Division 27 - Communications

Total Page:16

File Type:pdf, Size:1020Kb

Division 27 - Communications EMA PROJECT NO. 2 001 0489 001 JANUARY 3, 2019 SOUND SYSTEM UPGRADES FOR ELGIN HIGH SCHOOL ELGIN INDEPENDENT SCHOOL DISTRICT CSP # 2019-01 ROBERTO VASQUEZ PURCHASING DIRECTOR ELGIN INDEPENDENT SCHOOL DISTRICT ENGINEER: ESTES, McCLURE & ASSOCIATES, INC. ENGINEERING AND CONSULTING 3608 WEST WAY TYLER, TEXAS 75703 903-581-2677 REGISTRATION NO. F-893 Z:\EMA\ELGIN\2 001 0489 001 HS SOUND SYSTEM UPGRADE\02 SPECS 2 001 0489 001\2 001 0489 001 PROJECT MANUAL.docx SEALS PAGE EMA PROJECT NO. 2 001 0489 001 SOUND SYSTEM UPGRADES FOR ELGIN HIGH SCHOOL ELGIN INDEPENDENT SCHOOL DISTRICT CSP # 2019-01 ENGINEER: Estes, McClure & Associates, Inc. James M. Tate, III, P.E. 3608 West Way Tyler, Texas 75703 903.581.2677 (Phone) 903.581.2721 (Fax) Z:\EMA\ELGIN\2 001 0489 001 HS SOUND SYSTEM UPGRADE\02 SPECS 2 001 0489 001\2 001 0489 001 PROJECT MANUAL.DOCX ESTES, McCLURE & ASSOCIATES REGISTRATION NO. F-893 TABLE OF CONTENTS SECTION # PAGES DIVISION 0 - BIDDING AND CONTRACT REQUIREMENTS INSTRUCTIONS TO PROPOSERS 18 PAGES AGREEMENT WITH CONTRACTOR FOR SERVICES 8 PAGES WAGE RATES AND PAYROLL REPORTING 3 PAGES ELGIN ISD PREVAILING WAGE SCALE 1 PAGE COMPETITIVE SEALED PROPOSAL FORM 2 PAGES DIVISION 27 - COMMUNICATIONS 27 05 00 GENERAL COMMUNICATION SYSTEMS REQUIREMENTS 12 PAGES 27 51 25 SOUND REINFORCEMENT SYSTEMS 26 PAGES DRAWINGS ET1.1 DEMOLITION PLAN ET1.2 INSTALLATION PLAN ET2.1 DETAILS ET2.2 DETAILS Z:\EMA\ELGIN\2 001 0489 001 HS SOUND SYSTEM UPGRADE\02 SPECS 2 001 0489 001\2 001 0489 001 PROJECT MANUAL.DOCX ESTES, McCLURE & ASSOCIATES REGISTRATION NO. F-893 ELGIN INDEPENDENT SCHOOL DISTRICT JANUARY 9, 2019 CSP 2019-01: ELGIN HS CAFETORIUM SOUND SYSTEM UPGRADE INSTRUCTIONS TO PROPOSERS PROJECT NAME: ELGIN HS CAFETORIUM SOUND SYSTEM UPGRADE PROJECT ADDRESS: 14000 COUNTY LINE ROAD ELGIN, TX 78621 PROJECT NUMBER: CSP 2019-01 SUBMITTAL DEADLINE: WEDNESDAY, FEBRUARY 6, 2019, 2:00 PM (CENTRAL COMMUNICATIONS:TIME) If you intend to respond to this CSP, do not contact any other members of the District or Board of Trustees in any form until a contract has been awarded, unless granted permission to do so in writing by the District. All inquiries, written or verbal, shall only be directed to: Roberto C. Vasquez, Director of Purchasing & Organizational Planning Telephone: 512-285-9226 Facsimile: 512-285-9933 Email Address: [email protected] Elgin Independent School District 1002 N. Ave C Elgin, TX 78621 1. RECEIPT OF COMPETITIVE SEALED PROPOSALS Competitive Sealed Proposals will be received until 2:00 PM, Central Standard Time, Wednesday, February 6, 2019, in the Business Office of the Elgin Independent School District Administration Building located at 1002 N. Avenue C, Elgin, TX 78621. All proposal pricing will be opened and publically read at that time. One (1) copy of the Contractors Qualifications Statement must be included with the Proposal Form and Bonds. Requirements for Contractors Qualification Statement must include, but are not limited to: ▪ Bid Bond or Cashier Check in an amount not less than five percent (5%) of contracted amount shall be submitted with proposal. ▪ Minimum of three (3) references shall be submitted with proposal. Contact persons and telephone numbers shall be inclusive of this document. All required forms shall be submitted with Proposal. Contractor must have been in similar business for at least five (5) years. Contractor should have successfully completed at least three (3) projects of similar scope and complexity over the last five (5) years. Payment Bond in the amount of one hundred percent (100%) of the contract shall be required within seven (7) days after awarding of contract, if cost matches or exceeds $25,000. Payment Bond shall meet the requirements of Tex.Rev.Civ.Stat.Art.5160 (The McGregor Act) as amended. The issuing company shall be authorized to issue in the State of Texas and shall have a “A.M. Best” rating of no less than (A-). Note: Awarded contractor will not be permitted to proceed until Payment bond has been obtained by and written to provide for completion of work by the proposal entity. It is not anticipated that this project will exceed $100,000.00. Therefore, Performance Bonds are not required. Where Contractor and/or Subcontractor licensing is required at a Federal, State, or Local level, the contractor shall provide written proof of such copies of licenses, certificates, etc. to owner, prior to awarding of contract. Proof of liability, workers compensation and any and all other insurance usual to the project size in both coverage and limits are required within seven (7) days after awarding of contract. Liability limits shall be compatible to industry standards for similar projects. 1 ELGIN INDEPENDENT SCHOOL DISTRICT JANUARY 9, 2019 CSP 2019-01: ELGIN HS CAFETORIUM SOUND SYSTEM UPGRADE The felony conviction notice must be submitted for all employees to be associated with the project. Contractor shall comply with district approved Prevailing Wage recommendations. (This rate shall be used to establish minimum wage rates only, as per Texas Labor Code 5159 (a), Section 2). Elgin Independent School District shall retain five percent (5%) of the total contract amount until such time as all required warranties, testing documents, and punch-list items are completed and approved. Based on listed criteria, the school district reserves the right to reject any and all proposals, to waive any irregularities, and to accept the proposal deemed to be the best value and most advantageous to the School District. 2. ACCURACY OF PROPOSALS It is specifically required that each offeror warrants that his/her competitive sealed proposal contains true, correct and complete information, and that the offeror will make no claim for omission or error. 3. VISIT TO SITE Each offeror, before submitting a proposal for work, should visit the site to inspect and satisfy the offeror with the existing conditions and requirements of the site under which he/she will be obligated to perform his/her work or that will in any manner affect the work. There will be no change order allowed for increased costs associated with conditions which could have been determined by examining the site and the project documents before submission of proposals and/or before a contract is awarded to the successful offeror. 4. PRE-PROPOSAL CONFERENCE A Pre-Proposal Conference will be held at 10:00 AM, Wednesday, January 23, 2019, at Elgin High School, 14000 County Line Road, Elgin, TX 78621. All firms interested in submitting proposal may attend, ask questions, and discuss the project with the Project Consultants and District representatives. Offerors are strongly encouraged to attend. 5. REQUIREMENTS OF COMPETITIVE SEALED PROPOSALS In order for your competitive sealed proposal to be evaluated it must contain the following completed information: A. Competitive Sealed Proposal Form B. Contractors Qualifications Statement A305 C. Proposal Bond or Cashier’s Check for 5% of the Base Proposal (see paragraphs below for additional requirements) D. Required District Forms (see pages 8-18). E. List of Texas litigation for last three years. If none, provide a signed notarized affidavit stating that the offeror has not been involved in any litigation in Texas from December 1, 2015 to present. F. All other information requested in the Information for Offerors Specification Section G. Provide payment bond that is A+ United States Treasury listed. Include samples of the current bonds your firm is using written on companies you propose to use for this project (if applicable). H. Provide a sample of a Certificate of Insurance showing all names of issuing companies. 6. OFFEROR’S REPRESENTATIONS By submitting his/her competitive sealed proposal, the offeror represents that he/she: A. Understands and has carefully read all of the Project Documents B. Has examined the project site, and is familiar with the conditions under which the work will be performed; and C. Will comply with the requirements of the project documents. 2 ELGIN INDEPENDENT SCHOOL DISTRICT JANUARY 9, 2019 CSP 2019-01: ELGIN HS CAFETORIUM SOUND SYSTEM UPGRADE 7. COMPETITIVE SEALED PROPOSALS A. Place all documents in an envelope, sealed, and mark as follows: Elgin Independent School District Attention: Roberto Vasquez 1002 N. Avenue C Elgin, TX 78621 CSP 2019-01: Elgin HS Cafetorium Sound System Upgrade Due Date/Time: February 6, 2019. 2:00 PM B. Proposal will be received for the furnishing of all labor, materials, equipment and performing all work required and must be based upon contract documents prepared by Elgin ISD. C. In the event the proposal is mailed, it is the responsibility of the offeror to allow enough time in transit for proposal to be received by owner prior to date and hour of proposal opening. Telephone, email and faxed proposals will not be accepted. D. Proposals received prior to the advertised hour of opening will be kept securely sealed until the published due date and time. No proposals will be accepted if received after the advertised due date and time. The owner or its representative will not be responsible for the premature opening of, or the failure to open, a proposal not properly addressed or identified. Once a proposal has been received by Elgin ISD, it will not be returned to the vendor for final inspections, reviews, changes, etc. E. In case of ambiguity or lack of clearness in the stated price in the proposal, the owner will adopt the price written in words. F. Any proposal which is not based upon the drawings and specifications, or which contains any qualification of same, or which is not properly completed and signed by the offeror, may be rejected by Elgin ISD, the owner. The Owner reserves the right to waive any informalities. G. Within 48 hours of bid opening, the district will require a bid tabulation of all subcontractors to be used in delivery of this project.
Recommended publications
  • Perlin Textures in Real Time Using Opengl Antoine Miné, Fabrice Neyret
    Perlin Textures in Real Time using OpenGL Antoine Miné, Fabrice Neyret To cite this version: Antoine Miné, Fabrice Neyret. Perlin Textures in Real Time using OpenGL. [Research Report] RR- 3713, INRIA. 1999, pp.18. inria-00072955 HAL Id: inria-00072955 https://hal.inria.fr/inria-00072955 Submitted on 24 May 2006 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET EN AUTOMATIQUE Perlin Textures in Real Time using OpenGL Antoine Mine´ Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ No 3713 juin 1999 THEME` 3 apport de recherche ISSN 0249-6399 Perlin Textures in Real Time using OpenGL Antoine Miné Fabrice Neyret iMAGIS-IMAG, bat C BP 53, 38041 Grenoble Cedex 9, FRANCE [email protected] http://www-imagis.imag.fr/Membres/Fabrice.Neyret/ Thème 3 — Interaction homme-machine, images, données, connaissances Projet iMAGIS Rapport de recherche n˚3713 — juin 1999 — 18 pages Abstract: Perlin’s procedural solid textures provide for high quality rendering of surface appearance like marble, wood or rock.
    [Show full text]
  • Fast, High Quality Noise
    The Importance of Being Noisy: Fast, High Quality Noise Natalya Tatarchuk 3D Application Research Group AMD Graphics Products Group Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion Outline Introduction: procedural techniques and noise Properties of ideal noise primitive Noise in real-time using Direct3D API Lattice Noise Types Noise Summation Techniques Reducing artifacts General strategies Antialiasing Snow accumulation and terrain generation Conclusion The Importance of Being Noisy Almost all procedural generation uses some form of noise If image is food, then noise is salt – adds distinct “flavor” Break the monotony of patterns!! Natural scenes and textures Terrain / Clouds / fire / marble / wood / fluids Noise is often used for not-so-obvious textures to vary the resulting image Even for such structured textures as bricks, we often add noise to make the patterns less distinguishable Ех: ToyShop brick walls and cobblestones Why Do We Care About Procedural Generation? Recent and upcoming games display giant, rich, complex worlds Varied art assets (images and geometry) are difficult and time-consuming to generate Procedural generation allows creation of many such assets with subtle tweaks of parameters Memory-limited systems can benefit greatly from procedural texturing Smaller distribution size Lots of variation
    [Show full text]
  • Synthetic Data Generation for Deep Learning Models
    32. DfX-Symposium 2021 Synthetic Data Generation for Deep Learning Models Christoph Petroll 1 , 2 , Martin Denk 2 , Jens Holtmannspötter 1 ,2, Kristin Paetzold 3 , Philipp Höfer 2 1 The Bundeswehr Research Institute for Materials, Fuels and Lubricants (WIWeB) 2 Universität der Bundeswehr München (UniBwM) 3 Technische Universität Dresden * Korrespondierender Autor: Christoph Petroll Institutsweg 1 85435 Erding Germany Telephone: 08122/9590 3313 Mail: [email protected] Abstract The design freedom and functional integration of additive manufacturing is increasingly being implemented in existing products. One of the biggest challenges are competing optimization goals and functions. This leads to multidisciplinary optimization problems which needs to be solved in parallel. To solve this problem, the authors require a synthetic data set to train a deep learning metamodel. The research presented shows how to create a data set with the right quality and quantity. It is discussed what are the requirements for solving an MDO problem with a metamodel taking into account functional and production-specific boundary conditions. A data set of generic designs is then generated and validated. The generation of the generic design proposals is accompanied by a specific product development example of a drone combustion engine. Keywords Multidisciplinary Optimization Problem, Synthetic Data, Deep Learning © 2021 die Autoren | DOI: https://doi.org/10.35199/dfx2021.11 1. Introduction and Idea of This Research Due to its great design freedom, additive manufacturing (AM) shows a high potential of functional integration and part consolidation [1]-[3]. For this purpose, functions and optimization goals that are usually fulfilled by individual components must be considered in parallel.
    [Show full text]
  • Generating Realistic City Boundaries Using Two-Dimensional Perlin Noise
    Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science Steven Wijgerse student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Generating realistic city boundaries using two-dimensional Perlin noise Graduation thesis for the Doctoraal program, Computer Science by Steven Wijgerse, student number 9706496 February 12, 2007 Graduation Committee dr. J. Zwiers dr. M. Poel prof.dr.ir. A. Nijholt ir. F. Kuijper (TNO Defence, Security and Safety) University of Twente Cluster: Human Media Interaction (HMI) Department of Electrical Engineering, Mathematics and Computer Science (EEMCS) Abstract Currently, during the creation of a simulator that uses Virtual Reality, 3D content creation is by far the most time consuming step, of which a large part is done by hand. This is no different for the creation of virtual urban environments. In order to speed up this process, city generation systems are used. At re-lion, an overall design was specified in order to implement such a system, of which the first step is to automatically create realistic city boundaries. Within the scope of a research project for the University of Twente, an algorithm is proposed for this first step. This algorithm makes use of two-dimensional Perlin noise to fill a grid with random values. After applying a transformation function, to ensure a minimum amount of clustering, and a threshold mech- anism to the grid, the hull of the resulting shape is converted to a vector representation.
    [Show full text]
  • CMSC 425: Lecture 14 Procedural Generation: Perlin Noise
    CMSC 425 Dave Mount CMSC 425: Lecture 14 Procedural Generation: Perlin Noise Reading: The material on Perlin Noise based in part by the notes Perlin Noise, by Hugo Elias. (The link to his materials seems to have been lost.) This is not exactly the same as Perlin noise, but the principles are the same. Procedural Generation: Big game companies can hire armies of artists to create the immense content that make up the game's virtual world. If you are designing a game without such extensive resources, an attractive alternative for certain natural phenomena (such as terrains, trees, and atmospheric effects) is through the use of procedural generation. With the aid of a random number generator, a high quality procedural generation system can produce remarkably realistic models. Examples of such systems include terragen (see Fig. 1(a)) and speedtree (see Fig. 1(b)). terragen speedtree (a) (b) Fig. 1: (a) A terrain generated by terragen and (b) a scene with trees generated by speedtree. Before discussing methods for generating such interesting structures, we need to begin with a background, which is interesting in its own right. The question is how to construct random noise that has nice structural properties. In the 1980's, Ken Perlin came up with a powerful and general method for doing this (for which he won an Academy Award!). The technique is now widely referred to as Perlin Noise (see Fig. 2(a)). A terrain resulting from applying this is shown in Fig. 2(b). (The terragen software uses randomized methods like Perlin noise as a starting point for generating a terrain and then employs additional operations such as simulated erosion, to achieve heightened realism.) Perlin Noise: Natural phenomena derive their richness from random variations.
    [Show full text]
  • State of the Art in Procedural Noise Functions
    EUROGRAPHICS 2010 / Helwig Hauser and Erik Reinhard STAR – State of The Art Report State of the Art in Procedural Noise Functions A. Lagae1,2 S. Lefebvre2,3 R. Cook4 T. DeRose4 G. Drettakis2 D.S. Ebert5 J.P. Lewis6 K. Perlin7 M. Zwicker8 1Katholieke Universiteit Leuven 2REVES/INRIA Sophia-Antipolis 3ALICE/INRIA Nancy Grand-Est / Loria 4Pixar Animation Studios 5Purdue University 6Weta Digital 7New York University 8University of Bern Abstract Procedural noise functions are widely used in Computer Graphics, from off-line rendering in movie production to interactive video games. The ability to add complex and intricate details at low memory and authoring cost is one of its main attractions. This state-of-the-art report is motivated by the inherent importance of noise in graphics, the widespread use of noise in industry, and the fact that many recent research developments justify the need for an up-to-date survey. Our goal is to provide both a valuable entry point into the field of procedural noise functions, as well as a comprehensive view of the field to the informed reader. In this report, we cover procedural noise functions in all their aspects. We outline recent advances in research on this topic, discussing and comparing recent and well established methods. We first formally define procedural noise functions based on stochastic processes and then classify and review existing procedural noise functions. We discuss how procedural noise functions are used for modeling and how they are applied on surfaces. We then introduce analysis tools and apply them to evaluate and compare the major approaches to noise generation.
    [Show full text]
  • Tile-Based Method for Procedural Content Generation
    Tile-based Method for Procedural Content Generation Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By David Maung Graduate Program in Computer Science and Engineering The Ohio State University 2016 Dissertation Committee: Roger Crawfis, Advisor; Srinivasan Parthasarathy; Kannan Srinivasan; Ken Supowit Copyright by David Maung 2016 Abstract Procedural content generation for video games (PCGG) is a growing field due to its benefits of reducing development costs and adding replayability. While there are many different approaches to PCGG, I developed a body of research around tile-based approaches. Tiles are versatile and can be used for materials, 2D game content, or 3D game content. They may be seamless such that a game player cannot perceive that game content was created with tiles. Tile-based approaches allow localized content and semantics while being able to generate infinite worlds. Using techniques such as aperiodic tiling and spatially varying tiling, we can guarantee these infinite worlds are rich playable experiences. My research into tile-based PCGG has led to results in four areas: 1) development of a tile-based framework for PCGG, 2) development of tile-based bandwidth limited noise, 3) development of a complete tile-based game, and 4) application of formal languages to generation and evaluation models in PCGG. ii Vita 2009................................................................B.S. Computer Science, San Diego State
    [Show full text]
  • A Cellular Texture Basis Function
    A Cellular Texture Basis Function Steven Worley 1 ABSTRACT In this paper, we propose a new set of related texture basis func- tions. They are based on scattering ªfeature pointsº throughout 3 Solid texturing is a powerful way to add detail to the surface of < and building a scalar function based on the distribution of the rendered objects. Perlin's ªnoiseº is a 3D basis function used in local points. The use of distributed points in space for texturing some of the most dramatic and useful surface texture algorithms. is not new; ªbombingº is a technique which places geometric fea- We present a new basis function which complements Perlin noise, tures such as spheres throughout space, which generates patterns based on a partitioning of space into a random array of cells. We on surfaces that cut through the volume of these features, forming have used this new basis function to produce textured surfaces re- polkadots, for example. [9, 5] This technique is not a basis func- sembling ¯agstone-like tiled areas, organic crusty skin, crumpled tion, and is signi®cantly less useful than noise. Lewis also used paper, ice, rock, mountain ranges, and craters. The new basis func- points scattered throughout space for texturing. His method forms a tion can be computed ef®ciently without the need for precalculation basis function, but it is better described as an alternative method of or table storage. generating a noise basis than a new basis function with a different appearance.[3] In this paper, we introduce a new texture basis function that has INTRODUCTION interesting behavior, and can be evaluated ef®ciently without any precomputation.
    [Show full text]
  • Parameterized Melody Generation with Autoencoders and Temporally-Consistent Noise
    Parameterized Melody Generation with Autoencoders and Temporally-Consistent Noise Aline Weber, Lucas N. Alegre Jim Torresen Bruno C. da Silva Institute of Informatics Department of Informatics; RITMO Institute of Informatics Federal Univ. of Rio Grande do Sul University of Oslo Federal Univ. of Rio Grande do Sul Porto Alegre, Brazil Oslo, Norway Porto Alegre, Brazil {aweber, lnalegre}@inf.ufrgs.br jimtoer@ifi.uio.no [email protected] ABSTRACT of possibilities when composing|for instance, by suggesting We introduce a machine learning technique to autonomously a few possible novel variations of a base melody informed generate novel melodies that are variations of an arbitrary by the musician. In this paper, we propose and evaluate a base melody. These are produced by a neural network that machine learning technique to generate new melodies based ensures that (with high probability) the melodic and rhyth- on a given arbitrary base melody, while ensuring that it mic structure of the new melody is consistent with a given preserves both properties of the original melody and gen- set of sample songs. We train a Variational Autoencoder eral melodic and rhythmic characteristics of a given set of network to identify a low-dimensional set of variables that sample songs. allows for the compression and representation of sample Previous works have attempted to achieve this goal by songs. By perturbing these variables with Perlin Noise| deploying different types of machine learning techniques. a temporally-consistent parameterized noise function|it is Methods exist, e.g., that interpolate pairs of melodies pro- possible to generate smoothly-changing novel melodies.
    [Show full text]
  • Communicating Simulated Emotional States of Robots by Expressive Movements
    Middlesex University Research Repository An open access repository of Middlesex University research http://eprints.mdx.ac.uk Sial, Sara Baber (2013) Communicating simulated emotional states of robots by expressive movements. Masters thesis, Middlesex University. [Thesis] Final accepted version (with author’s formatting) This version is available at: https://eprints.mdx.ac.uk/12312/ Copyright: Middlesex University Research Repository makes the University’s research available electronically. Copyright and moral rights to this work are retained by the author and/or other copyright owners unless otherwise stated. The work is supplied on the understanding that any use for commercial gain is strictly forbidden. A copy may be downloaded for personal, non-commercial, research or study without prior permission and without charge. Works, including theses and research projects, may not be reproduced in any format or medium, or extensive quotations taken from them, or their content changed in any way, without first obtaining permission in writing from the copyright holder(s). They may not be sold or exploited commercially in any format or medium without the prior written permission of the copyright holder(s). Full bibliographic details must be given when referring to, or quoting from full items including the author’s name, the title of the work, publication details where relevant (place, publisher, date), pag- ination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Middlesex University via the following email address: [email protected] The item will be removed from the repository while any claim is being investigated.
    [Show full text]
  • CALIFORNIA STATE UNIVERSITY, NORTHRIDGE Procedural
    CALIFORNIA STATE UNIVERSITY, NORTHRIDGE Procedural Generation of Planetary-Scale Terrains in Virtual Reality A thesis submitted in partial fulfillment of the requirements For the degree of Master of Science in Software Engineering By Ryan J. Vitacion December 2018 The thesis of Ryan J. Vitacion is approved: __________________________________________ _______________ Professor Kyle Dewey Date __________________________________________ _______________ Professor Taehyung Wang Date __________________________________________ _______________ Professor Li Liu, Chair Date California State University, Northridge ii Acknowledgment I would like to express my sincere gratitude to my committee chair, Professor Li Liu, whose guidance and enthusiasm were invaluable in the development of this thesis. I would also like to thank Professor George Wang and Professor Kyle Dewey for agreeing to be a part of my committee and for their support throughout this research endeavor. iii Dedication This work is dedicated to my parents, Alex and Eppie, whose endless love and support made this thesis possible. I would also like to dedicate this work to my sister Jessica, for her constant encouragement and advice along the way. I love all of you very dearly, and I simply wouldn’t be where I am today without you by my side. iv Table of Contents Signature Page.....................................................................................................................ii Acknowledgment................................................................................................................iii
    [Show full text]
  • A Crash Course on Texturing
    A Crash Course on Texturing Li-Yi Wei Microsoft Research problems. The first problem is that it can be tedious and labor in- tensive to acquire the detailed geometric and BRDF data, either by manual drawing or by measuring real materials. The second prob- lem is that, such a detailed model, even if it can be acquired, may take significant time, memory, and computation resources to render. Fortunately, for Computer Graphics applications, we seldom need to do this. If we are simulating a physical for a more seri- ous purpose of say, designing an aircraft, an artificial heart, or a nuke head, then it is crucial that we get everything right without omitting any detail. However, for graphics, all we need is some- thing that looks right, for both appearance and motion. As research in psychology and psychophysics shows, the human visual system likes to take shortcuts in processing information (and it is proba- bly why it appears to be so fast, even for slow-witted people), and not textured this allows us to take shortcuts in image rendering as well. To avoid annoying some conservative computer scientists (which can jeopar- dize my academic career), I will use the term approximation instead of shortcut hereafter. Texturing is an approximation for detailed surface geometry and material properties. For example, assume you want to model and render a brick wall. One method is to model the detailed geome- try and material properties of all the individual bricks and mortar layers, and send this information for rendering, either via ray tracer or graphics hardware.
    [Show full text]