Hierarchical Structures for Dynamic Polygonal Simplification
... Simplifying the polygonal geometry of small or distant objects to reduce the rendering cost without a significant loss in the visual content of the scene. This is the category which concerns this paper. Polygonal simplification algorithms lllll.y be further divided inlll two subcaregories: tl1ose wh ...
... Simplifying the polygonal geometry of small or distant objects to reduce the rendering cost without a significant loss in the visual content of the scene. This is the category which concerns this paper. Polygonal simplification algorithms lllll.y be further divided inlll two subcaregories: tl1ose wh ...
as a PS
... accessible to non-technical, creative animators. Ideally, the computer should provide for the traditional sculptor or animator an artistic medium as flexible and accessible as any traditional medium such as clay or pencil. Recent advances in 3D graphics display and input hardware bring the possibili ...
... accessible to non-technical, creative animators. Ideally, the computer should provide for the traditional sculptor or animator an artistic medium as flexible and accessible as any traditional medium such as clay or pencil. Recent advances in 3D graphics display and input hardware bring the possibili ...
Models & Hierarchies - UCSD Computer Graphics Lab
... vertex instead of storing the vertex data explicitly This is called an indexed model or single indexed model Indexing will almost always save memory, as models often have shared vertices that are used by several triangles Large, smooth meshes will often share a single vertex between 4-6 triangles (o ...
... vertex instead of storing the vertex data explicitly This is called an indexed model or single indexed model Indexing will almost always save memory, as models often have shared vertices that are used by several triangles Large, smooth meshes will often share a single vertex between 4-6 triangles (o ...
Kein Folientitel
... X-Ray Mammography is currently the primary method of early detection Interpretation of Mammograms is difficult Radiologists often use CAD for prompting X-Ray Mammography ...
... X-Ray Mammography is currently the primary method of early detection Interpretation of Mammograms is difficult Radiologists often use CAD for prompting X-Ray Mammography ...
740 KB PPT - GPGPU.org
... – 32 bit floating point throughout the pipeline – High enough for many (not all) applications ...
... – 32 bit floating point throughout the pipeline – High enough for many (not all) applications ...
Direct3D 9
... between CPU and GPU while still being efficient ► API is getting there, streamlining of functionality means fewer objects to accomplish all tasks ...
... between CPU and GPU while still being efficient ► API is getting there, streamlining of functionality means fewer objects to accomplish all tasks ...
Approximating Dynamic Global Illumination in Image Space
... Deforming surfaces and bounces of indirect light are addressed by Bunnell [2005] using a set of disks to approximate the geometry. A more robust version was presented by Hoberock and Jia [2007], which was further extended to point-based ambient occlusion and interreflections by Christensen [2008]. ...
... Deforming surfaces and bounces of indirect light are addressed by Bunnell [2005] using a set of disks to approximate the geometry. A more robust version was presented by Hoberock and Jia [2007], which was further extended to point-based ambient occlusion and interreflections by Christensen [2008]. ...
Filthy Rich Clients
... • Same speed as heavyweight components • 100% correct Swing integration • No application change ...
... • Same speed as heavyweight components • 100% correct Swing integration • No application change ...
Lecture #1
... transformations, and rendering the instances • Particularly useful for animation – Human is a hierarchy of body, head, upper arm, lower arm, etc… – Animate by changing the transformations at the nodes ...
... transformations, and rendering the instances • Particularly useful for animation – Human is a hierarchy of body, head, upper arm, lower arm, etc… – Animate by changing the transformations at the nodes ...
15-DrawingIntro
... each graphics context or drawing surface Each point on the coordinate system represents a single pixel top left corner of the area is coordinate <0, 0> // This string will be drawn 20 pixels right, // 40 pixels down as the lower left corner; // other shapes are upper right g2.drawString("is in P ...
... each graphics context or drawing surface Each point on the coordinate system represents a single pixel top left corner of the area is coordinate <0, 0> // This string will be drawn 20 pixels right, // 40 pixels down as the lower left corner; // other shapes are upper right g2.drawString("is in P ...
Particle systems - UBC Computer Science
... • In most problems, the drop off is such that not many particles contribute to the forces on any given particle • Sorting problem: is it O(n log n)? ...
... • In most problems, the drop off is such that not many particles contribute to the forces on any given particle • Sorting problem: is it O(n log n)? ...
How to use a Slider and Latex Text to Demonstrate the Trigonometry
... 5. Highlight the contents of the first {} brackets and press Backspace on your keyboard. Go to Objects, follow the drop down arrow and with the help of the slider bar if necessary, choose b. 6. Highlight the contents of the second {} brackets and press Backspace on your keyboard. Go to Objects, fol ...
... 5. Highlight the contents of the first {} brackets and press Backspace on your keyboard. Go to Objects, follow the drop down arrow and with the help of the slider bar if necessary, choose b. 6. Highlight the contents of the second {} brackets and press Backspace on your keyboard. Go to Objects, fol ...
Chapter 8 Using Web Graphics
... an image that you do not want to use. (p. 231) resizing Changing the size of the image as it appears on the screen without changing the file size of the graphic. (p. 231) aspect ratio The relationship between an image’s height and width. (p. 231) resampling Changing the number of pixels in a graphic ...
... an image that you do not want to use. (p. 231) resizing Changing the size of the image as it appears on the screen without changing the file size of the graphic. (p. 231) aspect ratio The relationship between an image’s height and width. (p. 231) resampling Changing the number of pixels in a graphic ...
Fast Matrix Multiplies using Graphics Hardware
... Multiple processors are often used in parallel to compute the multiplication of two matrices. One simple method starts with imagining processors arranged to fill a cube. We can then imagine the first matrix, lying horizontally, distributed in the usual chunk manner across all the processors on the t ...
... Multiple processors are often used in parallel to compute the multiplication of two matrices. One simple method starts with imagining processors arranged to fill a cube. We can then imagine the first matrix, lying horizontally, distributed in the usual chunk manner across all the processors on the t ...
Image-Based Rendering with Occlusions via Cubist Images
... In this paper, we study the idea of IBR based on a flattened, possibly torn, wrap-around texture image (the source image) and the paths in time of camera rays mapped from their 3D scene intersection points to this single warped image. We also investigate the feasibility of sparse spatial camera-ray ...
... In this paper, we study the idea of IBR based on a flattened, possibly torn, wrap-around texture image (the source image) and the paths in time of camera rays mapped from their 3D scene intersection points to this single warped image. We also investigate the feasibility of sparse spatial camera-ray ...
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.