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... Graphics standard (GKS, PHIGS, OpenGL) OS (WIN32, X, Mac OS) Hardware (direct register/video buffer programming) [Page 4] ...
... Graphics standard (GKS, PHIGS, OpenGL) OS (WIN32, X, Mac OS) Hardware (direct register/video buffer programming) [Page 4] ...
Applets - WordPress.com
... a message that illustrates the order in which the init( ), start( ), and paint( ) methods are called when an applet starts up. ...
... a message that illustrates the order in which the init( ), start( ), and paint( ) methods are called when an applet starts up. ...
Improving Shadows and Reflections via the Stencil Buffer
... even in the consumer PC space. In particular, I expect that the 8-bit stencil buffer configuration will become a standard 3D accelerator feature. The reason has to do with the size of 32-bit memory words as much as anything else. In previous years, memory capacities, memory cost, and bandwidth limit ...
... even in the consumer PC space. In particular, I expect that the 8-bit stencil buffer configuration will become a standard 3D accelerator feature. The reason has to do with the size of 32-bit memory words as much as anything else. In previous years, memory capacities, memory cost, and bandwidth limit ...
Java.2d Graphics
... graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer graphics, this is a very practical book: it includes a working example for almost e ...
... graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer graphics, this is a very practical book: it includes a working example for almost e ...
Java 2D Graphics
... graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer graphics, this is a very practical book: it includes a working example for almost e ...
... graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer graphics, this is a very practical book: it includes a working example for almost e ...
this one in format - International Laser Display Association
... For color control, three AOMs can be used on separate red, green and blue beams. Using additional optics, the beams are recombined to form a single beam whose color depends on the AOMs' settings. (For easier color control, more specialized PCAOMs are used. These require only one crystal to modulate ...
... For color control, three AOMs can be used on separate red, green and blue beams. Using additional optics, the beams are recombined to form a single beam whose color depends on the AOMs' settings. (For easier color control, more specialized PCAOMs are used. These require only one crystal to modulate ...
Forward Rasterization - Purdue Computer Science
... the surfels work to improve the quality of the reconstruction by adapting Heckbert’s work [1989] on filtering irregular samples to point-based rendering. During a preprocessing stage, the points with color are used to create a continuous texture which is used at run time to color the visible surface ...
... the surfels work to improve the quality of the reconstruction by adapting Heckbert’s work [1989] on filtering irregular samples to point-based rendering. During a preprocessing stage, the points with color are used to create a continuous texture which is used at run time to color the visible surface ...
Reducing Shading on GPUs using Quad
... In this pipeline, grids are generated from surface patches via tessellation. Our notion of a grid is similar to that of REYES. A grid is a group of triangles with adjacency information provided by the tessellator. A merging unit, which sits between rasterization and shading, buffers rasterized quad ...
... In this pipeline, grids are generated from surface patches via tessellation. Our notion of a grid is similar to that of REYES. A grid is a group of triangles with adjacency information provided by the tessellator. A merging unit, which sits between rasterization and shading, buffers rasterized quad ...
Hennepin County: Branding Style and Usage Guide
... By definition: a unique combination of symbol, color and text that a group uses to represent itself. At Hennepin County the brand is the blue ‘H’ letterform; there may be additional need on print publication for supporting graphic elements, but it is important to use the county brand in a uniform and ...
... By definition: a unique combination of symbol, color and text that a group uses to represent itself. At Hennepin County the brand is the blue ‘H’ letterform; there may be additional need on print publication for supporting graphic elements, but it is important to use the county brand in a uniform and ...
Paper (low res) - Department of Computer Science
... Reconstruction of 3D models from line drawings is a central challenge in the field of computer vision [Malik 1986]. In general, the problem is highly under-constrained, and additional knowledge is typically required to obtain reasonable results automatically [Wang et al. 2009; Cole et al. 2012]. The ...
... Reconstruction of 3D models from line drawings is a central challenge in the field of computer vision [Malik 1986]. In general, the problem is highly under-constrained, and additional knowledge is typically required to obtain reasonable results automatically [Wang et al. 2009; Cole et al. 2012]. The ...
Efficient implementation of progressive meshes
... In earlier work, we introduced the progressive mesh (PM) representation, a new format for storing and transmitting arbitrary triangle meshes. For a given mesh, the PM representation defines a continuous sequence of level-of-detail approximations, allows smooth visual transitions (geomorphs) between ...
... In earlier work, we introduced the progressive mesh (PM) representation, a new format for storing and transmitting arbitrary triangle meshes. For a given mesh, the PM representation defines a continuous sequence of level-of-detail approximations, allows smooth visual transitions (geomorphs) between ...
Computer Graphics (CS 543) Lecture 3 (Part 1): Building 3D Models
... Vertex list: (x,y,z) of vertices (its geometry) are put in array Use pointers from vertices into vertex list Polygon list: vertices connected to each polygon (face) ...
... Vertex list: (x,y,z) of vertices (its geometry) are put in array Use pointers from vertices into vertex list Polygon list: vertices connected to each polygon (face) ...
Introduction to OpenGL - Department of Computing
... Introduction to OpenGL, Basic Image Construction • Note that you can see portions of objects that would be 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 w ...
... Introduction to OpenGL, Basic Image Construction • Note that you can see portions of objects that would be 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 w ...
PC Hardware – a Beginner`s Guide
... TO IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. McGraw-Hill and its licensors do not warrant or guarantee that the functions contained in the work will meet your requirements or that its operation will be uninterrupted or error free. Neither McGraw-Hill nor its licensor ...
... TO IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. McGraw-Hill and its licensors do not warrant or guarantee that the functions contained in the work will meet your requirements or that its operation will be uninterrupted or error free. Neither McGraw-Hill nor its licensor ...
Adding Depth to Cartoons Using Sparse Depth (In)equalities
... that treat the problem as a statistical inference and use supervised learning [HEH05, SSN09] or a large database of manually annotated images [RT09] to provide a sample of prior knowledge. However, due to their statistical nature they require the input data to be very similar to that provided in exa ...
... that treat the problem as a statistical inference and use supervised learning [HEH05, SSN09] or a large database of manually annotated images [RT09] to provide a sample of prior knowledge. However, due to their statistical nature they require the input data to be very similar to that provided in exa ...
Ambient Occlusion Fields - Department of Computer Science
... the resolution would depend on the distance from the surface of the object. However, since this is not easily achieved in practice, we use a radial parameterization. We parameterize the space by direction ω and distance r from the center of the occluder and express the fields with respect to these p ...
... the resolution would depend on the distance from the surface of the object. However, since this is not easily achieved in practice, we use a radial parameterization. We parameterize the space by direction ω and distance r from the center of the occluder and express the fields with respect to these p ...
Prefiltered Antialiased Lines Using Half
... the center of each pixel. We refer to this area as the footprint of the filter; if the filter is circularly symmetric then the filter’s radius determines its footprint. The weighting function is called the filter kernel. The simplest possible kernel—point-sampling—uses a single point in the scene f ...
... the center of each pixel. We refer to this area as the footprint of the filter; if the filter is circularly symmetric then the filter’s radius determines its footprint. The weighting function is called the filter kernel. The simplest possible kernel—point-sampling—uses a single point in the scene f ...
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,… ...
Efficient Histogram Generation Using Scattering on GPUs
... it requires B/4 texture fetches for each input pixel. Assuming we have enough precision in the histogram render target to be able to ignore the workarounds described in section 2.2, the asymptotic complexity of our histogram generation algorithm is O(N). The high degree of parallelism in GPUs dimini ...
... it requires B/4 texture fetches for each input pixel. Assuming we have enough precision in the histogram render target to be able to ignore the workarounds described in section 2.2, the asymptotic complexity of our histogram generation algorithm is O(N). The high degree of parallelism in GPUs dimini ...
Pisa_Mai_2012_IvanPeric
... Replacing the passive diode-based pixel sensor with an “intelligent” pixel sensor implemented in HV CMOS technology. Intelligence: the pixels are able to distinguish a signal from the background and to respond to a particle hit by generating an address information. ...
... Replacing the passive diode-based pixel sensor with an “intelligent” pixel sensor implemented in HV CMOS technology. Intelligence: the pixels are able to distinguish a signal from the background and to respond to a particle hit by generating an address information. ...
Window - SNS Courseware
... list. The order of the list will define the components' front-toback stacking order within the container. If no index is specified when adding a component to a container, it will be added to the end of the list. • Panel • Panel provides space in which an application can attach any other components, ...
... list. The order of the list will define the components' front-toback stacking order within the container. If no index is specified when adding a component to a container, it will be added to the end of the list. • Panel • Panel provides space in which an application can attach any other components, ...
Real-Time Ray Tracing Using Nvidia OptiX
... Ray tracing makes it possible to render realistic shadows, reflections and glass-like objects, which requires trickery when only rasterization is used. In rasterization, one computes the area on the screen where each object is to be shown, but do not analyze light’s impact on the scene. Ray tracing, ...
... Ray tracing makes it possible to render realistic shadows, reflections and glass-like objects, which requires trickery when only rasterization is used. In rasterization, one computes the area on the screen where each object is to be shown, but do not analyze light’s impact on the scene. Ray tracing, ...
Rendering Falling Leaves on Graphics Hardware
... The third one is important because it imposes restrictions on the rendering tool, if we want a system to scale well with the number of leaves, the position computation must have low cost. This can be fulfilled by storing the trajectory information in a texture that is used to modify leaf position. O ...
... The third one is important because it imposes restrictions on the rendering tool, if we want a system to scale well with the number of leaves, the position computation must have low cost. This can be fulfilled by storing the trajectory information in a texture that is used to modify leaf position. O ...
survey of texture mapping
... local coordinate system (‘‘frame mapping’’) [Kaj85]. Our focus in this paper is on the computational aspects of texturing: those tasks common to all types of texture mapping. We will not attempt a thorough survey of the optical and semantic implications of texturing, a careful review of which is ava ...
... local coordinate system (‘‘frame mapping’’) [Kaj85]. Our focus in this paper is on the computational aspects of texturing: those tasks common to all types of texture mapping. We will not attempt a thorough survey of the optical and semantic implications of texturing, a careful review of which is ava ...
Modelling of Daylight for Computer Graphics
... color becomes dimmer. This composition of particles may lead to some effects like a blue sun, which we will explain later. During the day more violet and blue than other light is scattered out of the sunlight and is then scattered along the whole sky sphere. Because blue and violet is scattered out ...
... color becomes dimmer. This composition of particles may lead to some effects like a blue sun, which we will explain later. During the day more violet and blue than other light is scattered out of the sunlight and is then scattered along the whole sky sphere. Because blue and violet is scattered out ...
Framebuffer

A framebuffer (frame buffer, or sometimes framestore) is a portion of RAM containing a bitmap that is driven to a video display from a memory buffer containing a complete frame of data.The information in the memory buffer typically consists of color values for every pixel (point that can be displayed) on the screen. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of the memory required to drive the framebuffer depends on the resolution of the output signal, and on the color depth and palette size.Framebuffers differ significantly from the vector displays that were common prior to the advent of faster graphics (and consequently the concept of a framebuffer). With a vector display, only the vertices of the graphics primitives are stored. The electron beam of the output display is then commanded to move from vertex to vertex, tracing an analog line across the area between these points. With a framebuffer, the electron beam (if the display technology uses one) is commanded to trace a left-to-right, top-to-bottom path across the entire screen, the way a television renders a broadcast signal. At the same time, the color information for each point on the screen is pulled from the framebuffer, creating a set of discrete picture elements (pixels).