
Pointillist and Glyph-based Visualization of Nanoparticles in Formation
... value in an area, and the standard deviation to the diversity or “graininess” of color within that area. Viewed at the original scale, this image gives an intuitive impression of the overall mean particle dimensions as or more effectively than the separate images (figure 1 left). To get a feel for th ...
... value in an area, and the standard deviation to the diversity or “graininess” of color within that area. Viewed at the original scale, this image gives an intuitive impression of the overall mean particle dimensions as or more effectively than the separate images (figure 1 left). To get a feel for th ...
meyer.pdf
... request. After the user has specified a subvolume or region-of-interest (ROI), the client application sends a new request to the server to retrieve a subvolume at a higher level of resolution. This updating procedure typically takes considerably less time, because only a small number of files need t ...
... request. After the user has specified a subvolume or region-of-interest (ROI), the client application sends a new request to the server to retrieve a subvolume at a higher level of resolution. This updating procedure typically takes considerably less time, because only a small number of files need t ...
BRDFLab: A general system for designing BRDFs
... The purpose of the fitting step is to approximate a complex BRDF with a set of analytic models. Analytic models are usually desired for rendering, as they tend to be computationally efficient and can be importance sampled. The system implements two strategies commonly used in the literature to fit a ...
... The purpose of the fitting step is to approximate a complex BRDF with a set of analytic models. Analytic models are usually desired for rendering, as they tend to be computationally efficient and can be importance sampled. The system implements two strategies commonly used in the literature to fit a ...
Soft Planar Shadows Using Plateaus
... If only two triangles are used to render a hyperboloid sheet, the penumbra can contain artifacts. It is worth tessellating such sheets when the radii differ by a noticeable factor. In Figure 2 the right side of the plateau (shown in the left images) corresponds with the penumbra formed by the right ...
... If only two triangles are used to render a hyperboloid sheet, the penumbra can contain artifacts. It is worth tessellating such sheets when the radii differ by a noticeable factor. In Figure 2 the right side of the plateau (shown in the left images) corresponds with the penumbra formed by the right ...
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 ...
Klaus Mueller - Computer Science, Stony Brook University
... Issues: Reality Check • Volume test data (a teapot with actual tea) ...
... Issues: Reality Check • Volume test data (a teapot with actual tea) ...
Cross-Segment Load Balancing in Parallel Rendering
... underlying hardware architecture and operating system. Its main aim is to make VR configurations easy to set up and use without the need to know details about the devices and hardware configuration, but not specifically to provide scalable parallel rendering. Chromium [HHN∗ 02] provides a powerful a ...
... underlying hardware architecture and operating system. Its main aim is to make VR configurations easy to set up and use without the need to know details about the devices and hardware configuration, but not specifically to provide scalable parallel rendering. Chromium [HHN∗ 02] provides a powerful a ...
S2K Arial, Bold, 37 points, 105% line spacing
... • Write an application that draws a portion of the Mandelbrot set in "pixel blocks" (described in class). Initially the entire Mandelbrot set is shown as an array of colored squares (a raster), using the default window (with opposite corners: 1.5 + j1.2 and 0.5 - j1.2). The raster consists of numAcr ...
... • Write an application that draws a portion of the Mandelbrot set in "pixel blocks" (described in class). Initially the entire Mandelbrot set is shown as an array of colored squares (a raster), using the default window (with opposite corners: 1.5 + j1.2 and 0.5 - j1.2). The raster consists of numAcr ...
Experiments with a low-cost system for computer graphics material
... There are many computer graphics applications that require visual simulation of the physical world. Applications include animation, games, virtual reality training simulators and architectural and industrial design. In these applications varying levels of accuracy for material appearance models are ...
... There are many computer graphics applications that require visual simulation of the physical world. Applications include animation, games, virtual reality training simulators and architectural and industrial design. In these applications varying levels of accuracy for material appearance models are ...
shading - UT Computer Science
... Look around the room. Each light source has different characteristics. Trillions of photons are pouring out every second. These photons can: interact with the atmosphere, or with things in the atmosphere strike a surface and be absorbed be reflected (scattered) cause fluorescence or phosphorescence. ...
... Look around the room. Each light source has different characteristics. Trillions of photons are pouring out every second. These photons can: interact with the atmosphere, or with things in the atmosphere strike a surface and be absorbed be reflected (scattered) cause fluorescence or phosphorescence. ...
PPT(updated) - Modeling & Simulation Lab.
... gamma-corrected form for some particular type of system, e.g., a PC or Macintosh. When using textures in a synthesized scene, care must be taken to gamma-correct the texture a sum total of only one time. ...
... gamma-corrected form for some particular type of system, e.g., a PC or Macintosh. When using textures in a synthesized scene, care must be taken to gamma-correct the texture a sum total of only one time. ...
Streaming Model Based Volume Ray Casting Implementation for Cell Broadband Engine
... B.E.) [6], which is the first implementation of a chip multiprocessor with a significant number of general purpose programmable cores. The Cell B.E. is a heterogeneous multicore chip capable of massive floating point processing optimized for computation-intensive workloads and rich broadband media ...
... B.E.) [6], which is the first implementation of a chip multiprocessor with a significant number of general purpose programmable cores. The Cell B.E. is a heterogeneous multicore chip capable of massive floating point processing optimized for computation-intensive workloads and rich broadband media ...
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]. ...
Particle systems
... A voxel (“volume pixel”) is a cube in space with a given color; like a 3D pixel. Voxels are often used for medical imaging, terrain, scanning and model reconstruction, and other very large datasets. Voxels usually contain color but could contain other data as well—flow rates (in medical imaging), de ...
... A voxel (“volume pixel”) is a cube in space with a given color; like a 3D pixel. Voxels are often used for medical imaging, terrain, scanning and model reconstruction, and other very large datasets. Voxels usually contain color but could contain other data as well—flow rates (in medical imaging), de ...
Lens Ray Diagram Master v2
... Drawing ray diagrams is a skill used in many branches of optics. As with any skill, practice makes perfect. This booklet contains many practice diagrams so you can become perfect. Although there are an infinite number of light rays, you only need to draw three rays to locate the image. For clarity, ...
... Drawing ray diagrams is a skill used in many branches of optics. As with any skill, practice makes perfect. This booklet contains many practice diagrams so you can become perfect. Although there are an infinite number of light rays, you only need to draw three rays to locate the image. For clarity, ...
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.