Scaling Complex Applications
... And Theoretical Biophysics Group Beckman Institute University of Illinois at Urbana Champaign ...
... And Theoretical Biophysics Group Beckman Institute University of Illinois at Urbana Champaign ...
Fujitsu Graphics Display Controllers
... the rendering. At least four of the layers have separate color palettes, which are set up to draw using 8-bit pallet registers. Each layer is independent, so some layers can be configured for palletized color while others can be set for 16-bit-per-pixel directcolor mode. Layers can have a uniform tr ...
... the rendering. At least four of the layers have separate color palettes, which are set up to draw using 8-bit pallet registers. Each layer is independent, so some layers can be configured for palletized color while others can be set for 16-bit-per-pixel directcolor mode. Layers can have a uniform tr ...
Models & Hierarchies - UCSD Computer Graphics Lab
... Hardware rendering API’s (like Direct3D and OpenGL) support some type of vertex buffer system as well (but everybody has a different name for it) This is essentially an unindexed or single indexed model format You start by defining your specific vertex type. Verts usually have a position and normal, ...
... Hardware rendering API’s (like Direct3D and OpenGL) support some type of vertex buffer system as well (but everybody has a different name for it) This is essentially an unindexed or single indexed model format You start by defining your specific vertex type. Verts usually have a position and normal, ...
Data layout transformation exploiting memory-level
... between DRAM and processor speeds [18], modern massively parallel systems employ wider DRAM bursts and a high degree of memory interleaving to create sufficient offchip memory bandwidth to supply operands to the numerous processing elements. Unlike CPU-based systems in which a DRAM burst usually corres ...
... between DRAM and processor speeds [18], modern massively parallel systems employ wider DRAM bursts and a high degree of memory interleaving to create sufficient offchip memory bandwidth to supply operands to the numerous processing elements. Unlike CPU-based systems in which a DRAM burst usually corres ...
Bucket Depth Peeling
... Figure 1: (a) Transparent effect on Stanford Dragon by UP1, 871K triangles. (b) Translucent effect on Lucy by UP2, 28.0M triangles. (c) Fresnel’s effect on Buddha by AP2, 1.0M triangles. (d) Transparent effect on the first 32 layers of UNC Powerplant by AP2, 12.7M triangles. ...
... Figure 1: (a) Transparent effect on Stanford Dragon by UP1, 871K triangles. (b) Translucent effect on Lucy by UP2, 28.0M triangles. (c) Fresnel’s effect on Buddha by AP2, 1.0M triangles. (d) Transparent effect on the first 32 layers of UNC Powerplant by AP2, 12.7M triangles. ...
A Vector-like Architecture for Raster Graphics
... tion facilities. One may try to speed up the entire classical image generation pipeline using much processing power but this would clearly lessen the advan tages of raster workstations as popular, relatively inexpensive devices. This paper continues our work in restructuring the functional model (f ...
... tion facilities. One may try to speed up the entire classical image generation pipeline using much processing power but this would clearly lessen the advan tages of raster workstations as popular, relatively inexpensive devices. This paper continues our work in restructuring the functional model (f ...
Allinea Tools - Computational Information Systems Laboratory
... • Logarithmic performance due to new tree architecture • Many operations are now faster at 220,000 than previously at 1000 cores • ~1/10th of a second to step and gather all stacks at 220,000 cores ...
... • Logarithmic performance due to new tree architecture • Many operations are now faster at 220,000 than previously at 1000 cores • ~1/10th of a second to step and gather all stacks at 220,000 cores ...
Angel`s intro to OpenGL Shaders
... simple.c revisited •main() function similar to last lecture - Mostly GLUT functions ...
... simple.c revisited •main() function similar to last lecture - Mostly GLUT functions ...
Slide 1
... – The sequence of steps that are applied to a graphics primitive before it may be visually represented. – The graphics pipeline typically accepts some representation of a three-dimensional scene as an input and results in a 2D raster image as output.* ...
... – The sequence of steps that are applied to a graphics primitive before it may be visually represented. – The graphics pipeline typically accepts some representation of a three-dimensional scene as an input and results in a 2D raster image as output.* ...
Document
... • need only test sign of c • In OpenGL can simply enable culling but may not work correctly if have nonconvex objects 91.427 Computer Graphics I, Fall 2010 ...
... • need only test sign of c • In OpenGL can simply enable culling but may not work correctly if have nonconvex objects 91.427 Computer Graphics I, Fall 2010 ...
PLEASE READ * INSTRUCTIONS FOR ADDING PAGE NUMBERS
... in coordination with data arrival volume Ability to deliver accurate results processing continuously even with late arriving or out of order data ...
... in coordination with data arrival volume Ability to deliver accurate results processing continuously even with late arriving or out of order data ...
29-graphics_printabl..
... public static void main (String[] args) { JFrame.setDefaultLookAndFeelDecorated(true); JFrameGraphic jfg = new JFrameGraphic("Hello"); jfg.setSize( 400, 400 ); jfg.setLocation( 200, 200 ); jfg.setVisible(true); ...
... public static void main (String[] args) { JFrame.setDefaultLookAndFeelDecorated(true); JFrameGraphic jfg = new JFrameGraphic("Hello"); jfg.setSize( 400, 400 ); jfg.setLocation( 200, 200 ); jfg.setVisible(true); ...
Streaming Algorithms - Computer Science, Stony Brook University
... J. Leskovec, A.Rajaraman, J.Ullman: Mining of Massive Datasets, www.mmds.org ...
... J. Leskovec, A.Rajaraman, J.Ullman: Mining of Massive Datasets, www.mmds.org ...
Semi-uniform Adaptive Patch Tessellation
... few control points, and are easier to manipulate than triangular meshes with corresponding fidelity. Since current graphics hardware (GPUs) usually can not handle higher order primitives directly, these must be tessellated into triangle meshes before rendering. A standard approach is to tessellate t ...
... few control points, and are easier to manipulate than triangular meshes with corresponding fidelity. Since current graphics hardware (GPUs) usually can not handle higher order primitives directly, these must be tessellated into triangle meshes before rendering. A standard approach is to tessellate t ...
Cross-Segment Load Balancing in Parallel Rendering
... [SFLS00b,SFLS00a,CKS02,BHPB03] on sort-first and sortlast architectures, or [SWNH03,CMF05,CM06,FCS∗ 10] on scalability. On the other hand, many application specific algorithms have been developed for cluster based rendering. However, only a few generic APIs and libraries exist that support the devel ...
... [SFLS00b,SFLS00a,CKS02,BHPB03] on sort-first and sortlast architectures, or [SWNH03,CMF05,CM06,FCS∗ 10] on scalability. On the other hand, many application specific algorithms have been developed for cluster based rendering. However, only a few generic APIs and libraries exist that support the devel ...
Lecturer
... Graphics and Virtual Reality • How 3D scenes can be defined • and how they are rendered on a screen ...
... Graphics and Virtual Reality • How 3D scenes can be defined • and how they are rendered on a screen ...
Evaluation of Subdivision Surfaces on Programmable Graphics
... In contrast to meshes they require only a few control points to specify large sections of a surface. Unfortunately, much of this bandwidth advantage is lost when such surfaces have to be tessellated on the CPU prior to transmission over the graphics bus and rendering on the graphics card. For surfac ...
... In contrast to meshes they require only a few control points to specify large sections of a surface. Unfortunately, much of this bandwidth advantage is lost when such surfaces have to be tessellated on the CPU prior to transmission over the graphics bus and rendering on the graphics card. For surfac ...
Real-time Animation and Rendering of Ocean Whitecaps
... Whenever applications can not afford high simulation times, such as video games, only the models meeting the computational constraints can be employed. In general, these models either completely ignore whitecaps or use very crude empirical approximations [Premoz̆e and Ashikhmin 2001; Darles et al. 2 ...
... Whenever applications can not afford high simulation times, such as video games, only the models meeting the computational constraints can be employed. In general, these models either completely ignore whitecaps or use very crude empirical approximations [Premoz̆e and Ashikhmin 2001; Darles et al. 2 ...
What is Computer Graphics? What is Image Processing?
... • Sampled-based graphics: discrete samples are used to describe visual information – Pixels can be created by digitizing images, using a samples-based painting program, etc. – Often some aspect of the physical world is sampled for visualization, e.g. temperature across Thailand ...
... • Sampled-based graphics: discrete samples are used to describe visual information – Pixels can be created by digitizing images, using a samples-based painting program, etc. – Often some aspect of the physical world is sampled for visualization, e.g. temperature across Thailand ...
cgintroandhardware_0d
... enables light to be modulated digitally via millions of microscopic mirrors arranged in a rectangular array. Each mirror is spaced less than 1 micron apart that's a thin gap compared to LCD. These mirrors are literally capable of switching on and off thousands of times per second and are used to dir ...
... enables light to be modulated digitally via millions of microscopic mirrors arranged in a rectangular array. Each mirror is spaced less than 1 micron apart that's a thin gap compared to LCD. These mirrors are literally capable of switching on and off thousands of times per second and are used to dir ...
SLI for NVIDIA Quadro: Quick Installation Guide
... NVIDIA Quadro GPUs to span an OpenGL window across multiple displays, or to run a single application per GPU. Additionally, the SLI connector offers dual GPU performance on a single display by leveraging the capabilities of two NVIDIA Quadro GPUs. SLI for NVIDIA Quadro – Definitions SLI Frame Render ...
... NVIDIA Quadro GPUs to span an OpenGL window across multiple displays, or to run a single application per GPU. Additionally, the SLI connector offers dual GPU performance on a single display by leveraging the capabilities of two NVIDIA Quadro GPUs. SLI for NVIDIA Quadro – Definitions SLI Frame Render ...