What is Computer Graphics? What can we do with Computer
... Cycles through the frame buffer, one scan line at a time. Contents of the memory are used the control the CRT’s beam intensity or color. ...
... Cycles through the frame buffer, one scan line at a time. Contents of the memory are used the control the CRT’s beam intensity or color. ...
2007 Cow Poster - College of Engineering | Oregon State University
... On a sphere, this looks like islands on a water planet. Unfortunately, on a cow, it looks like someone’s been throwing poop. The islands start out as ovals, with a lot of noise added ...
... On a sphere, this looks like islands on a water planet. Unfortunately, on a cow, it looks like someone’s been throwing poop. The islands start out as ovals, with a lot of noise added ...
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments
... and mirror operations [36], possibly splitting rays as they diverge with distance [31, 42]. In this case, the beam representation is only useful for modeling the distribution of rays/energy with distance and for avoiding large tolerances in ray-receiver intersection calculations. If beams are not cl ...
... and mirror operations [36], possibly splitting rays as they diverge with distance [31, 42]. In this case, the beam representation is only useful for modeling the distribution of rays/energy with distance and for avoiding large tolerances in ray-receiver intersection calculations. If beams are not cl ...
Spatial Augmented Reality
... Spatial Augmented Reality is a rapidly emerging field which concerns everyone working in digital art and media who uses any aspects of augmented reality and is interested in cutting-edge technology of display technologies and the impact of computer graphics. We believe that a rich pallet of different ...
... Spatial Augmented Reality is a rapidly emerging field which concerns everyone working in digital art and media who uses any aspects of augmented reality and is interested in cutting-edge technology of display technologies and the impact of computer graphics. We believe that a rich pallet of different ...
Painting-to-3D Model Alignment Via Discriminative Visual
... task as the appearance and scene structure in the 2D depictions can be very different from the appearance and geometry of the 3D model, e.g., due to the specific rendering style, drawing error, age, lighting or change of seasons. In addition, we face a hard search problem: the number of possible ali ...
... task as the appearance and scene structure in the 2D depictions can be very different from the appearance and geometry of the 3D model, e.g., due to the specific rendering style, drawing error, age, lighting or change of seasons. In addition, we face a hard search problem: the number of possible ali ...
Introduction to OpenGL - Department of Computing
... obscured if the objects were solid rather than wireframe. • For example, you can see the entire model of the hills outside the window even though most of this model is normally hidden by the wall of the room. • The globe appears to be nearly solid because it's composed of hundreds of colored blocks, ...
... obscured if the objects were solid rather than wireframe. • For example, you can see the entire model of the hills outside the window even though most of this model is normally hidden by the wall of the room. • The globe appears to be nearly solid because it's composed of hundreds of colored blocks, ...
Real-Time Soft Shadows with Adaptive Light Source Sampling
... every shadow in reality has soft boundaries, so using soft shadows in rendering applications significantly increases the realism of the generated images (see Figure 2). Moreover, aliasing artifacts at the boundaries can be hidden by them as well due to their low frequency. Nearly all current soft sh ...
... every shadow in reality has soft boundaries, so using soft shadows in rendering applications significantly increases the realism of the generated images (see Figure 2). Moreover, aliasing artifacts at the boundaries can be hidden by them as well due to their low frequency. Nearly all current soft sh ...
Three-Dimensional Imaging by Deconvolution Microscopy
... approaches are advisable. It is wise to start with a theoretical determination to get an idea of what to expect experimentally, at least under ideal conditions. Software for PSF calculation is available with some commercial deconvolution packages or if not available it can be downloaded directly fro ...
... approaches are advisable. It is wise to start with a theoretical determination to get an idea of what to expect experimentally, at least under ideal conditions. Software for PSF calculation is available with some commercial deconvolution packages or if not available it can be downloaded directly fro ...
Automated Cell Based Generalization of Virtual 3D City Models with
... As technologies for remote sensing, modeling and storing geospatial data get increasingly sophisticated, also virtual 3D city models get more and more detailed and cover whole city areas, containing several hundreds of thousands of building models. The growing geometrical and visual complexity leads ...
... As technologies for remote sensing, modeling and storing geospatial data get increasingly sophisticated, also virtual 3D city models get more and more detailed and cover whole city areas, containing several hundreds of thousands of building models. The growing geometrical and visual complexity leads ...
Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns
... parameter. In a) D is equal to 0.1, while in b) it is 0.04. It is possible to see that image a) generates less crack nodes than in b). 3. num interaction: this parameter describes number of interactions executed during the simulation (default value is equal to 100). 4. num lines grid and num columns ...
... parameter. In a) D is equal to 0.1, while in b) it is 0.04. It is possible to see that image a) generates less crack nodes than in b). 3. num interaction: this parameter describes number of interactions executed during the simulation (default value is equal to 100). 4. num lines grid and num columns ...
Reflection Nebula Visualization
... In volume rendering terms, a reflection nebula constitutes a participating medium. Volume rendering techniques have been proposed that take into account volumetric absorption and anisotropic scattering characteristics [18] as well as the effects of multiple scattering [24, 14, 27]. More recently, ad ...
... In volume rendering terms, a reflection nebula constitutes a participating medium. Volume rendering techniques have been proposed that take into account volumetric absorption and anisotropic scattering characteristics [18] as well as the effects of multiple scattering [24, 14, 27]. More recently, ad ...
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra
... II. The umbra region should disappear given that a light c The Eurographics Association 2002. ...
... II. The umbra region should disappear given that a light c The Eurographics Association 2002. ...
Volume Decimation of Irregular Tetrahedral Grids
... rendering and isosurface extraction, and that 95% decimation still produces images with few artifacts. Our decimation technique repeatedly deletes a vertex of minimum penalty, adjusts the structure, and recomputes penalties in the affected region. The selected vertex is decimated by merging it into ...
... rendering and isosurface extraction, and that 95% decimation still produces images with few artifacts. Our decimation technique repeatedly deletes a vertex of minimum penalty, adjusts the structure, and recomputes penalties in the affected region. The selected vertex is decimated by merging it into ...
Permission
... of three-dimensional objects in three-dimensional space. The objects we ”see” are perceptual interpretations based on the visual information available in the perceived images. They are not a direct registration of physical reality [26]. In natural settings, for stationary observers, scale and distan ...
... of three-dimensional objects in three-dimensional space. The objects we ”see” are perceptual interpretations based on the visual information available in the perceived images. They are not a direct registration of physical reality [26]. In natural settings, for stationary observers, scale and distan ...
PowerPoint
... • Start with description of 2D objects (lines, points, polygon) • Apply transformations to position them • Apply window-to-viewport mapping • Clip • Rasterise COMP9018 - Advanced Graphics ...
... • Start with description of 2D objects (lines, points, polygon) • Apply transformations to position them • Apply window-to-viewport mapping • Clip • Rasterise COMP9018 - Advanced Graphics ...
Lecture notes
... OpenGL not to skip bytes at the end of a row – You must state how you want the texture to be put in memory: how many bits per “pixel”, which channels,… ...
... OpenGL not to skip bytes at the end of a row – You must state how you want the texture to be put in memory: how many bits per “pixel”, which channels,… ...
Ambient Occlusion Fields - Department of Computer Science
... Our method can be seen as a real-time shadow algorithm for ambient light. Most research on real-time shadow algorithms concentrate on point light sources or relatively small area lights. Hasenfratz et al. [2003] give an extensive survey on the real-time soft shadow algorithms. Deep shadow maps [Loko ...
... Our method can be seen as a real-time shadow algorithm for ambient light. Most research on real-time shadow algorithms concentrate on point light sources or relatively small area lights. Hasenfratz et al. [2003] give an extensive survey on the real-time soft shadow algorithms. Deep shadow maps [Loko ...
Illumination from Shadows
... Abstract— In this paper, we introduce a method for recovering an illumination distribution of a scene from image brightness inside shadows cast by an object of known shape in the scene. In a natural illumination condition, a scene includes both direct and indirect illumination distributed in a compl ...
... Abstract— In this paper, we introduce a method for recovering an illumination distribution of a scene from image brightness inside shadows cast by an object of known shape in the scene. In a natural illumination condition, a scene includes both direct and indirect illumination distributed in a compl ...
Detail to Attention: Exploiting Limits of the Human Visual
... accuracy of the rendered frames, as well as the capabilities of the human visual system. Fully detailed, high fidelity frames still may take many minutes, even hours, to render on today’s computers. The human eye is physically incapable of capturing a whole scene in full detail. Humans sense image d ...
... accuracy of the rendered frames, as well as the capabilities of the human visual system. Fully detailed, high fidelity frames still may take many minutes, even hours, to render on today’s computers. The human eye is physically incapable of capturing a whole scene in full detail. Humans sense image d ...
3D Graphics on the Web: a Survey
... form, animation, collision detection etc.) and to create 2D images suitable for display on a standard computer screen or monitor. The term rendering describes the process of converting the 3D data into a 2D image on a screen. Rendering techniques vary greatly in terms of their complexity, speed, pho ...
... form, animation, collision detection etc.) and to create 2D images suitable for display on a standard computer screen or monitor. The term rendering describes the process of converting the 3D data into a 2D image on a screen. Rendering techniques vary greatly in terms of their complexity, speed, pho ...
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.