Optics, e-book, 12 chapters, 51 pages
... This book is under copyright to A-level Physics Tutor. However, it may be distributed freely provided it is not sold for profit. ...
... This book is under copyright to A-level Physics Tutor. However, it may be distributed freely provided it is not sold for profit. ...
Graphics Programming
... How to define a 3D scene with a virtual camera, 3D objects, light sources, textures, etc How to create a 2D projection of the 3D scene so that it can be displayed on a computer monitor ...
... How to define a 3D scene with a virtual camera, 3D objects, light sources, textures, etc How to create a 2D projection of the 3D scene so that it can be displayed on a computer monitor ...
An Efficient Filling Algorithm for Non
... incrementally updated and pixels in between are filled. At some stage the intersection formula derived in the continuous plane and usually computed using real arithmetic has to be mapped to the discrete plane. This mapping necessitates an implicit or explicit epsilon-test that may cause incorret res ...
... incrementally updated and pixels in between are filled. At some stage the intersection formula derived in the continuous plane and usually computed using real arithmetic has to be mapped to the discrete plane. This mapping necessitates an implicit or explicit epsilon-test that may cause incorret res ...
Superresolution Reflectance Fields
... scenes in new illumination conditions. The key idea of reflectance fields, and the basis for almost all work in this field, is the observation that, due to the principle of superposition of light, the combination of multiple light sources can be simulated by adding the pixel values of images taken w ...
... scenes in new illumination conditions. The key idea of reflectance fields, and the basis for almost all work in this field, is the observation that, due to the principle of superposition of light, the combination of multiple light sources can be simulated by adding the pixel values of images taken w ...
Making Grass and Fur Move
... Fur and grass are natural materials the real–time rendering of which has attracted many computer graphics researchers in the past years. High performance techniques for their fast rendering have been developed. A realistic animation, however, also requires an appropriate simulation of the dynamic be ...
... Fur and grass are natural materials the real–time rendering of which has attracted many computer graphics researchers in the past years. High performance techniques for their fast rendering have been developed. A realistic animation, however, also requires an appropriate simulation of the dynamic be ...
10.5.4.2How It Works
... microscope is a special variant of the multiphoton fluorescence microscope. Twophoton excitation can be a superior alternative to confocal microscopy due to its deeper tissue penetration, efficient light detection and reduced phototoxicity Two-photon excitation employs a concept first described by M ...
... microscope is a special variant of the multiphoton fluorescence microscope. Twophoton excitation can be a superior alternative to confocal microscopy due to its deeper tissue penetration, efficient light detection and reduced phototoxicity Two-photon excitation employs a concept first described by M ...
A Market Model for Level of Detail Control
... “random” order or choosing trading partners via a probability distribution (which could take into account things such as an analogy to customer loyalty) but it is not clear as to whether this would make the model any more successful at finding the optimal solution and, in the case of using probabili ...
... “random” order or choosing trading partners via a probability distribution (which could take into account things such as an analogy to customer loyalty) but it is not clear as to whether this would make the model any more successful at finding the optimal solution and, in the case of using probabili ...
Real-Time Procedural Textures
... which we have not found a general solution; instead we have developed a few techniques which work fairly well for many texture programs. The theoretically proper method is to convolve the texture with a filter kernel of an appropriate shape,centered at the pixel. In principle, this is possible since ...
... which we have not found a general solution; instead we have developed a few techniques which work fairly well for many texture programs. The theoretically proper method is to convolve the texture with a filter kernel of an appropriate shape,centered at the pixel. In principle, this is possible since ...
Research on the fast Fourier transform of image based on
... factor which is related to the complex coefficients. if the input points n is known, it can be calculated in advance, and in the operation of the whole butterfly shaped process it will not be changed. The butterfly operation core designed accroding to the (4)is shown in Figure 2, it is obtained from ...
... factor which is related to the complex coefficients. if the input points n is known, it can be calculated in advance, and in the operation of the whole butterfly shaped process it will not be changed. The butterfly operation core designed accroding to the (4)is shown in Figure 2, it is obtained from ...
Piecewise Tri-linear Contouring for Multi
... surface, such as Marching Cubes [11], Dual Contouring [9] and others [5, 10]. Alternatively, the continuous surface can be directly rendered on GPU [18, 3, 12]. The key idea behind these approaches are that the signed grid can be stored as a 3D texture and that a single texture fetch can be used to ...
... surface, such as Marching Cubes [11], Dual Contouring [9] and others [5, 10]. Alternatively, the continuous surface can be directly rendered on GPU [18, 3, 12]. The key idea behind these approaches are that the signed grid can be stored as a 3D texture and that a single texture fetch can be used to ...
Picture: A Probabilistic Programming Language for Scene Perception
... eliminating most of the “burn in” time of traditional samplers and enabling rapid mode-switching. We demonstrate Picture on three challenging vision problems: inferring the 3D shape and detailed appearance of faces, the 3D pose of articulated human bodies, and the 3D shape of medially-symmetric obje ...
... eliminating most of the “burn in” time of traditional samplers and enabling rapid mode-switching. We demonstrate Picture on three challenging vision problems: inferring the 3D shape and detailed appearance of faces, the 3D pose of articulated human bodies, and the 3D shape of medially-symmetric obje ...
Anastasia Bezerianos - Prog IS drawing.key
... SwingDemo7 frame = new SwingDemo7(); frame.init(); frame.setSize(250,250); frame.setVisible(true); Graphics g = frame.panel.getGraphics(); Graphics2D g2 = (Graphics2D) g; g2.setColor( Color.RED ); for (int i = 0; i <100 ;++i) { g2.drawLine( (int)(250*Math.random()), (int)(250*Math.random()), (int)(2 ...
... SwingDemo7 frame = new SwingDemo7(); frame.init(); frame.setSize(250,250); frame.setVisible(true); Graphics g = frame.panel.getGraphics(); Graphics2D g2 = (Graphics2D) g; g2.setColor( Color.RED ); for (int i = 0; i <100 ;++i) { g2.drawLine( (int)(250*Math.random()), (int)(250*Math.random()), (int)(2 ...
Direct3D 9
... ► Built around a stream based model of data ► All data must be put into a buffer of elements to be loaded onto the hardware ► Trying to gracefully give control of the flow of data between CPU and GPU while still being efficient ► API is getting there, streamlining of functionality means fewer object ...
... ► Built around a stream based model of data ► All data must be put into a buffer of elements to be loaded onto the hardware ► Trying to gracefully give control of the flow of data between CPU and GPU while still being efficient ► API is getting there, streamlining of functionality means fewer object ...
Population Monte Carlo Path Tracing
... Pharr and Humphreys [?] for an overview of Monte Carlo rendering algorithms. Here we focus on three specific areas related to our work: adaptive image-plane sampling, perceptual metrics, and sample reuse. Typically, adaptive image-plane algorithms initially render the image with a small number of sa ...
... Pharr and Humphreys [?] for an overview of Monte Carlo rendering algorithms. Here we focus on three specific areas related to our work: adaptive image-plane sampling, perceptual metrics, and sample reuse. Typically, adaptive image-plane algorithms initially render the image with a small number of sa ...
Adaptively Sampled Distance Fields: A General
... • By shape we mean more than just the 3D geometry of physical objects. Shape can have arbitrary dimension and be derived from simulated or measured data. ...
... • By shape we mean more than just the 3D geometry of physical objects. Shape can have arbitrary dimension and be derived from simulated or measured data. ...
Lecture #1
... – For example, break the volume of interest into lots of tiny cubes, and say which cubes are inside the object – Works well for things like medical data • The process itself, like MRI or CAT scans, enumerates the volume • Data is associated with each voxel (volume element) ...
... – For example, break the volume of interest into lots of tiny cubes, and say which cubes are inside the object – Works well for things like medical data • The process itself, like MRI or CAT scans, enumerates the volume • Data is associated with each voxel (volume element) ...
What is Computer Graphics? What is Image Processing?
... • Sampled-based graphics: discrete samples are used to describe visual information – Pixels can be created by digitizing images, using a samples-based painting program, etc. – Often some aspect of the physical world is sampled for visualization, e.g. temperature across Thailand ...
... • Sampled-based graphics: discrete samples are used to describe visual information – Pixels can be created by digitizing images, using a samples-based painting program, etc. – Often some aspect of the physical world is sampled for visualization, e.g. temperature across Thailand ...
Rendering (computer graphics)
Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term ""rendering"" may be by analogy with an ""artist's rendering"" of a scene. Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation stored in a scene file are outlined as the graphics pipeline along a rendering device, such as a GPU. A GPU is a purpose-built device able to assist a CPU in performing complex rendering calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software should solve the rendering equation. The rendering equation doesn't account for all lighting phenomena, but is a general lighting model for computer-generated imagery. 'Rendering' is also used to describe the process of calculating effects in a video editing program to produce final video output.Rendering is one of the major sub-topics of 3D computer graphics, and in practice is always connected to the others. In the graphics pipeline, it is the last major step, giving the final appearance to the models and animation. With the increasing sophistication of computer graphics since the 1970s, it has become a more distinct subject.Rendering has uses in architecture, video games, simulators, movie or TV visual effects, and design visualization, each employing a different balance of features and techniques. As a product, a wide variety of renderers are available. Some are integrated into larger modeling and animation packages, some are stand-alone, some are free open-source projects. On the inside, a renderer is a carefully engineered program, based on a selective mixture of disciplines related to: light physics, visual perception, mathematics and software development.In the case of 3D graphics, rendering may be done slowly, as in pre-rendering, or in real time. Pre-rendering is a computationally intensive process that is typically used for movie creation, while real-time rendering is often done for 3D video games which rely on the use of graphics cards with 3D hardware accelerators.