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Wyszukujesz frazę "Antoniuk, P." wg kryterium: Wszystkie pola


Wyświetlanie 1-4 z 4
Tytuł:
Non-destructive inspection of anti-corrosion protective coatings using optical coherent tomography
Autorzy:
Antoniuk, P.
Strąkowski, M. R.
Pluciński, J.
Kosmowski, B. B.
Powiązania:
https://bibliotekanauki.pl/articles/220649.pdf
Data publikacji:
2012
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
optical coherence tomography
corrosion
anti-corrosion coatings inspection
Opis:
Optical Coherence Tomography (OCT) is one of the most rapidly advancing techniques. This method is capable of non-contact and non-destructive investigation of the inner structure of a broad range of materials. Compared with other methods which belong to the NDE/NDT group (Non-Destructive Evaluation/Non-Destructive Testing methods), OCT is capable of a broad range of scattering material structure visualization. Such a non-invasive and versatile method is very demanded by the industry. The authors applied the OCT method to examine the corrosion process in metal samples coated by polymer films. The main aim of the research was the evaluation of the anti-corrosion protective coatings using the OCT method. The tested samples were exposed to a harsh environment. The OCT measurements have been taken at different stages of the samples degradation. The research and tests results have been presented, as well as a brief discussion has been carried out.
Źródło:
Metrology and Measurement Systems; 2012, 19, 2; 365-372
0860-8229
Pojawia się w:
Metrology and Measurement Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Feature-based procedural generation of adjustable game content
Autorzy:
Antoniuk, I.
Rokita, P.
Powiązania:
https://bibliotekanauki.pl/articles/115935.pdf
Data publikacji:
2014
Wydawca:
Fundacja na Rzecz Młodych Naukowców
Tematy:
computer games
procedural content generation
gry komputerowe
algorytmy proceduralnego generowania
Opis:
This paper describes a method, for procedural content generation, allowing alteration of object during generation process, as well as further modifications of object after it was created. Most of existing algorithms either require adjustment of unintuitive data and parameters, or don’t allow for further alteration of created object. Such outcomes are unsatisfactory for most of game designers. We offer our solution for this problem and identify some possible future directions of our research.
Źródło:
Challenges of Modern Technology; 2014, 5, 4; 21-26
2082-2863
2353-4419
Pojawia się w:
Challenges of Modern Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Metastable Magnetic Structures in the Blume-Capel Model
Autorzy:
Kułakowski, K.
Antoniuk, M.
Del Moral, A.
Gawroński, P.
Powiązania:
https://bibliotekanauki.pl/articles/2013716.pdf
Data publikacji:
2000-05
Wydawca:
Polska Akademia Nauk. Instytut Fizyki PAN
Tematy:
05.70.Fh
75.10.Hk
75.30.Kz
Opis:
We discuss a first-order phase transition from non-magnetic to magnetic phase at T=0. New results are presented on a spontaneously formed magnetic phase and its energy in the C15 atomic structure, in the presence of the antiferromagnetic interaction. A dynamic phase diagram is constructed for the phase transition. The results are discussed in the context of the pressure-driven phase transition, which was observed experimentally in YMn$\text{}_{2}$.
Źródło:
Acta Physica Polonica A; 2000, 97, 5; 893-896
0587-4246
1898-794X
Pojawia się w:
Acta Physica Polonica A
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Procedural generation of underground systems with terrain features using schematic maps and L-systems
Autorzy:
Antoniuk, I.
Rokita, P.
Powiązania:
https://bibliotekanauki.pl/articles/115839.pdf
Data publikacji:
2016
Wydawca:
Fundacja na Rzecz Młodych Naukowców
Tematy:
computer games
L-systems
procedural content generation
gry komputerowe
L-system
proceduralne generowanie zawartości
algorytmy
Opis:
This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.
Źródło:
Challenges of Modern Technology; 2016, 7, 3; 8-15
2082-2863
2353-4419
Pojawia się w:
Challenges of Modern Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-4 z 4

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