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... PET (positron emission tomography), and MRI (magnetic resonance imaging), medical systems have increasingly employed computer graphics technologies. Computer graphics is also a crucial ingredient in video games and other entertainment applications. Traditionally computer graphics has to deal with im ...
... PET (positron emission tomography), and MRI (magnetic resonance imaging), medical systems have increasingly employed computer graphics technologies. Computer graphics is also a crucial ingredient in video games and other entertainment applications. Traditionally computer graphics has to deal with im ...
Programming in Java Advanced Imaging
... Government is subject to the restrictions set forth in DFARS 252.227-7013 (c)(1)(ii) and FAR 52.227-19. The release described in this document may be protected by one or more U.S. patents, foreign patents, or pending applications. Sun Microsystems, Inc. (SUN) hereby grants to you a fully paid, nonex ...
... Government is subject to the restrictions set forth in DFARS 252.227-7013 (c)(1)(ii) and FAR 52.227-19. The release described in this document may be protected by one or more U.S. patents, foreign patents, or pending applications. Sun Microsystems, Inc. (SUN) hereby grants to you a fully paid, nonex ...
Java.2d Graphics
... Here's a description of each chapter in this book: Chapter 1, talks about Java 2D's role in the larger scheme of things, its origins, and related technology. It also includes an example that demonstrates some of the power of the 2D API. Chapter 2, presents a bird's-eye view of the 2D API. You should ...
... Here's a description of each chapter in this book: Chapter 1, talks about Java 2D's role in the larger scheme of things, its origins, and related technology. It also includes an example that demonstrates some of the power of the 2D API. Chapter 2, presents a bird's-eye view of the 2D API. You should ...
Java 2D Graphics
... Here's a description of each chapter in this book: Chapter 1, talks about Java 2D's role in the larger scheme of things, its origins, and related technology. It also includes an example that demonstrates some of the power of the 2D API. Chapter 2, presents a bird's-eye view of the 2D API. You should ...
... Here's a description of each chapter in this book: Chapter 1, talks about Java 2D's role in the larger scheme of things, its origins, and related technology. It also includes an example that demonstrates some of the power of the 2D API. Chapter 2, presents a bird's-eye view of the 2D API. You should ...
Image-Space Decomposition Algorithms for Sort
... primitives whose projection areas intersect more than one region are replicated in the processors assigned to those regions. After primitive redistribution, each processor performs local rendering operations on its region. The sort-first parallelism is a promising approach since each processor gener ...
... primitives whose projection areas intersect more than one region are replicated in the processors assigned to those regions. After primitive redistribution, each processor performs local rendering operations on its region. The sort-first parallelism is a promising approach since each processor gener ...
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... anatomy. An analogy can be made to the highly successful field of flight simulation, which has been routinely used to train and re-educate pilots for decades. However, significant technical challenges stand between today‘s surgical simulation systems and the virtual operating room that will become a ...
... anatomy. An analogy can be made to the highly successful field of flight simulation, which has been routinely used to train and re-educate pilots for decades. However, significant technical challenges stand between today‘s surgical simulation systems and the virtual operating room that will become a ...
Semi-uniform Adaptive Patch Tessellation
... a requirement. Given an input mesh of patches and a maximum refinement level M, we use some predicate to associate a refinement level 0 ≤ le ≤ M with every edge, e.g. silhouetteness [DRS08], patch curvature, or the distance from the camera. The patch tessellation level m is the maximum of the intege ...
... a requirement. Given an input mesh of patches and a maximum refinement level M, we use some predicate to associate a refinement level 0 ≤ le ≤ M with every edge, e.g. silhouetteness [DRS08], patch curvature, or the distance from the camera. The patch tessellation level m is the maximum of the intege ...
Algorithms for modeling anatomic and target volumes in
... Various techniques to improve region growing are also presented. The simplex search method and combinatory similarity terms were used to improve the similarity function with a low additional computational cost and high yield in region correctness. Moreover, the effects of different priority queue im ...
... Various techniques to improve region growing are also presented. The simplex search method and combinatory similarity terms were used to improve the similarity function with a low additional computational cost and high yield in region correctness. Moreover, the effects of different priority queue im ...
Texture - Stanford Graphics Lab
... Happily, the character of most scenes is such that texture techniques are almost always useful. Although texture is widely used, the realm of texture techniques has by no means been exhaustively explored. We have seen very little activity in time-varying texture, only slightly more in multiple text ...
... Happily, the character of most scenes is such that texture techniques are almost always useful. Although texture is widely used, the realm of texture techniques has by no means been exhaustively explored. We have seen very little activity in time-varying texture, only slightly more in multiple text ...
Implicit Surfaces Seminar, Spring 2012
... an important role in the resulting model. This method iteratively looks for more accurate approximations of the intersection point of the Boolean operations. The field value and normal from each of the contributing nodes at a number of points in space are needed to guide the moving direction from t ...
... an important role in the resulting model. This method iteratively looks for more accurate approximations of the intersection point of the Boolean operations. The field value and normal from each of the contributing nodes at a number of points in space are needed to guide the moving direction from t ...
OpenGL 4 Shading Language Cookbook
... making the formerly fixed-function graphics pipeline programmable. With GLSL, we can leverage the Graphics Processing Unit (GPU) to implement advanced and sophisticated rendering techniques and even do arbitrary computation. With GLSL 4.x, programmers can do more with the GPU than ever before thanks ...
... making the formerly fixed-function graphics pipeline programmable. With GLSL, we can leverage the Graphics Processing Unit (GPU) to implement advanced and sophisticated rendering techniques and even do arbitrary computation. With GLSL 4.x, programmers can do more with the GPU than ever before thanks ...
paper
... since the impact of the remarkable 3D scanning Digital Michelangelo project [Levoy et al. 2000]. Nowadays, 3D scanning is complemented by multi-view stereo techniques that also generate precise 3D models, from input as simple as multiple photographs [Seitz et al. 2006], also known as photogrammetry. ...
... since the impact of the remarkable 3D scanning Digital Michelangelo project [Levoy et al. 2000]. Nowadays, 3D scanning is complemented by multi-view stereo techniques that also generate precise 3D models, from input as simple as multiple photographs [Seitz et al. 2006], also known as photogrammetry. ...
Reducing Shading on GPUs using Quad
... consist of coverage and depth information at each multi-sample location, as well as input data for shaders (shade input data). Shading inputs are defined by fragment shader signatures and include all interpolated attributes (e.g. texture coordinates, position, normal). Source triangle sidedness (fac ...
... consist of coverage and depth information at each multi-sample location, as well as input data for shaders (shade input data). Shading inputs are defined by fragment shader signatures and include all interpolated attributes (e.g. texture coordinates, position, normal). Source triangle sidedness (fac ...
Foundations of 3D Computer Graphics - Tandon
... Chapter 9: We do a quick and dirty introduction to Bezier and Catmull-Rom splines. Chapters 10-13: In these chapters we describe how camera projection is modeled using 4-by-4 matrices. We also describe the fixed function operations in OpenGL. We pay special attention to deriving the correct formulas ...
... Chapter 9: We do a quick and dirty introduction to Bezier and Catmull-Rom splines. Chapters 10-13: In these chapters we describe how camera projection is modeled using 4-by-4 matrices. We also describe the fixed function operations in OpenGL. We pay special attention to deriving the correct formulas ...
Visualize The Future – Book Draft (2016)
... What scientists and all their data fail to see, is that we— the masses—have a difficult time “seeing” the big bang. What does cosmic microwave background radiation look like? We hardly remember yesterday yet alone imagining life 13 plus billion years ago. What’s even worse is when the 3.7 billion nu ...
... What scientists and all their data fail to see, is that we— the masses—have a difficult time “seeing” the big bang. What does cosmic microwave background radiation look like? We hardly remember yesterday yet alone imagining life 13 plus billion years ago. What’s even worse is when the 3.7 billion nu ...
Efficient Medical Volume Visualization
... The x-ray technique relevant for this thesis is Computed Tomography (CT), producing volumetric data sets of the patient. The x-ray source and detector are rotated around and moved along the patient, measuring the intensity of x-rays passing through the body as this spiral progresses. The measurement ...
... The x-ray technique relevant for this thesis is Computed Tomography (CT), producing volumetric data sets of the patient. The x-ray source and detector are rotated around and moved along the patient, measuring the intensity of x-rays passing through the body as this spiral progresses. The measurement ...
Wind Erosion Simulation on Meshes
... In real world, most objects are imperfect. Even a brand new product, there are still some flows or blemishes on it. These imperfections are caused by weathering, which refer to by people, animals or by the change of the intrinsic in physical way or chemical way. But in the virtual world, everything ...
... In real world, most objects are imperfect. Even a brand new product, there are still some flows or blemishes on it. These imperfections are caused by weathering, which refer to by people, animals or by the change of the intrinsic in physical way or chemical way. But in the virtual world, everything ...
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.