
Improving Shadows and Reflections via the Stencil Buffer
... Direct3D. From its inception, OpenGL required stenciling support. Direct3D incorporated stenciling more recently in its DirectX 6 update. Using texturing, fog, or depth buffering is pretty straightforward. However, if you just read the available documentation on stenciling, you’ll probably be left s ...
... Direct3D. From its inception, OpenGL required stenciling support. Direct3D incorporated stenciling more recently in its DirectX 6 update. Using texturing, fog, or depth buffering is pretty straightforward. However, if you just read the available documentation on stenciling, you’ll probably be left s ...
OpenGL 4 Shading Language Cookbook
... simple optimizations to make your shaders run faster. Chapter 4, Using Textures, provides a general introduction to using textures in GLSL shaders. Textures can be used for a variety of purposes besides simply "pasting" an image onto a surface. In this chapter, we cover the basic application of one ...
... simple optimizations to make your shaders run faster. Chapter 4, Using Textures, provides a general introduction to using textures in GLSL shaders. Textures can be used for a variety of purposes besides simply "pasting" an image onto a surface. In this chapter, we cover the basic application of one ...
ATI Radeon HD 3600 Series
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to make changes to specifications and produc ...
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to make changes to specifications and produc ...
ATI Radeon™ HD 5500 Series
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to discontinue or make changes to products, ...
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to discontinue or make changes to products, ...
Computer Graphics
... Ray is sent for group of pixels, i.e. 3*3; if values of adjacent rays differ significantly: additional rays are sent. • Discretization of rays describe a ray as set of 3D points (artifacts possible) • 3D distance transformations per volume element: coding the distance to the next volume element -> s ...
... Ray is sent for group of pixels, i.e. 3*3; if values of adjacent rays differ significantly: additional rays are sent. • Discretization of rays describe a ray as set of 3D points (artifacts possible) • 3D distance transformations per volume element: coding the distance to the next volume element -> s ...
3D Graphics on the Web: a Survey
... Why a survey into 3D web graphics? We see the first of its kind timely due to a new maturity in the subject. With all modern versions of major browsers now supporting plugin-free access to dedicated graphics hardware, and the ever-increasing power of this hardware, web-based 3D graphics application ...
... Why a survey into 3D web graphics? We see the first of its kind timely due to a new maturity in the subject. With all modern versions of major browsers now supporting plugin-free access to dedicated graphics hardware, and the ever-increasing power of this hardware, web-based 3D graphics application ...
7 Years of Graphics /// Thomas Monk Page 1 of 51 accelenation.com
... targeted solely to the gaming community called the m3D. This board used the recently announced PCX2 chip from NEC/PowerVR and is the only time that Matrox have used a 3rd party core. This move was especially surprising given that a month earlier, in August, Matrox had already announced its new Mysti ...
... targeted solely to the gaming community called the m3D. This board used the recently announced PCX2 chip from NEC/PowerVR and is the only time that Matrox have used a 3rd party core. This move was especially surprising given that a month earlier, in August, Matrox had already announced its new Mysti ...
Input/Output Subsystem in Singularity Operating System
... the price for automatic memory management is a decrease in performance, due to the overhead of the language runtime. In spite of all advantages of high-level programming languages, operating systems are usually written in low-level languages, such as C. One of the reasons is that in the past, when m ...
... the price for automatic memory management is a decrease in performance, due to the overhead of the language runtime. In spite of all advantages of high-level programming languages, operating systems are usually written in low-level languages, such as C. One of the reasons is that in the past, when m ...
Cross-Segment Load Balancing in Parallel Rendering
... allows a flexible configuration of display resources, but its main limitation is that it is focused on streaming OpenGL commands through a network of nodes, often initiated from a single source. OpenGL Multipipe SDK (MPK) [BRE05] implements an effective parallel rendering API for a shared memory mul ...
... allows a flexible configuration of display resources, but its main limitation is that it is focused on streaming OpenGL commands through a network of nodes, often initiated from a single source. OpenGL Multipipe SDK (MPK) [BRE05] implements an effective parallel rendering API for a shared memory mul ...
OpenGL Compute Shaders - College of Engineering | Oregon State
... Why Not Just Use OpenCL Instead? OpenCL is great! It does a super job of using the GPU for general-purpose data-parallel computing. And, OpenCL is more feature-rich than OpenGL compute shaders. So, why use Compute Shaders ever if you’ve got OpenCL? Here’s what I think: ...
... Why Not Just Use OpenCL Instead? OpenCL is great! It does a super job of using the GPU for general-purpose data-parallel computing. And, OpenCL is more feature-rich than OpenGL compute shaders. So, why use Compute Shaders ever if you’ve got OpenCL? Here’s what I think: ...
Decimation Of Triangle Meshes
... Requirements for a Good Decimation • The original topology of the mesh must be preserved • The decimated mesh must be a good approximation to the original • Optional : Vertices of the decimated mesh be a subset of original set. This allows to preserve the appearance attributes Decimation Advanced T ...
... Requirements for a Good Decimation • The original topology of the mesh must be preserved • The decimated mesh must be a good approximation to the original • Optional : Vertices of the decimated mesh be a subset of original set. This allows to preserve the appearance attributes Decimation Advanced T ...
slides
... Colors are ultimately set in the fragment shader but can be determined in either shader or in the application Application color: pass to vertex shader as a uniform variable or as a vertex attribute Vertex shader color: pass to fragment shader as varying variable Fragment color: can alter via shader ...
... Colors are ultimately set in the fragment shader but can be determined in either shader or in the application Application color: pass to vertex shader as a uniform variable or as a vertex attribute Vertex shader color: pass to fragment shader as varying variable Fragment color: can alter via shader ...
Evaluation of Subdivision Surfaces on Programmable Graphics
... approach of Bolz and Schröder and refer further details to [2002] (see also Brickhill [2001] for the Loop case). A tutorial overview of subdivision can be found in [Zorin and Schröder 2000], while details of the particular rules used are documented in [Biermann et al. 2000]. A prototype implementa ...
... approach of Bolz and Schröder and refer further details to [2002] (see also Brickhill [2001] for the Loop case). A tutorial overview of subdivision can be found in [Zorin and Schröder 2000], while details of the particular rules used are documented in [Biermann et al. 2000]. A prototype implementa ...
Workstation graphics capabilities for the 1990's and Zyda, Michael J.
... those early days, the computer was generally a single user system, with the graphics ...
... those early days, the computer was generally a single user system, with the graphics ...
ProteinShader: illustrative rendering of macromolecules | SpringerLink
... Overview of the ProteinShader GUI A screenshot of the ProteinShader GUI is shown in Figure 1, where the retinol-binding protein [27] is displayed as a pen-and-ink style rendering. The main window consists of a drawing canvas with a menu bar across the top, and the purpose of each menu is summarized ...
... Overview of the ProteinShader GUI A screenshot of the ProteinShader GUI is shown in Figure 1, where the retinol-binding protein [27] is displayed as a pen-and-ink style rendering. The main window consists of a drawing canvas with a menu bar across the top, and the purpose of each menu is summarized ...
IAT355-Lec14-SceneGraph
... – You can write a universal traversal algorithm – Traversal order must be predictable • In OpenGL, state changes stick around • Setting color sticks until the next color change Feb 23, 2017 ...
... – You can write a universal traversal algorithm – Traversal order must be predictable • In OpenGL, state changes stick around • Setting color sticks until the next color change Feb 23, 2017 ...
A Vector-like Architecture for Raster Graphics
... ing for to the processors. In constant time we know if the search is successful. This is fast but costly in that a linear number of processors would be necessary. Another way to address the problem is to sort the items and then use binary search to achieve a logarithmic time bound. In doing so, we u ...
... ing for to the processors. In constant time we know if the search is successful. This is fast but costly in that a linear number of processors would be necessary. Another way to address the problem is to sort the items and then use binary search to achieve a logarithmic time bound. In doing so, we u ...
CG Tutorial Project - 3D Renderer (Ray Tracing Engine)
... Transparent Index: Specular Reflection Index: Specular Reflection Exponent: ...
... Transparent Index: Specular Reflection Index: Specular Reflection Exponent: ...
Introduction to GPU - Movement Research Lab
... applied to processing 3D vertices and fragments has been growing at a staggering ...
... applied to processing 3D vertices and fragments has been growing at a staggering ...
Graphics Processing Unit (GPU) - Study Mafia:Latest Seminars
... Although Intel proposed the PCI standard in 1991, it did not achieve popularity until the arrival of Windows 95 (in 1995). This sudden interest in PCI was due to the fact that Windows 95 supported a feature called Plug and Play (PnP). PnP means that you can connect a device or insert a card into you ...
... Although Intel proposed the PCI standard in 1991, it did not achieve popularity until the arrival of Windows 95 (in 1995). This sudden interest in PCI was due to the fact that Windows 95 supported a feature called Plug and Play (PnP). PnP means that you can connect a device or insert a card into you ...
TosaOjiru_au11
... made by NVIDIA. In this study, NVIDIA’s CUDA is the choice API for implementing MASS library. ...
... made by NVIDIA. In this study, NVIDIA’s CUDA is the choice API for implementing MASS library. ...
ATI Radeon™ HD 4300 Series GPU Specifications
... 1. ATI Avivo™ HD is a technology collection that includes a broad set of capabilities offered by certain ATI Radeon™ HD GPUs. Not all products have all features and full enablement of some ATI Avivo™ HD capabilities may require complementary products. 2. Some custom resolutions require user configur ...
... 1. ATI Avivo™ HD is a technology collection that includes a broad set of capabilities offered by certain ATI Radeon™ HD GPUs. Not all products have all features and full enablement of some ATI Avivo™ HD capabilities may require complementary products. 2. Some custom resolutions require user configur ...
PowerPoint
... Brown et al. Known as “Old Testament” – Advanced Animation & Rendering Techniques by Watt & Watt. Known as “New Testament” – OpenGL Programming Guide by OpenGL ARB. Known as the “Red Book” or “Lego book”. Available online. COMP9018 - Advanced Graphics ...
... Brown et al. Known as “Old Testament” – Advanced Animation & Rendering Techniques by Watt & Watt. Known as “New Testament” – OpenGL Programming Guide by OpenGL ARB. Known as the “Red Book” or “Lego book”. Available online. COMP9018 - Advanced Graphics ...
Mesa (computer graphics)
Mesa is a collection of free and open-source libraries that implement several rendering as well as video acceleration APIs related to hardware-accelerated 3D rendering, 3D computer graphics and GPGPU, the most prominent being OpenGL. Mesa is hosted at freedesktop.org and used on Linux, BSD and other operating systems. Additionally to the APIs, Mesa also harbors most of the available free and open-source graphics device drivers. The development of Mesa started in August 1993 by Brian Paul, who is still active in the project today, by now containing numerous contributions from various other people and companies worldwide, due to its broad adoption. Crowdfunding has been successfully used to partially drive development of Mesa.