Geometric Modeling in Graphics
... https://www.ics.uci.edu/~eppstein/pubs/BerEpp-CEG95.pdf Introducing two criteria for triangle grading ...
... https://www.ics.uci.edu/~eppstein/pubs/BerEpp-CEG95.pdf Introducing two criteria for triangle grading ...
Memling`s Virgin and Child and Maarten van Nieuwenhove
... Simple computer image analysis (elementary perspective analysis) has addressed another art historical claim about Memling and mirrors, but in this case concave mirrors. David Hockney claimed that Memling executed Flower still-life (c. 1490) by means of tracing an image projected by a concave mirror. ...
... Simple computer image analysis (elementary perspective analysis) has addressed another art historical claim about Memling and mirrors, but in this case concave mirrors. David Hockney claimed that Memling executed Flower still-life (c. 1490) by means of tracing an image projected by a concave mirror. ...
inde
... From the point of view of the pattern matching algorithms and the associated cost: Words and phrases are too large a unit to be used as index features for speech. Hence, sub-word units can be used as speech index features. Identifying and using the index features. Determine the possible sub-wo ...
... From the point of view of the pattern matching algorithms and the associated cost: Words and phrases are too large a unit to be used as index features for speech. Hence, sub-word units can be used as speech index features. Identifying and using the index features. Determine the possible sub-wo ...
Photorealism or/and Non-Photorealism in
... for highlighting the objects in an AR environment. Or do we want to have an artificial world that is indistinguishable from the reality? During our tests with different users we discovered that both, the photorealistic rendering techniques and the implementation of artistic, non-photorealistic rende ...
... for highlighting the objects in an AR environment. Or do we want to have an artificial world that is indistinguishable from the reality? During our tests with different users we discovered that both, the photorealistic rendering techniques and the implementation of artistic, non-photorealistic rende ...
presentation source
... Homogeneous points with w = 0 are thus “points at infinity”, meaning infinitely far away in some particular direction. – (What direction?) ...
... Homogeneous points with w = 0 are thus “points at infinity”, meaning infinitely far away in some particular direction. – (What direction?) ...
INTRODUCTION - GET HELP INSTANTLY
... functions for fast 3D rendering. The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and curves and surfaces. It is a standard part of every OpenGL implementation. OpenGL is the standard graphics library for building cross-platform, hardwareaccelerated, ...
... functions for fast 3D rendering. The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and curves and surfaces. It is a standard part of every OpenGL implementation. OpenGL is the standard graphics library for building cross-platform, hardwareaccelerated, ...
Bucket Depth Peeling
... Modern GPUs can support up to 8 MRTs with format RGBA32F, thus a bucket array of size 32 can be constructed per pixel. To guarantee correct concurrent updates of buckets, we utilize MAX blending, which compares the source and the destination values to keep the greater one. Each bucket is initialized ...
... Modern GPUs can support up to 8 MRTs with format RGBA32F, thus a bucket array of size 32 can be constructed per pixel. To guarantee correct concurrent updates of buckets, we utilize MAX blending, which compares the source and the destination values to keep the greater one. Each bucket is initialized ...
Real-Time Procedural Textures
... provides a look at the opposite end of this spectrum. Each pixel processor has only 208 bits of memory, but the graphics machine may be configured to have on the order of 256,000 pixel processors, giving the ability to perform several billion instructions per second. Their very small memory makes th ...
... provides a look at the opposite end of this spectrum. Each pixel processor has only 208 bits of memory, but the graphics machine may be configured to have on the order of 256,000 pixel processors, giving the ability to perform several billion instructions per second. Their very small memory makes th ...
Interactive Rendering of Translucent Deformable Objects
... faces is made up of all faces deeper in the hierarchy. A cluster also stores pointers to one or more child-clusters, which themselves store a representation for all their child-faces. The leaf nodes of this hierarchy correspond with the original faces of which the object is composed. We discuss the ...
... faces is made up of all faces deeper in the hierarchy. A cluster also stores pointers to one or more child-clusters, which themselves store a representation for all their child-faces. The leaf nodes of this hierarchy correspond with the original faces of which the object is composed. We discuss the ...
Powering Local Marketing with Signage
... capabilities and related production speeds. Versioning adds value to sign and display graphics, and businesses and organizations are leveraging its benefits. Today’s production tools enable organizations to use a single design/template with different printed options that can account for demographics ...
... capabilities and related production speeds. Versioning adds value to sign and display graphics, and businesses and organizations are leveraging its benefits. Today’s production tools enable organizations to use a single design/template with different printed options that can account for demographics ...
PDF .33MB
... primitives in terms of the dimensional complexity: volumetric primitives, surface elements, and contours. The primitive selected to describe the object depends on the complexity of the object and the tasks involved. As the highest level primitives, volumetric primitives can better represent global f ...
... primitives in terms of the dimensional complexity: volumetric primitives, surface elements, and contours. The primitive selected to describe the object depends on the complexity of the object and the tasks involved. As the highest level primitives, volumetric primitives can better represent global f ...
Lighting Controls for Synthetic Images
... The light controls described below are implemented as modifiers of the intensity value determined at each point by the Phong lighting model and therefore could be applied to any other lighting model. Light Direction and Concentration The two most basic lighting controls are direction and concentrati ...
... The light controls described below are implemented as modifiers of the intensity value determined at each point by the Phong lighting model and therefore could be applied to any other lighting model. Light Direction and Concentration The two most basic lighting controls are direction and concentrati ...
Approximate Algebraic Methods for Curves and Surfaces and
... used in the classical differential geometry of curves and surfaces. In Computer–Aided Design, the mapping is often described by rational spline functions. This leads to NURBS curves and surface, which have become a universally accepted standard. Another technique, which is dual to the first one, ori ...
... used in the classical differential geometry of curves and surfaces. In Computer–Aided Design, the mapping is often described by rational spline functions. This leads to NURBS curves and surface, which have become a universally accepted standard. Another technique, which is dual to the first one, ori ...
Color Perception of 3D Objects - David Brainard Lab
... of an object made from a single homogenous material can interact with the geometrical properties of the illumination to produce large changes in the light reflected from different locations on the object’s surface. This means that perceiving an object as having a unified color requires extracting an ...
... of an object made from a single homogenous material can interact with the geometrical properties of the illumination to produce large changes in the light reflected from different locations on the object’s surface. This means that perceiving an object as having a unified color requires extracting an ...
Natural Problems for Stereoscopic Depth Perception in Virtual
... separation, image plane distance and the user's interpupillary distance (IPD). In traditional desk mounted stereoscopes these factors are assumed to be stable and the principles for correct half-image placement have been well documented. Vergence eye-movements, however, introduce small changes in th ...
... separation, image plane distance and the user's interpupillary distance (IPD). In traditional desk mounted stereoscopes these factors are assumed to be stable and the principles for correct half-image placement have been well documented. Vergence eye-movements, however, introduce small changes in th ...
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.