نتایج جستجو برای: and scenery
تعداد نتایج: 16827357 فیلتر نتایج به سال:
A continuous one-dimensional scenery is a double-infinite sequence of points (thought of as locations of bells) in R. Assume that a scenery X is observed along the path of a Brownian motion in the following way: when the Brownian motion encounters a bell different from the last one visited, we hear a ring. The trajectory of the Brownian motion is unknown, whilst the scenery X is known except in...
Terrain generation algorithms have an important role in video games: they can provide a realistic scenario for the game experience, or can help keep the user interested in playing by providing new landscapes each time he plays. Nowadays there are a wide range of techniques for terrain generation, but all of them are focused on providing realistic terrains, often neglecting other aspects (e.g., ...
A stable process in random scenery is the continuum limit of a class of random walks in random scenery that is described as follows. A random scenery on Z is a collection, {y(0), y(±1), y(±2), . . .}, of i.i.d. mean-zero variance-one random variables. Given a collection x = {x1, x2, . . . } of i.i.d. random variables, we consider the usual random walk n 7→ sn = x1+ · · ·+xn which leads to the f...
Research on methods for representing natural objects and phenomena by computer graphics (CG) has been steadily broadening the scope of represented objects in recent years. Among such research, visual simulation of rocky scenery is an important issue that has a wide range of applications related to visual contents, such as in landscape simulation. In the early days of research on terrain scenery...
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satellite imagery from NASA.
Benjamini asked whether the scenery reconstruction problem can be solved in polynomial time In this article we answer his question in the a rmative for an i i d uniformly colored scenery on Z observed along a random walk path with bounded jumps We assume the random walk is recurrent can reach every integer with positive probability and the number of possible single steps for the random walk exc...
This study examined whether repeated exposure would enhance positive evaluations when only a part of a stimulus (e.g., the central object) was identical to a previously presented stimulus. Japanese and American participants were exposed to photographs of animals with scenery, then asked their preferences for each of four types of photographs of animals (photographs of animals with the original ...
As digital cameras have been used widely, a technology to extract features of character string areas from scenery (nature) image is required. However, it is very difficult to extract character string areas from a complex background of scenery image as compared with a relatively simple background of documentary image. Human can extract character string areas from scenery image having complex bac...
This paper presents the experimental design and subsequent findings from a series of experiments in a large boundary layer wind tunnel to investigate the variation of surface pressures with increasing upwind terrain roughness on low-rise buildings. Geometrically scaled models of the Wind Engineering Research Field Laboratory experimental building were subjected to a wide range of turbulent boun...
A functional approach for the study of the random walks in random sceneries (RWRS) is proposed. Under fairly general assumptions on the random walk and on the random scenery, functional limit theorems are proved. The method allows to study separately the convergence of the walk and of the scenery: on the one hand, a general criterion for the convergence of the local time of the walk is provided...
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