WorldCat Identities

Zyda, Michael J.

Overview
Works: 83 works in 138 publications in 1 language and 190 library holdings
Roles: Author
Publication Timeline
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Most widely held works by Michael J Zyda
NPSNET-MES : semi-automated forces integration by Michael J Zyda( )

1 edition published in 2013 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsnetmessemiaut00ceci
NPSNET : aural cues for virtual world immersion by Michael J Zyda( )

1 edition published in 2012 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsnetauralcuesf00dahl
NPSNET : JANUS-3D : providing three-dimensional displays for a traditional combat model by Michael J Zyda( )

1 edition published in 2012 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsnetjanus3dpro00walt
NPSGDL : an object oriented graphics description language for virtual world application support by Michael J Zyda( )

1 edition published in 2012 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsgdlobjectorie00wils
A decomposable algorithm for contour surface display generation by Michael J Zyda( )

1 edition published in 1984 in Undetermined and held by 9 WorldCat member libraries worldwide

This paper is a study of a highly decomposable algorithm useful for the parallel generation of a contour surface display. The core component of this algorithm is a two-dimensional contouring algorithm that operates on a single, 2 x 2 subgrid of a larger grid. A model for the operations used to generate the contour lines for a single subgrid is developed. The inadequacies of the currently published algorithms, with respect to contour line generation for a subgrid, are pointed out in a brief review of the available literature. A data structure, the contouring tree, is introduced as the basis of a new algorithm for generating the contour lines for the subgrid. The construction of the contouring tree, and the completeness of an algorithm based upon the contouring tree, within the constraints of the contouring model are shown
Real-time contour surface display generation by Michael J Zyda( )

1 edition published in 1984 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/realtimecontours00zyda
An automated reconnaissance and surveillance planning tool by Michael J Zyda( )

1 edition published in 2012 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/automatedreconna00weig
NPSNET : hierarchical data structures for real-time three-dimensional visual simulation by Michael J Zyda( )

1 edition published in 2013 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsnethierarchic00mack
NPSNET : dynamic terrain and cultured feature depiction by Michael J Zyda( )

1 edition published in 2012 in Undetermined and held by 9 WorldCat member libraries worldwide

http://archive.org/details/npsnetdynamicter00walt
A Simulation Study of an Autonomous Steering System for On-Road Operation of Automotive Vehicles by Robert McGhee( Book )

3 editions published in 1986 in English and held by 4 WorldCat member libraries worldwide

The study of human driving of automotive vehicles is an important aid to the development of viable autonomous vehicle navigation techniques. Observation of human behavior during driving suggests that this activity involves two distinct levels, the conscious and the unconscious. Conscious actions relate to the logical behavior of a driver such as stopping the vehicle when a traffic light is red, slowing down the vehicle when it turns a bend, etc. Such behavior can be described using natural human language. The unconscious actions of a driver are much less obvious. There are many such activities occurring while we are driving a vehicle to a particular destination. One of the important unconscious efforts involves the selection of successive points on the road to steer the vehicle towards in order to achieve the desired road-following behavior. This research work attempts to mimic this unconscious behavior through the use of a computer simulation model. Keywords: Robotics; Artificial intelligence; Mobile; Mathematical models. (Author)
Real-time contour surface display generation by Michael J Zyda( Book )

4 editions published in 1984 in English and held by 3 WorldCat member libraries worldwide

We present in this study the architectural specification and feasibility determination for a real-time contour display generator. We begin by examining a recently reported, highly decomposable algorithm for contour surface display generation. We establish a piece of the total algorithm as the algorithm component. The algorithm component is that part of the algorithm that can be executed in parallel, independently from the computations performed on any other algorithm subpart. We propose an architecture for the algorithm component, and model that architecture in order to determine the real-time capability of the algorithm. We then model the larger system of multiple algorithm component processors. This modeling effort is performed with respect to a particular application requiring real-time contour surface display generation. A VSLI feasibility computation is then performed on the proposed architecture. The study ends with a look at the impact of real-time contour surface display generation on the design of the graphics display system. Keywords include: Algorithms; Architecture; Contouring; Contouring tree; Contour surface display generation, Real-time display generation
Parametric representation and polygonal decomposition of curved surfaces by Gary W Taylor( Book )

3 editions published in 1986 in English and held by 3 WorldCat member libraries worldwide

A primary goal of a computer graphics system is to provide the user with different views of objects. Sometimes the objects that the user manipulates are simple in nature and can be constructed easily with the primitives provided by the graphics support package. However, in most applications areas the user is concerned with more complex objects. The display of three-dimensional surfaces is one such application area in computer graphics and is the area that this study explores. It is the intent of this study to stimulate the reader's interest in the area of three-dimensional surface generation and display. To provide this stimulation, we combine the power of certain mathematical techniques and a high performance graphics environment to design and implement a set of functions that can be used to create, manipulate, and display three-dimensional solid-filled surfaces. Once developed, the reader will not only be able to use these functions to explore the design, representation, and rendering of such surfaces but also will be able to use these functions in other fields that can benefit from their use such as cartography, robotics, computer vision and artificial intelligence
Exploiting capability constraints to solve global, two dimensional path planning problems by R. F Richbourg( Book )

4 editions published in 1986 in English and held by 3 WorldCat member libraries worldwide

Mobile autonomous vehicles require the capability of planning routes over ranges that are too great to be characterized by local sensor systems. Completion of this task requires some form of map data. Much work has been done concerning planning paths through local areas, those which can be scanned by on-board sensor systems. However, planning paths based on long range map data is a very different problem. Extant solution techniques require the search of discrete, node and link representations which characterize continuous, two dimensional problem environments. The authors assume the availability of topographic data organized into regions of homogenous traversal cost. Given this, they present a solution technique for the long range planning problem which relies on a Snell's Law heuristic to limit a graph search for the optimal solution
Meaningful real-time graphics workstation performance measurements by Mark Alan Fichten( )

3 editions published in 1988 in English and held by 3 WorldCat member libraries worldwide

This document describes how graphics workstation performance is currently measured and how performance should be measured in the future. Four levels of graphics system performance measurements are low-level primitives (points and Lines), pictures (collections of points and lines), systems (collections of pictures), and applications (collections of systems). The different techniques for measuring performance vary widely depending on the hardware manufacturer, the software programmer, or the article author. This paper discusses performance. measurements of real-time graphics application with emphasis on expressing the measurements in common terms
Preliminary Work on the Command and Control Workstation of the Future by Frank E Harris( Book )

3 editions published in 1988 in English and held by 3 WorldCat member libraries worldwide

The modern tactical commander has a flood of sensory and intelligence information at his disposal. A tool is required to sort that information, allowing the commander to choose the information that is most pertinent to the decisions he must make at that time. This study is the preliminary work on the command and control workstation of the future. The focus of this effort is in two areas. One is a user interface using multiple windows and a mouse controlled cursor. This interface allows the user to set up the display to give him the information he needs in a way that is easy for him to interpret. The second focus is preliminary work on a real-time display that presents the user with a three-dimensional picture of the situation. This initial display uses three resolutions to display large areas of Defense Mapping Agency Digital Terrain Elevation Data with near real time animation
Interactive, networked, moving platform simulators by M. R Oliver( Book )

4 editions published between 1987 and 1988 in English and held by 3 WorldCat member libraries worldwide

Previous research has produced a real time FOG-M missile flight simulation using defense Mapping Agency digital terrain elevation data and a Silicon Graphics, Inc. IRIS 3120 graphics workstation. This study is a continuation of that project with the goals of providing more realistic targets and allowing viewing the terrain from inside several different types of vehicles. In addition, the use of Ethernet network communications between two workstations taking part in the simulation is used to create a missile/target gaming environment
An Inexpensive Real-Time Interactive Three Dimensional Flight Simulation System by Douglas B Smith( Book )

3 editions published in 1987 in English and held by 3 WorldCat member libraries worldwide

A prototype flight simulator for the Fiber-Optically Guided Missile (FOG-M) is presented. This prototype demonstrates the practicability and feasibility of using low-cost graphics hardware to produce acceptable simulation of flight over terrain generated from Defense Mapping Agency (DMA) digital elevation data. The flight simulator displays a dynamic, three-dimensional, out-the-window view fo the terrain in real-time while responding to operator control inputs. The total system cost (software and hardware) of the simulator is an order of magnitude less than most flight simulation systems in current use
An integrated systems architecture for real-time contour surface display generation by Robert A Walker( Book )

2 editions published in 1985 in English and held by 2 WorldCat member libraries worldwide

We present in this study an integrated systems design for a VLSI multiprocessor capable of generating contour surface displays in real-time. We begin by examining a proposed architecture of one such contour surface display generator, and the particular application that initiated the design of that architecture [1]. In the course of the discussion on the original architecture, we detail problems discovered with that architecture. We then propose a new architecture for the contour surface display generator that is both precise in detail, and more technologically realistic. Categories and subject descriptors: I.3.1 [Hardware Architecture}: architectures, parallel processing, VLSI implementations; I.3.2 [Graphics Systems]; multiprocessing systems; I.3.5 [Computational Geometry and Object Modeling]: data structures, discrete planar contours, modeling molecules, surface approximation, surface generation, surface representation, surfaces, 3D graphics; I.3.6 [Methodology and Techniques]: contouring, interactive systems, parallel processing; I.3.7 {Three-Dimensional Graphics and Realism]: line drawings, line generation algorithms, real-time graphics, surface plotting, surface visualization, surfaces; I.3.m [Miscellaneous]: VLSI
A decomposable algorithm for contour surface display generation by Michael J Zyda( Book )

4 editions published in 1984 in English and held by 2 WorldCat member libraries worldwide

This paper is a study of a highly decomposable algorithm useful for the parallel generation of a contour surface display. The core component of this algorithm is a two-dimensional contouring algorithm that operates on a single, 2 x 2 subgrid of a larger grid. A model for the operations used to generate the contour lines for a single subgrid is developed. The inadequacies of the currently published algorithms, with respect to contour line generation for a subgrid, are pointed out in a brief review of the available literature. A data structure, the contouring tree, is introduced as the basis of a new algorithm for generating the contour lines for the subgrid. The construction of the contouring tree, and the completeness of an algorithm based upon the contouring tree, within the constraints of the contouring model are shown
The Command and Control Workstation of the Future : subsurface and periscope views by Gordon Kenneth Weeks( Book )

2 editions published in 1989 in English and held by 2 WorldCat member libraries worldwide

 
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Audience level: 0.46 (from 0.34 for NPSNET : h ... to 0.96 for Meaningful ...)

Languages
English (35)