute forces the tree search using GPUs, or multiple CPUs, on the same or on different machines
There are three primary categories of tree construction methods: top-down, bottom-up, and insertion methods. Top-down methods proceed by partitioning the input set into two (or more) subsets, bounding them in the chosen bounding volume, then keep partitioning (and bounding) recursively until each subset consists of only a single primitive (leaf nodes are reached).
T-REX (Tree and Reticulogram Reconstruction) [1] [2] is a freely available web server, developed at the department of Computer Science of the Université du Québec à Montréal, dedicated to the inference, validation and visualization of phylogenetic trees and phylogenetic networks.
Fuchs and co-authors [2] showed that constructing a BSP tree solved both of these problems by providing a rapid method of sorting polygons with respect to a given viewpoint (linear in the number of polygons in the scene) and by subdividing overlapping polygons to avoid errors that can occur with the painter's algorithm. A disadvantage of binary ...