WorldCat Identities

Zyda, Michael J.

Overview
Works: 74 works in 102 publications in 1 language and 149 library holdings
Genres: Conference papers and proceedings 
Roles: Author
Publication Timeline
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Most widely held works by Michael J Zyda
Proceedings : 1995 Symposium on Interactive 3D Graphics, Monterey, California, April 9-12 1995 by 1995, Monterey, Calif.> Symposium on Interactive 3D Graphics. <4( Book )

4 editions published in 1995 in English and held by 57 WorldCat member libraries worldwide

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)
Parametric representation and polygonal decomposition of curved surfaces by Gary W Taylor( Book )

2 editions published in 1986 in English and held by 2 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
Surface Reconstruction from Planar Contours by Allan R Jones( Book )

4 editions published in 1986 in English and held by 2 WorldCat member libraries worldwide

Many scientific and technical endeavors require the reconstruction of a three-dimensional solid from a collection of two-dimensional contours. One method for this reconstruction involves a procedure whereby individual pairs of contours are mapped together to form triangular surface patches. In this paper, we present an algorithm which not only handles mapping situations of simple, closed contours but also mappings of multiple contours per plane and partial contour mappings. Also included is a discussion of the algorithm's limitations and heuristics
Real-Time Contour Surface Display Generation by Michael J Zyda( Book )

3 editions published in 1984 in English and held by 2 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
Interactive, networked, moving platform simulators by M. R Oliver( Book )

3 editions published between 1987 and 1988 in English and held by 2 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. Keywords: Fiber optic guidance
Preliminary Work on the Command and Control Workstation of the Future by Frank E Harris( Book )

2 editions published in 1988 in English and held by 2 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. Keywords: Theses, Command and Control, Three dimensional visual simulation, User interface. (mjm)
An Inexpensive Real-Time Interactive Three Dimensional Flight Simulation System by Douglas Bernard Smith( Book )

2 editions published in 1987 in English and held by 2 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
Using the Eikonix Digitizer Camera with the IRIS Graphics Workstation by Jean M Sando( Book )

2 editions published in 1987 in English and held by 2 WorldCat member libraries worldwide

This document describes the operation of the EIKONIX digitizer camera an the IRIS graphics workstation in regards to the display of data from the EIKONIX camera. This document also includes software documentation for both the camera and display software as well as the source code for both programs. (FR)
Proceedings {of the} 1990 Symposium on Interactive 3D Graphics, Snowbird, Utah, 25th-28th March 1990 by Symposium on Interactive 3D Graphics( Book )

2 editions published in 1990 in English and held by 2 WorldCat member libraries worldwide

Two-dimensional polygonal representation of maps for use with autonomous vehicle route planning by Roger K Diehl( Book )

2 editions published in 1986 in English and held by 2 WorldCat member libraries worldwide

We present in this study a two-phase approach to the generation and maintenance of a polygonal cartographic database useful for autonomous vehicle route planning. The database is generated non-interactively from available U.S. Geological Survey topographical maps. The database is maintained interactively by a graphics workstation. The focus of this study is on the non-interactive generation of the polygonal database. The non-interactive generation process uses both a set of heuristics derived from the characteristics of paper maps and classical region growing. This study presents a two-phase approach to the digital map production problem. The first phase is a non-interactive phase in which general information is gleaned from a paper topographical map with the use of an image digitizer and computer vision software. The second phase is an interactive one that focuses on the refinement, correction and revision of the map produced in the first phase
Exploiting capability constraints to solve global, two dimensional path planning problems by R. F Richbourg( Book )

3 editions published in 1986 in English and held by 2 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
A software architecture for the construction and management of real-time virtual worlds by David R Pratt( Book )

1 edition published in 1993 in English and held by 1 WorldCat member library worldwide

As military budgets shrink, the Department of Defense (DoD) is turning to virtual worlds (VW) to solve problems and address issues that were previously solved by prototype or field exercises. However, there is a critical void of experience in the community on how to build VW systems. The Naval Postgraduate School's Network Vehicle Simulator (NPSNEI) was designed and built to address this need. NPSNET is a populated, networked, interactive, flexible, three dimensional (3D) virtual world system. This dissertation covers the construction and management of the VW in NPSNET. The system, which uses both standard and non-standard network message formats, is fully networked allowing multiple users to interact simultaneously in the VW. Commercial off the shelf (COTS), Silicon Graphics Incorporated (SGI) workstations, hardware was used exclusively in NPSNET to ensure the usefulness and the portability of the system to many DoD commands. The core software architecture presented here is suitable for any VW. Computer graphics, Simulator, Simulation, Networks, Virtual worlds, Artificial reality, Synthetic environments, NPSNET
The fractal geometry of nature : its mathematical basis and application to computer graphics by Michael E Gaddis( Book )

2 editions published in 1986 in English and held by 1 WorldCat member library worldwide

Fractal Geometry is a recent synthesis of old mathematical constructs. It was first popularized by complex renderings of terrain on a computer graphics medium. Fractal geometry has since spawned research in many diverse scientific disciplines. Its rapid acceptance has been achieved due to its ability to model phenomena that defy discrete computation due to roughness and discontinuities. With its quick acceptance has come problems. Fractal geometry is a misunderstood idea that is quickly becoming buried under grandiose terminology that serves no purpose. Its essence is induction using simple geometric constructs to transform initiating objects. The fractal objects that we create with this process often resemble natural phenomenon. The purpose of this thesis is to present fractal geometry to the graphics programmer as a simple workable technique. We hope to demystify the concepts of fractal geometry and make it available to all who are interested. Keywords: Stochastic terrain modelling
NPSNET : dynamic terrain and cultured feature depiction by Michael J Zyda( )

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

http://archive.org/details/npsnetdynamicter00walt
NPSNET-MES : semi-automated forces integration by Michael J Zyda( )

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

http://archive.org/details/npsnetmessemiaut00ceci
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 1 WorldCat member library worldwide

http://archive.org/details/npsnethierarchic00mack
The command and control workstation of the future : subsurface and periscope views by Gordon Kenneth Weeks( Book )

1 edition published in 1989 in English and held by 1 WorldCat member library worldwide

3DShips: Rapid 3D Icon Generation for the Command and Control Workstation of the Future by Daniel Edwin Nagel( Book )

1 edition published in 1989 in English and held by 1 WorldCat member library worldwide

The Command and Control Workstation of the Future (CCWF) project demonstrated the practicality of implementing a real-time graphics display to provide a modern fleet commander with a realistic visual display of his arena of operations. One drawback to that implementation is the limited number of vessel icons incorporated. The primary goal of this study is to provide an interactive tool for the rapid generation of three dimensional ship icons suitable for use in the CCWF. By centering the icon definitions around a standard object file format and providing a program that allows manipulation of these components to construct numerous complete ship icons from a limited base of ship component files, the flexibility of the current CCWF is enhanced. Theses
Proceedings of the 1990 symposium on Interactive 3D graphics by Michael Zyda( )

1 edition published in 1990 in English and held by 0 WorldCat member libraries worldwide

 
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Audience level: 0.71 (from 0.39 for NPSNET : h ... to 0.90 for Two-dimens ...)

Languages
English (38)