Scene Graph, Hierarchical Data Structures and Quaternions
... • Data structures for efficiently storing geometric information. They are useful for – Collision detection (will the spaceships collide?) – Location queries (which is the nearest post office?) – Chemical simulations (which protein will this drug molecule interact with?) – Rendering (is this aircraft ...
... • Data structures for efficiently storing geometric information. They are useful for – Collision detection (will the spaceships collide?) – Location queries (which is the nearest post office?) – Chemical simulations (which protein will this drug molecule interact with?) – Rendering (is this aircraft ...
Physically Based Real-Time Translucency for Leaves
... for a leaf. However, current BTF methods still have significant memory and rendering cost and do not allow high resolutions. Another way to accurately simulate light propagation in a leaf, proposed by Govaerts et al. [GVU96], is to represent the internal three-dimensional structure of leaf tissue an ...
... for a leaf. However, current BTF methods still have significant memory and rendering cost and do not allow high resolutions. Another way to accurately simulate light propagation in a leaf, proposed by Govaerts et al. [GVU96], is to represent the internal three-dimensional structure of leaf tissue an ...
Answers
... if (grid= = null) { // compute the grid only one time int w = this.getWidht(); int h = this.getHeight(); grid = (BufferedImage ) (this.createImage(w,h)); Graphics2D gc= grid.createGraphics(); for (int x= 0; x
... if (grid= = null) { // compute the grid only one time int w = this.getWidht(); int h = this.getHeight(); grid = (BufferedImage ) (this.createImage(w,h)); Graphics2D gc= grid.createGraphics(); for (int x= 0; x
Hierarchical geometric models for visible surface algorithms
... of what is being viewed. For example, when we view the human body mentioned above from a very large distance, we might need to present only "specks" for the eyes, or perhaps just a "block" for the head, totally eliminating the eyes from consideration. The amount of information "needed" can be the su ...
... of what is being viewed. For example, when we view the human body mentioned above from a very large distance, we might need to present only "specks" for the eyes, or perhaps just a "block" for the head, totally eliminating the eyes from consideration. The amount of information "needed" can be the su ...
From Vertices to Fragments
... value), raised to a power (gamma). This is (approximately) the inverse of the eye's response. See document: gamma The input voltage is linear in the pixel values, since the DAC usually performs a linear conversion. For NTSC, gamma = 2.2 For PAL, gamma = 2.8 For HDTV, gamma = 2.5 (bigger gamma, more ...
... value), raised to a power (gamma). This is (approximately) the inverse of the eye's response. See document: gamma The input voltage is linear in the pixel values, since the DAC usually performs a linear conversion. For NTSC, gamma = 2.2 For PAL, gamma = 2.8 For HDTV, gamma = 2.5 (bigger gamma, more ...
Document
... The principle of trichromacy means: the displayable colors are all the linear combination of primaries Taking linear combinations of R, G and B defines the RGB color space - The range of perceptible colors generated by adding some part each of R, G and B. - If R, G and B are correspond to a monitor’ ...
... The principle of trichromacy means: the displayable colors are all the linear combination of primaries Taking linear combinations of R, G and B defines the RGB color space - The range of perceptible colors generated by adding some part each of R, G and B. - If R, G and B are correspond to a monitor’ ...
Spatial Data Structures - University of Southern California
... Caching Intersection points • Objects can span multiple cells • For A need to test intersection only once • For B need to cache intersection and check next cell for any closer intersection with other objects B • If not, C could be A missed (yellow ray) ...
... Caching Intersection points • Objects can span multiple cells • For A need to test intersection only once • For B need to cache intersection and check next cell for any closer intersection with other objects B • If not, C could be A missed (yellow ray) ...
painting an elevation by light elewacja malowana światłem
... of components in the Sketchup software, a change of the entire conception calls for a complete reorganization of the elements emitting the light. This indicates that an illumination shall be designed immediately in detail. This approach is however difficult to master and is, at the same time, contra ...
... of components in the Sketchup software, a change of the entire conception calls for a complete reorganization of the elements emitting the light. This indicates that an illumination shall be designed immediately in detail. This approach is however difficult to master and is, at the same time, contra ...
Chapter 10
... • Arc is drawn and two straight lines are drawn from the arc end points to the center of the imaginary circle whose perimeter the arc occupies ...
... • Arc is drawn and two straight lines are drawn from the arc end points to the center of the imaginary circle whose perimeter the arc occupies ...
In Adobe Illustrator, the page set
... b. continually updated in an internal file that lets the program keep precise track of each item in the drawing. c. rendered by the printer at the highest resolution possible. d. Answers A, B and C are true. e. None of the above answers are true. 30) What other name(s) can be used for a graphic made ...
... b. continually updated in an internal file that lets the program keep precise track of each item in the drawing. c. rendered by the printer at the highest resolution possible. d. Answers A, B and C are true. e. None of the above answers are true. 30) What other name(s) can be used for a graphic made ...
Analytic Approximations for Real-Time Area Light
... the costly sampling techniques by identifying a representative point on the area light that most contributes to the illumination. The method reduces the shading integration problem to a single point lighting calculation providing a practical solution for real-time rendering. Early works on the metho ...
... the costly sampling techniques by identifying a representative point on the area light that most contributes to the illumination. The method reduces the shading integration problem to a single point lighting calculation providing a practical solution for real-time rendering. Early works on the metho ...
3D Visualization GIS Vector Layer Using Texture Mapping
... agricultural land has been chosen from Al-Hilla city. Each region in these agricultural land is named object and it's information have entered by using ArcMap GIS software as a vector layer. Drawing the agricultural regions (objects) will be as obtained from users paper maps in directorate of agricu ...
... agricultural land has been chosen from Al-Hilla city. Each region in these agricultural land is named object and it's information have entered by using ArcMap GIS software as a vector layer. Drawing the agricultural regions (objects) will be as obtained from users paper maps in directorate of agricu ...
testreport
... Hot pixels are pixels which produce greater than 25,000 electrons per second. The hot pixels are found by examining the flat field image (In this particular case not corrected for dark current as this would have the effect of removing most of the hot pixels). As the measurements were taken at room t ...
... Hot pixels are pixels which produce greater than 25,000 electrons per second. The hot pixels are found by examining the flat field image (In this particular case not corrected for dark current as this would have the effect of removing most of the hot pixels). As the measurements were taken at room t ...
TRE - IBM Research
... The TRE uses a highly optimized height field raycaster to render images. Ray-casting, like ray-tracing, follows mathematical rays of light from the viewer’s virtual eye, through the view plane, and into the virtual world. The first location where the ray is found to intersect the terrain is consider ...
... The TRE uses a highly optimized height field raycaster to render images. Ray-casting, like ray-tracing, follows mathematical rays of light from the viewer’s virtual eye, through the view plane, and into the virtual world. The first location where the ray is found to intersect the terrain is consider ...
Graphics 1. Graphic File Formats
... Vector Graphics typically are generated using drawing or illustration programs ...
... Vector Graphics typically are generated using drawing or illustration programs ...
Latency considerations of depth
... scene geometry. Using hierarchical data structures, the runtime complexity of this is O(log n), where n is the number of primitives. On GPUs, this comes at the cost of incoherent execution paths and memory access. Both problems have been addressed using specialized traversal methods and the caching ...
... scene geometry. Using hierarchical data structures, the runtime complexity of this is O(log n), where n is the number of primitives. On GPUs, this comes at the cost of incoherent execution paths and memory access. Both problems have been addressed using specialized traversal methods and the caching ...
Computer-Generated Pen-and-Ink Illustration of Trees Abstract Oliver Deussen
... In our work we start from a different point. Our models are detailed tree models consisting of a tree skeleton and leaves. Our line drawings are the result of visually combining many drawing primitives instead of placing graftal objects on some large geometries. A drawback of our approach is that we ...
... In our work we start from a different point. Our models are detailed tree models consisting of a tree skeleton and leaves. Our line drawings are the result of visually combining many drawing primitives instead of placing graftal objects on some large geometries. A drawback of our approach is that we ...
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 ...
Ray Tracing on Programmable Graphics Hardware
... unit (MIMD computation). Therefore, graphics architects would like to avoid branching if possible. As a concrete example of this trade off, we evaluate the efficiency of ray casting on two architectures, one with and one without branching: ...
... unit (MIMD computation). Therefore, graphics architects would like to avoid branching if possible. As a concrete example of this trade off, we evaluate the efficiency of ray casting on two architectures, one with and one without branching: ...
Real-Time Fur over Arbitrary Surfaces
... shells) performed at runtime, in the order they are rendered. Surface rendering (Figure 4a). For each frame, we first render an opaque version of the whole mesh, setting the Z-buffer. This includes both the innermost layer (“skin”) of furry regions and the surface corresponding to the non-furry regi ...
... shells) performed at runtime, in the order they are rendered. Surface rendering (Figure 4a). For each frame, we first render an opaque version of the whole mesh, setting the Z-buffer. This includes both the innermost layer (“skin”) of furry regions and the surface corresponding to the non-furry regi ...
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.