Efficient Divide-And-Conquer Ray Tracing using Ray Sampling
... In recent years, a number of divide-and-conquer ray tracing (DACRT) methods have been proposed [Keller and Wachter 2011; Mora 2011]. DACRT has several advantages compared to previous ray tracing methods. Firstly, DACRT does not need to store acceleration data structures, and the memory footprint can ...
... In recent years, a number of divide-and-conquer ray tracing (DACRT) methods have been proposed [Keller and Wachter 2011; Mora 2011]. DACRT has several advantages compared to previous ray tracing methods. Firstly, DACRT does not need to store acceleration data structures, and the memory footprint can ...
Haptic and Aural Rendering of a Virtual Milling Process
... the haptic interaction, which may be baffling when only the visual cues are available. In our haptic environment, a cutting tool moves along a pre-defined path to cut the surface of an object. We simulate the machine sound in real time based on the parameters of the cutter including the feed rate, s ...
... the haptic interaction, which may be baffling when only the visual cues are available. In our haptic environment, a cutting tool moves along a pre-defined path to cut the surface of an object. We simulate the machine sound in real time based on the parameters of the cutter including the feed rate, s ...
OptiX: A General Purpose Ray Tracing Engine
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
OptiX: A General Purpose Ray Tracing Engine
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
Multi-threading in the Harlequin RIP
... Harlequin, the Harlequin logo, Harlequin VariData, Harlequin ColorPro, Harlequin TrapPro and Harlequin Parallel Pages are trademarks of Global Graphics Software Limited which may be registered in certain jurisdictions. Global Graphics is a trademark of Global Graphics S.E. which may be registered in ...
... Harlequin, the Harlequin logo, Harlequin VariData, Harlequin ColorPro, Harlequin TrapPro and Harlequin Parallel Pages are trademarks of Global Graphics Software Limited which may be registered in certain jurisdictions. Global Graphics is a trademark of Global Graphics S.E. which may be registered in ...
View Frustum Optimization To Maximize Object`s Image
... We want to compute a view frustum whose near and far planes are oriented in such a way with respect to the object that the bounding quadrilateral is warped into the viewport’s rectangle. We first project each corner of the bounding quadrilateral back into the 3D world coordinate system as a ray orig ...
... We want to compute a view frustum whose near and far planes are oriented in such a way with respect to the object that the bounding quadrilateral is warped into the viewport’s rectangle. We first project each corner of the bounding quadrilateral back into the 3D world coordinate system as a ray orig ...
Diffusion Curves: A Vector Representation for - maverick
... the mesh resolution and topology necessary to embed the desired smooth features. This is why most users rely on an example bitmap to drive the design of realistic gradient meshes. The users first decompose an input photograph into several sub-objects and then draw meshes over each sub-object followi ...
... the mesh resolution and topology necessary to embed the desired smooth features. This is why most users rely on an example bitmap to drive the design of realistic gradient meshes. The users first decompose an input photograph into several sub-objects and then draw meshes over each sub-object followi ...
A Vector-like Architecture for Raster Graphics
... tion. In fact, nowadays it is de rigueur to imply "interactive computer graphics" when one uses the words "computer graphics." Yet, only vector graphics has suc ceeded in making interaction a reality rather than a dream. Raster graphics, as it stands today, is not able to fulfill the interaction re ...
... tion. In fact, nowadays it is de rigueur to imply "interactive computer graphics" when one uses the words "computer graphics." Yet, only vector graphics has suc ceeded in making interaction a reality rather than a dream. Raster graphics, as it stands today, is not able to fulfill the interaction re ...
spie01.mel - Computing Science
... By contrast, direct volume rendering attempts to visualize information throughout an entire 3D data set, so the user gains more information than is provided by a simple surface [3, 11]. Each point in the data set is classified according to which tissue it belongs, and is then assigned appropriate c ...
... By contrast, direct volume rendering attempts to visualize information throughout an entire 3D data set, so the user gains more information than is provided by a simple surface [3, 11]. Each point in the data set is classified according to which tissue it belongs, and is then assigned appropriate c ...
Rendering Falling Leaves on Graphics Hardware
... The first objective is tailored to ensure realism. Despite the huge complexity of natural scenes, our eyes are used to them, and therefore, if leaves perform strange moves in their falling trajectory, we would note it rapidly. This will be achieved by using a physically based simulator that computes ...
... The first objective is tailored to ensure realism. Despite the huge complexity of natural scenes, our eyes are used to them, and therefore, if leaves perform strange moves in their falling trajectory, we would note it rapidly. This will be achieved by using a physically based simulator that computes ...
2D Graphics
... • Computer Graphics: the creation, storage, and manipulation of images and their models • Model: a mathematical representation of an image containing the important properties of an object (location, size, orientation, color, texture, etc.) in data structures • Rendering: Using the properties of the ...
... • Computer Graphics: the creation, storage, and manipulation of images and their models • Model: a mathematical representation of an image containing the important properties of an object (location, size, orientation, color, texture, etc.) in data structures • Rendering: Using the properties of the ...
2D Graphics
... • Computer Graphics: the creation, storage, and manipulation of images and their models • Model: a mathematical representation of an image containing the important properties of an object (location, size, orientation, color, texture, etc.) in data structures • Rendering: Using the properties of t ...
... • Computer Graphics: the creation, storage, and manipulation of images and their models • Model: a mathematical representation of an image containing the important properties of an object (location, size, orientation, color, texture, etc.) in data structures • Rendering: Using the properties of t ...
Rendering Morpho butterflies based on high accuracy nano
... 10]. These phenomena arise from the interaction of light with subwavelength features. We focus on a male of a species of Morpho rhetenor butterfly, native to Central and South America, which displays a particularly brilliant iridescent blue as shown in Fig. 1. This Morpho blue arises from optical in ...
... 10]. These phenomena arise from the interaction of light with subwavelength features. We focus on a male of a species of Morpho rhetenor butterfly, native to Central and South America, which displays a particularly brilliant iridescent blue as shown in Fig. 1. This Morpho blue arises from optical in ...
Week 10—11/08/11) Graphics
... This is an abstract class, so you cannot actually create a new object in this class using the Graphics() constructor Instead, you must use the getGraphics() method You are not allowed to create objects of abstract classes Container is also an abstract class Image is another abstract class ...
... This is an abstract class, so you cannot actually create a new object in this class using the Graphics() constructor Instead, you must use the getGraphics() method You are not allowed to create objects of abstract classes Container is also an abstract class Image is another abstract class ...
Video Painting with Space-Time
... approach of Hertzmann [13] to videos. In this approach, brush strokes from the previous frame will be reused in the next frame after being moved according to the optical flow. Klein et al. [15] extend the notion of brush strokes to tubes in 3D spacetime, leading to more coherent but sometime undesir ...
... approach of Hertzmann [13] to videos. In this approach, brush strokes from the previous frame will be reused in the next frame after being moved according to the optical flow. Klein et al. [15] extend the notion of brush strokes to tubes in 3D spacetime, leading to more coherent but sometime undesir ...
unit ii – three dimensional concepts
... 3. Design a storyboard layout and accompanying key frames for an animation of a single polyhedron. (UNIV QUES MAY/JUN 2007) ...
... 3. Design a storyboard layout and accompanying key frames for an animation of a single polyhedron. (UNIV QUES MAY/JUN 2007) ...
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.