
Improving Shadows and Reflections via the Stencil Buffer
... Nearly all software implementations of stencil support 8-bit stencil buffers. Hardware implementations vary in the number of bits of stencil they support, but one, four, or eight bits are the common configurations as shown in Table 1. Compliant OpenGL implementations are required to support at least ...
... Nearly all software implementations of stencil support 8-bit stencil buffers. Hardware implementations vary in the number of bits of stencil they support, but one, four, or eight bits are the common configurations as shown in Table 1. Compliant OpenGL implementations are required to support at least ...
Forward Rasterization - Purdue Computer Science
... coverage masks, bringing to point-based rendering what was previously possible only for polygonal rendering. However, porting these techniques to points comes at a higher cost since one has to overcome the lack of connectivity and make do with approximate connectivity inferred from the distances to ...
... coverage masks, bringing to point-based rendering what was previously possible only for polygonal rendering. However, porting these techniques to points comes at a higher cost since one has to overcome the lack of connectivity and make do with approximate connectivity inferred from the distances to ...
Computer Graphics (CS 543) Lecture 3 (Part 1): Building 3D Models
... Define each polygon by (x,y,z) locations of its vertices OpenGL code vertex[i] = vec3(x1, y1, z1); vertex[i+1] = vec3(x6, y6, z6); vertex[i+2] = vec3(x7, y7, z7); ...
... Define each polygon by (x,y,z) locations of its vertices OpenGL code vertex[i] = vec3(x1, y1, z1); vertex[i+1] = vec3(x6, y6, z6); vertex[i+2] = vec3(x7, y7, z7); ...
Résumé/CV - Department of Statistics: Indiana University Bloomington
... Artificial intelligence, with emphasis on model-driven machine vision, informationtheoretic optimization, and uncertain reasoning. Visualization of scientific problems using computer graphics techniques, with emphasis on mathematical objects in higher dimensions. Possible uses of haptic interfaces f ...
... Artificial intelligence, with emphasis on model-driven machine vision, informationtheoretic optimization, and uncertain reasoning. Visualization of scientific problems using computer graphics techniques, with emphasis on mathematical objects in higher dimensions. Possible uses of haptic interfaces f ...
Paper (low res) - Department of Computer Science
... artistic freedom without the restrictions imposed by a CG environment (e.g., limited flexibility due to the 3D model and its animation rig). However, those very limitations are what make complex effects such as global illumination feasible in the computer-generated medium. Such effects are extremely ...
... artistic freedom without the restrictions imposed by a CG environment (e.g., limited flexibility due to the 3D model and its animation rig). However, those very limitations are what make complex effects such as global illumination feasible in the computer-generated medium. Such effects are extremely ...
OpenGL 4 Shading Language Cookbook
... to GLSL: compute shaders. With these, you can make use of the GPU for a variety of tasks that go beyond just shading. With geometry and tessellation shaders, we can create additional geometry or modify geometry, and with compute shaders we can do arbitrary computation on the GPU. For those new to GL ...
... to GLSL: compute shaders. With these, you can make use of the GPU for a variety of tasks that go beyond just shading. With geometry and tessellation shaders, we can create additional geometry or modify geometry, and with compute shaders we can do arbitrary computation on the GPU. For those new to GL ...
Ambient Occlusion Fields - Department of Computer Science
... The basic idea is as follows. We approximate the occluder by a spherical cap when computing the ambient occlusion on the receiving surfaces. A spherical cap is defined by a direction and a solid angle. To quickly determine a spherical cap at an arbitrary location in the neighborhood, we precompute t ...
... The basic idea is as follows. We approximate the occluder by a spherical cap when computing the ambient occlusion on the receiving surfaces. A spherical cap is defined by a direction and a solid angle. To quickly determine a spherical cap at an arbitrary location in the neighborhood, we precompute t ...
PowerPoint file, Rampage_Q3D_083199
... THE developer’s reference platform, and the most powerful graphics platform available for the personal computer for the year 2000. As big a leap forward in 3D graphics for the PC as the original Voodoo Graphics ...
... THE developer’s reference platform, and the most powerful graphics platform available for the personal computer for the year 2000. As big a leap forward in 3D graphics for the PC as the original Voodoo Graphics ...
survey of texture mapping
... The first method theoretically implies sampling at a resolution determined by the highest frequencies present in the image. Since a surface viewed obliquely can create arbitrarily high frequencies, this resolution can be extremely high. It is therefore desirable to limit dense supersampling to regio ...
... The first method theoretically implies sampling at a resolution determined by the highest frequencies present in the image. Since a surface viewed obliquely can create arbitrarily high frequencies, this resolution can be extremely high. It is therefore desirable to limit dense supersampling to regio ...
Fast Penetration Depth Estimation using Rasterization
... Rasterizing the Boundary of the Union Our algorithm for rasterizing ∂M from a point inside is essentially a massive ray-shooting procedure from the origin to ∂M by incrementally expanding the front of ∂M . The algorithm can require m2 passes, where m is the number of convex polytopes, Mij . The algo ...
... Rasterizing the Boundary of the Union Our algorithm for rasterizing ∂M from a point inside is essentially a massive ray-shooting procedure from the origin to ∂M by incrementally expanding the front of ∂M . The algorithm can require m2 passes, where m is the number of convex polytopes, Mij . The algo ...
Rendering Falling Leaves on Graphics Hardware
... We have implemented three different versions of our 2.1 Interactive rendering algorithm, with different load balanced from vertex to Bradley has proposed an efficient data structure, a ranfragment shader: dom binary tree, to create, render, and animate trees in real time [Bra04]. Color of leaves is ...
... We have implemented three different versions of our 2.1 Interactive rendering algorithm, with different load balanced from vertex to Bradley has proposed an efficient data structure, a ranfragment shader: dom binary tree, to create, render, and animate trees in real time [Bra04]. Color of leaves is ...
OptiX: A General Purpose Ray Tracing Engine
... cast rays into the scene. This function may also be called recursively by the closest hit program for shadow and secondary rays. The exception program is executed when the execution of a particular ray is terminated by an error such as excessive memory consumption. variety of mesh representations. A ...
... cast rays into the scene. This function may also be called recursively by the closest hit program for shadow and secondary rays. The exception program is executed when the execution of a particular ray is terminated by an error such as excessive memory consumption. variety of mesh representations. A ...
OptiX: A General Purpose Ray Tracing Engine
... operations. They may also have multiple parents, allowing material and geometry information to be shared at multiple points in the graph; for a complete example, see Figure 4. Geometry Instance objects bind a geometry object to a set of material objects. This is a common structure used by scene grap ...
... operations. They may also have multiple parents, allowing material and geometry information to be shared at multiple points in the graph; for a complete example, see Figure 4. Geometry Instance objects bind a geometry object to a set of material objects. This is a common structure used by scene grap ...
Foundations of 3D Computer Graphics - Tandon
... This book has developed out of an introductory computer graphics course I have been teaching at Harvard since 1996. Over the years I have had the pleasure of teaching many amazing students. During class, these students have asked many good questions. In light of these questions, I often realized tha ...
... This book has developed out of an introductory computer graphics course I have been teaching at Harvard since 1996. Over the years I have had the pleasure of teaching many amazing students. During class, these students have asked many good questions. In light of these questions, I often realized tha ...
Reducing Shading on GPUs using Quad
... pixel-sized triangles, a GPU will shade each covered pixel more than eight times (once for each overlapping fragment). Given that shading is the major component of most rendering workloads, this significantly increases rendering cost. We augment the GPU pipeline to reduce the amount of redundant sha ...
... pixel-sized triangles, a GPU will shade each covered pixel more than eight times (once for each overlapping fragment). Given that shading is the major component of most rendering workloads, this significantly increases rendering cost. We augment the GPU pipeline to reduce the amount of redundant sha ...
Multi-threading in the Harlequin RIP
... The Harlequin RIP® from Global Graphics is a world-leading RIP for processing Page Description Languages (PDLs) including PostScript®, PDF and XPS. It was first released as a shipping product in 1988 and has been proven in production print ever since. Over its lifetime it has evolved in many ways; i ...
... The Harlequin RIP® from Global Graphics is a world-leading RIP for processing Page Description Languages (PDLs) including PostScript®, PDF and XPS. It was first released as a shipping product in 1988 and has been proven in production print ever since. Over its lifetime it has evolved in many ways; i ...
Multiresolution Green`s Function Methods for Interactive
... Interactive multi-modal simulation of deformable objects, in which a user may manipulate flexible objects and receive immediate sensory feedback via human-computer interfaces, is a major challenge for computer graphics and virtual environments. Deformation is essential in computer animation for plau ...
... Interactive multi-modal simulation of deformable objects, in which a user may manipulate flexible objects and receive immediate sensory feedback via human-computer interfaces, is a major challenge for computer graphics and virtual environments. Deformation is essential in computer animation for plau ...
Software Project Management
... • PNG is a new format like GIF, but isn’t proprietary (you have to pay royalties to be able to create GIF images) • Bitmap (BMP) is the Windows standard for primitive graphics – is often without compression, so bitmaps are huge – A bitmap describes every pixel’s color ISYS 101 ...
... • PNG is a new format like GIF, but isn’t proprietary (you have to pay royalties to be able to create GIF images) • Bitmap (BMP) is the Windows standard for primitive graphics – is often without compression, so bitmaps are huge – A bitmap describes every pixel’s color ISYS 101 ...
Graphics 2D 1 Subject : T0934 / Multimedia Programming Foundation
... look smooth • good for design and publishing • not cross platform compatible ...
... look smooth • good for design and publishing • not cross platform compatible ...
How to use a Slider and Latex Text to Demonstrate the Trigonometry
... Select the Segment between Two Points tool . Click on B and C. Rename this segment so that it is called a as it is opposite the vertex A. Change the labelling of a and c so that they show the Name and Value. Right click on the point A’ and unclick Show Object. ...
... Select the Segment between Two Points tool . Click on B and C. Rename this segment so that it is called a as it is opposite the vertex A. Change the labelling of a and c so that they show the Name and Value. Right click on the point A’ and unclick Show Object. ...
a survey of computer graphics contents
... Computer Graphic is the discipline of producing picture or images using a computer which include modeling, creation, manipulation, storage of geometric objects, rendering, converting a scene to an image, the process of transformations, rasterization, shading, illumination, animation of the image, et ...
... Computer Graphic is the discipline of producing picture or images using a computer which include modeling, creation, manipulation, storage of geometric objects, rendering, converting a scene to an image, the process of transformations, rasterization, shading, illumination, animation of the image, et ...
Intel High-Performance Consumer Desktop Microprocessor Timeline
... microprocessors. Within 6 years of it release, there were an estimated 15 million 286-based personal computers installed around the world. Number of Transistors: 134,000 Speed: 6MHz, 8MHz, 10MHz, 12.5MHz 1985: Intel386™ Microprocessor The Intel386™ microprocessor featured 275,000 transistors--more t ...
... microprocessors. Within 6 years of it release, there were an estimated 15 million 286-based personal computers installed around the world. Number of Transistors: 134,000 Speed: 6MHz, 8MHz, 10MHz, 12.5MHz 1985: Intel386™ Microprocessor The Intel386™ microprocessor featured 275,000 transistors--more t ...
Klaus Mueller - Computer Science, Stony Brook University
... 5. Effective / illustrative visualization, not so much exploratory ...
... 5. Effective / illustrative visualization, not so much exploratory ...
GPU based Single-Pass Ray Casting of Large Heightfields
... heightfield values to improve the quality of the reconstructed surface obtained from point-sampled data. The method presented by Tevs et al. [34] also relies on BVHs stored in maximum mipmaps, but uses a different sampling strategy. Their method advances along the ray from one intersection of the pr ...
... heightfield values to improve the quality of the reconstructed surface obtained from point-sampled data. The method presented by Tevs et al. [34] also relies on BVHs stored in maximum mipmaps, but uses a different sampling strategy. Their method advances along the ray from one intersection of the pr ...
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.