glossary
... flexibility compared to raster-only formats (such as PNG and JPEG) which have to store information for every pixel of the graphic. Typically, vector formats can also integrate raster images and can combine them with vector information. SVG gives control over the rasterization process, for example to ...
... flexibility compared to raster-only formats (such as PNG and JPEG) which have to store information for every pixel of the graphic. Typically, vector formats can also integrate raster images and can combine them with vector information. SVG gives control over the rasterization process, for example to ...
Practical Collision Detection on the GPU
... from the CPU to the Graphics Processing Unit (GPU) an overall speedup can be gained. The GPU has become an extremely powerful and flexible processor and the recent additions of programmability has made new types of implementations possible. We have implemented and examined CInDeR, which is an algori ...
... from the CPU to the Graphics Processing Unit (GPU) an overall speedup can be gained. The GPU has become an extremely powerful and flexible processor and the recent additions of programmability has made new types of implementations possible. We have implemented and examined CInDeR, which is an algori ...
Author Chapter 5 Outline
... Copyright © 2017 McGraw-Hill Education. All rights reserved. No reproduction or distribution without the prior written consent of McGraw-Hill Education. ...
... Copyright © 2017 McGraw-Hill Education. All rights reserved. No reproduction or distribution without the prior written consent of McGraw-Hill Education. ...
Document
... volume that is a cube with sides of length 2 centered at the origin - Default projection matrix is an identity E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 ...
... volume that is a cube with sides of length 2 centered at the origin - Default projection matrix is an identity E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 ...
S2K Arial, Bold, 37 points, 105% line spacing
... • Sandy Hill, UMass, NTU. Author of Computer Graphics with OpenGL ...
... • Sandy Hill, UMass, NTU. Author of Computer Graphics with OpenGL ...
Visible-Surface Detection Methods
... • Visible edge sections are displayed • Hidden edge sections can be eliminated or displayed differently from the visible edges ...
... • Visible edge sections are displayed • Hidden edge sections can be eliminated or displayed differently from the visible edges ...
Metamorphosis of the Cube
... an algorithm to find all the ways of gluing pairs of polygon edges together to form a convex polyhedron. (Lubiw & O’Rourke 1997) ...
... an algorithm to find all the ways of gluing pairs of polygon edges together to form a convex polyhedron. (Lubiw & O’Rourke 1997) ...
Week 10—11/08/11) Graphics
... The play() method retrieves and plays the sound as soon as possible after it is called ...
... The play() method retrieves and plays the sound as soon as possible after it is called ...
Hardware Enhancements for Raster Graphics
... computer should be so realistic and natural that they are indistinguishable from actual objects. Thus, the computer is able to present a new environment to the user, one that is a smooth mixture of the simulated and the real. Another goal in the head-mounted display is the ability to track and respo ...
... computer should be so realistic and natural that they are indistinguishable from actual objects. Thus, the computer is able to present a new environment to the user, one that is a smooth mixture of the simulated and the real. Another goal in the head-mounted display is the ability to track and respo ...
Computer Graphics - KDD - Kansas State University
... Logical Relationship among Types of Projections ...
... Logical Relationship among Types of Projections ...
ATI Radeon HD 3600 Series
... © 2007 Advanced Micro Devices Inc. All rights reserved. The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserve ...
... © 2007 Advanced Micro Devices Inc. All rights reserved. The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserve ...
1( , 1 D zxg - Wolfgang Stuerzlinger
... perform the operation by copying the frame buffer onto itself. The 1/D scaling is also achieved in the same step by including the 1/D term in the color matrix. The result is stored in the alpha channel while the RGB channels are cleared to accept new data in the next step. Next we render the ellipso ...
... perform the operation by copying the frame buffer onto itself. The 1/D scaling is also achieved in the same step by including the 1/D term in the color matrix. The result is stored in the alpha channel while the RGB channels are cleared to accept new data in the next step. Next we render the ellipso ...
Monte Carlo integration
... Monte Carlo numerical integration • works in any dimension! – need to carefully pick the points – need to properly define the pdf • hard for complex domain shapes • e.g. how to uniformly sample a sphere? ...
... Monte Carlo numerical integration • works in any dimension! – need to carefully pick the points – need to properly define the pdf • hard for complex domain shapes • e.g. how to uniformly sample a sphere? ...
ATI Radeon™ HD 5500 Series
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to discontinue or make changes to products, ...
... The contents of this document are provided in connection with Advanced Micro Devices, Inc. (“AMD”) products. AMD makes no representations or warranties with respect to the accuracy or completeness of the contents of this publication and reserves the right to discontinue or make changes to products, ...
Semi-uniform Adaptive Patch Tessellation
... In this section we describe a pure GPU implementation of the tessellation scheme on DirectX 10-class hardware. The performance benchmark in the next section compares this approach to CPU-assisted alternatives on older hardware. Conceptually, an implementation of the scheme is straightforward, and th ...
... In this section we describe a pure GPU implementation of the tessellation scheme on DirectX 10-class hardware. The performance benchmark in the next section compares this approach to CPU-assisted alternatives on older hardware. Conceptually, an implementation of the scheme is straightforward, and th ...
15-DrawingIntro
... A simple two-dimensional coordinate system exists for each graphics context or drawing surface Each point on the coordinate system represents a single pixel top left corner of the area is coordinate <0, 0> // This string will be drawn 20 pixels right, // 40 pixels down as the lower left corner ...
... A simple two-dimensional coordinate system exists for each graphics context or drawing surface Each point on the coordinate system represents a single pixel top left corner of the area is coordinate <0, 0> // This string will be drawn 20 pixels right, // 40 pixels down as the lower left corner ...
Cuboid - Wolfram Research
... You can specify how the faces and The coordinates of the edges of the cuboid should be rendered using the same graphics directives as for polygons. corners of the cuboid can be given using Scaled. See page 430. See also: Polygon, Rectangle. ...
... You can specify how the faces and The coordinates of the edges of the cuboid should be rendered using the same graphics directives as for polygons. corners of the cuboid can be given using Scaled. See page 430. See also: Polygon, Rectangle. ...
Cross-Segment Load Balancing in Parallel Rendering
... VR Juggler [BJH∗ 01] is a graphics framework for VR applications which shields the application developer from the 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 co ...
... VR Juggler [BJH∗ 01] is a graphics framework for VR applications which shields the application developer from the 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 co ...
Data Structures for Graphics
... • It’d have been inefficient if I used small cells everywhere • It’d have been inaccurate if I used big cells everywhere ...
... • It’d have been inefficient if I used small cells everywhere • It’d have been inaccurate if I used big cells everywhere ...
6. Software Dependency
... work, there will be a transient inconsistency in the system between the time of update of the premium and the update of the agent’s commission. In general, if this inconsistency can be tolerated, then there is no impediment to implementing the functions in a non-transactional manner. One possible av ...
... work, there will be a transient inconsistency in the system between the time of update of the premium and the update of the agent’s commission. In general, if this inconsistency can be tolerated, then there is no impediment to implementing the functions in a non-transactional manner. One possible av ...
Anastasia Bezerianos - Prog IS drawing.key
... public void paintComponent(Graphics g) { super.paintComponent(g); // erases background Graphics2D g2 = (Graphics2D) g; // cast for java2 // my graphics: g2.setColor(new Color(255, 0, 0)); g2.fillRect(10, 10, 200, 50); g2.setColor(new Color(0, 0, 0)); g2.drawString("Hello World", 20, 20); ...
... public void paintComponent(Graphics g) { super.paintComponent(g); // erases background Graphics2D g2 = (Graphics2D) g; // cast for java2 // my graphics: g2.setColor(new Color(255, 0, 0)); g2.fillRect(10, 10, 200, 50); g2.setColor(new Color(0, 0, 0)); g2.drawString("Hello World", 20, 20); ...
CG Tutorial Project - 3D Renderer (Ray Tracing Engine)
... Methods of creating objects are also familiar. However, types of models and meanings of control points are entirely new. Eight models are supported in the system, as listed below. 1. The light source. Its only control point represents the position of the light source. ...
... Methods of creating objects are also familiar. However, types of models and meanings of control points are entirely new. Eight models are supported in the system, as listed below. 1. The light source. Its only control point represents the position of the light source. ...
Graphics processing unit
A graphics processor unit (GPU), also occasionally called visual processor unit (VPU), is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are very efficient at manipulating computer graphics and image processing, and their highly parallel structure makes them more effective than general-purpose CPUs for algorithms where processing of large blocks of data is done in parallel. In a personal computer, a GPU can be present on a video card, or it can be embedded on the motherboard or—in certain CPUs—on the CPU die.The term GPU was popularized by Nvidia in 1999, who marketed the GeForce 256 as ""the world's first GPU"", or Graphics Processing Unit, a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that are capable of processing a minimum of 10 million polygons per second"". Rival ATI Technologies coined the term visual processing unit or VPU with the release of the Radeon 9700 in 2002.