cs1102_12B_lec08 - Department of Computer Science
... 2D v.s. 3D pictures A picture that has or appears to have height, width and depth is threedimensional (or 3-D). A picture that has height and width but no depth is two-dimensional (or 2-D). ...
... 2D v.s. 3D pictures A picture that has or appears to have height, width and depth is threedimensional (or 3-D). A picture that has height and width but no depth is two-dimensional (or 2-D). ...
Improving Visualization Skills in Engineering Education
... of information is based not only on the meaning of a predefined set of signs but also on the spatial relations between all signs; This is to say, the resemblance, order, proportion and neighborhood relations present in every written communication (and necessarily absent in oral communications). Henc ...
... of information is based not only on the meaning of a predefined set of signs but also on the spatial relations between all signs; This is to say, the resemblance, order, proportion and neighborhood relations present in every written communication (and necessarily absent in oral communications). Henc ...
Simulation of Robotic Systems
... Rigid bodies represent all objects in the Rigid Body Dynamics simulation. Each rigid body is a non-deformable shape. ...
... Rigid bodies represent all objects in the Rigid Body Dynamics simulation. Each rigid body is a non-deformable shape. ...
Real-time noise-aware tone mapping and its use in luminance
... overcome these limitations. The RNTM algorithm, [1], which we consider in this paper, attempts to preserve details without visible artifacts and makes use of locally adaptive tone-curves that minimizes contrast distortions. Also, by taking the image noise into account, it can avoid increasing its vi ...
... overcome these limitations. The RNTM algorithm, [1], which we consider in this paper, attempts to preserve details without visible artifacts and makes use of locally adaptive tone-curves that minimizes contrast distortions. Also, by taking the image noise into account, it can avoid increasing its vi ...
CHISEL: Real Time Large Scale 3D Reconstruction Onboard a
... tablets. The devices we use in this work, Google’s Tango [1] phone and tablet have very small active infrared projection depth sensors combined with high-performance IMUs and wide field of view cameras (Section IV-A). Other devices, such as the Occiptal Inc. Structure Sensor [4] have similar capabil ...
... tablets. The devices we use in this work, Google’s Tango [1] phone and tablet have very small active infrared projection depth sensors combined with high-performance IMUs and wide field of view cameras (Section IV-A). Other devices, such as the Occiptal Inc. Structure Sensor [4] have similar capabil ...
Real-time Animation and Rendering of Ocean Whitecaps
... Figure 2: Rendering times depending on the footprint of the camera. A footprint of 100km2 corresponds to an altitude of 4.6km if the camera is pointing straight down. Frames are generated in less than 10ms at 1280 × 720 resolution on an NVIDIA GeForce 560Ti. Using four different patterns requires a ...
... Figure 2: Rendering times depending on the footprint of the camera. A footprint of 100km2 corresponds to an altitude of 4.6km if the camera is pointing straight down. Frames are generated in less than 10ms at 1280 × 720 resolution on an NVIDIA GeForce 560Ti. Using four different patterns requires a ...
Teaching Computer Graphics with Java
... - Principles of animation In the end, the students are also given a short introduction to Open GL ...
... - Principles of animation In the end, the students are also given a short introduction to Open GL ...
Visible-Surface Detection Methods
... Consider only rays that pass through pixel positions Trace the light-ray paths backward from the pixels ...
... Consider only rays that pass through pixel positions Trace the light-ray paths backward from the pixels ...
Large-Scale Finite State Game Engines
... We present techniques to satisfy all five properties while simultaneously controlling the total number of states precomputed—the key limiting constraint of this state graph approach. To demonstrate our technique, we created a 30-second interactive game that exercises all five properties, set in the ...
... We present techniques to satisfy all five properties while simultaneously controlling the total number of states precomputed—the key limiting constraint of this state graph approach. To demonstrate our technique, we created a 30-second interactive game that exercises all five properties, set in the ...
Lesson 8: Image Techniques
... – Graphics that use mathematical coordinates with lines, curves and shapes to create desired images and specify colors ...
... – Graphics that use mathematical coordinates with lines, curves and shapes to create desired images and specify colors ...
Images
... Mirror equation in terms of R When the source is assumed to be very far from the mirror the incoming rays from the object are parallel. We call the image point in this special case the focal point F and the image distance the focal length f, where ...
... Mirror equation in terms of R When the source is assumed to be very far from the mirror the incoming rays from the object are parallel. We call the image point in this special case the focal point F and the image distance the focal length f, where ...
Ray Tracing - UW Graphics Group
... because they keep parallel lines parallel and they preserve the size and shape of planar objects that are parallel to the image plane. The advantages of parallel projection are also its limitations. In our everyday experience (and even more so in photographs) objects look smaller as they get farther ...
... because they keep parallel lines parallel and they preserve the size and shape of planar objects that are parallel to the image plane. The advantages of parallel projection are also its limitations. In our everyday experience (and even more so in photographs) objects look smaller as they get farther ...
Lecture 29
... • Points have been used as rendering primitives in computer graphics for a long time • Particles have been used to represent objects that can’t be rendered with geometry, such as clouds, explosions, and fire • Image based rendering has recently become popular • Visually complex objects have been rep ...
... • Points have been used as rendering primitives in computer graphics for a long time • Particles have been used to represent objects that can’t be rendered with geometry, such as clouds, explosions, and fire • Image based rendering has recently become popular • Visually complex objects have been rep ...
Isometric Transformations 3
... - a ___________ in the position, shape or size of a geometric figure Pre-Image: - _______________ geometric figure in a transformation ...
... - a ___________ in the position, shape or size of a geometric figure Pre-Image: - _______________ geometric figure in a transformation ...
Geometry: Unit 1: Transformations
... elements in the domain as there is in the range it is called a ONE TO ONE FUNCTION. In geometry, when you have the same number of points in the pre-image as in the image, it is called a ...
... elements in the domain as there is in the range it is called a ONE TO ONE FUNCTION. In geometry, when you have the same number of points in the pre-image as in the image, it is called a ...
Particle systems
... surface normals; compute lighting with the standard lighting equation; 4. ‘Paint’ the ray from back to front, occluding more distant voxels with nearer voxels; this gives hiddensurface removal and easy support for ...
... surface normals; compute lighting with the standard lighting equation; 4. ‘Paint’ the ray from back to front, occluding more distant voxels with nearer voxels; this gives hiddensurface removal and easy support for ...
2.5D
2.5D (""two-and-a-half-dimensional""), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.