Ambient Occlusion Fields - Department of Computer Science
... Helsinki University of Technology and Hybrid Graphics, Ltd. ...
... Helsinki University of Technology and Hybrid Graphics, Ltd. ...
A Sparse Solver for Transport Problems running on GPUs
... somewhat larger systems Cost: code now mem-bw bound And: not such a good fit for GPUs ... ...
... somewhat larger systems Cost: code now mem-bw bound And: not such a good fit for GPUs ... ...
survey of texture mapping
... preferable when the screen must be written sequentially (e.g. when output is going to a film recorder), the mapping is readily invertible, and the texture is random access. Texture order may seem simpler than screen order, since inverting the mapping is unnecessary in this case, but doing texture or ...
... preferable when the screen must be written sequentially (e.g. when output is going to a film recorder), the mapping is readily invertible, and the texture is random access. Texture order may seem simpler than screen order, since inverting the mapping is unnecessary in this case, but doing texture or ...
Lecture notes
... • There are “image processing” operations that can be applied to the pixels coming out of the texture • There are 1D and 3D textures – Mapping works essentially the same – 3D textures are very memory intensive, and how they are used is very application dependent – 1D saves memory if the texture is i ...
... • There are “image processing” operations that can be applied to the pixels coming out of the texture • There are 1D and 3D textures – Mapping works essentially the same – 3D textures are very memory intensive, and how they are used is very application dependent – 1D saves memory if the texture is i ...
Foundations of 3D Computer Graphics - Tandon
... Appendix A: We try to get up and running as painlessly as possible with a first OpenGL program. Since we will be using a modern version of OpenGL, there is thankfully not much API left to teach anymore. All OpenGL needs to do is manage the shader programs, vertex buffer objects and textures. We do n ...
... Appendix A: We try to get up and running as painlessly as possible with a first OpenGL program. Since we will be using a modern version of OpenGL, there is thankfully not much API left to teach anymore. All OpenGL needs to do is manage the shader programs, vertex buffer objects and textures. We do n ...
Computer Graphics (CS 543) Lecture 3 (Part 1): Building 3D Models
... More commands if we use texture and lighting E.g: to draw each face ...
... More commands if we use texture and lighting E.g: to draw each face ...
Computer Graphics
... • Fog and Haze (in OpenGL) – Affine combination of background and fog color – Depending on distance ...
... • Fog and Haze (in OpenGL) – Affine combination of background and fog color – Depending on distance ...
Efficient implementation of progressive meshes
... Creating computer graphics often requires detailed geometric models for three-dimensional objects. Such models are typically created using commercial modeling and 3D scanning systems. Although some geometric models may be initially defined using high level primitives, for efficient rendering they ar ...
... Creating computer graphics often requires detailed geometric models for three-dimensional objects. Such models are typically created using commercial modeling and 3D scanning systems. Although some geometric models may be initially defined using high level primitives, for efficient rendering they ar ...
glossary
... Scalable : To be scalable means to increase or decrease uniformly. In terms of graphics, scalable means not being limited to a single, fixed, pixel size. On the Web, scalable means that a particular technology can grow to a large number of files, a large number of users, a wide variety of applicatio ...
... Scalable : To be scalable means to increase or decrease uniformly. In terms of graphics, scalable means not being limited to a single, fixed, pixel size. On the Web, scalable means that a particular technology can grow to a large number of files, a large number of users, a wide variety of applicatio ...
OpenGL 4 Shading Language Cookbook
... techniques such as the ADS (ambient, diffuse, and specular) shading algorithm, twosided shading, and flat shading. It also covers examples of basic GLSL concepts such as functions and subroutines. Chapter 3, Lighting, Shading, and Optimization, presents more advanced shading techniques, with a focus ...
... techniques such as the ADS (ambient, diffuse, and specular) shading algorithm, twosided shading, and flat shading. It also covers examples of basic GLSL concepts such as functions and subroutines. Chapter 3, Lighting, Shading, and Optimization, presents more advanced shading techniques, with a focus ...
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 ...
ATI Radeon HD 3600 Series
... 1. Start the computer and then uninstall the old graphics driver. 2. Turn off the computer and then remove the old card. 3. Install the new card and then connect the monitor. 4. Start the computer and then install the new drivers and software. 5. Restart the computer. ...
... 1. Start the computer and then uninstall the old graphics driver. 2. Turn off the computer and then remove the old card. 3. Install the new card and then connect the monitor. 4. Start the computer and then install the new drivers and software. 5. Restart the computer. ...
ATI Radeon™ HD 5500 Series
... the contents of this publication and reserves the right to discontinue or make changes to products, specifications, product descriptions, and documentation at any time without notice. No license, whether express, implied, arising by estoppel or otherwise, to any intellectual property rights is grant ...
... the contents of this publication and reserves the right to discontinue or make changes to products, specifications, product descriptions, and documentation at any time without notice. No license, whether express, implied, arising by estoppel or otherwise, to any intellectual property rights is grant ...
OptiX: A General Purpose Ray Tracing Engine
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
OptiX: A General Purpose Ray Tracing Engine
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
... a single pixel, start a trace operation, and store the resulting color in an output buffer. With this mechanism, one can also perform other operations such as creating photon maps, computing baked lighting, processing ray requests passed from OpenGL, shooting multiple rays for super-sampling, or imp ...
2.9.2 Two-Dimensional Graphics Elements
... Web sample page from The Mathematica Book, Second Edition, by Stephen Wolfram, published by Addison-Wesley Publishing Company (hardcover ISBN 0-201-51502-4; softcover ISBN 0-201-51507-5). To order Mathematica or this book contact Wolfram Research: [email protected]; ...
... Web sample page from The Mathematica Book, Second Edition, by Stephen Wolfram, published by Addison-Wesley Publishing Company (hardcover ISBN 0-201-51502-4; softcover ISBN 0-201-51507-5). To order Mathematica or this book contact Wolfram Research: [email protected]; ...
Multi-threading in the Harlequin RIP
... a single RIP. This means that some devices that would have previously needed a RIP farm, such as some light production digital presses, can now be driven using just one RIP. The resulting reduction in integration costs can allow a faster time to market. But multi-threading with Harlequin Parallel Pa ...
... a single RIP. This means that some devices that would have previously needed a RIP farm, such as some light production digital presses, can now be driven using just one RIP. The resulting reduction in integration costs can allow a faster time to market. But multi-threading with Harlequin Parallel Pa ...
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? ...
Streaming Model Based Volume Ray Casting Implementation for Cell Broadband Engine
... point processing optimized for computation-intensive workloads and rich broadband media applications, and thus opening up the opportunity to put the ray casting algorithm into widespread, practical use. In this paper, we introduce a carefully tailored, efficient parallel implementation of volume ray ...
... point processing optimized for computation-intensive workloads and rich broadband media applications, and thus opening up the opportunity to put the ray casting algorithm into widespread, practical use. In this paper, we introduce a carefully tailored, efficient parallel implementation of volume ray ...
What is Computer Graphics? What can we do with Computer
... Shadow mask has one small hole for each phosphor triad. Holes are precisely aligned with respect to both the triads and the ...
... Shadow mask has one small hole for each phosphor triad. Holes are precisely aligned with respect to both the triads and the ...
intro(1) - Elearning-KL
... Significant advances in commodity graphics chips every 6 months, outrunning CPU chip advances ...
... Significant advances in commodity graphics chips every 6 months, outrunning CPU chip advances ...
7 Years of Graphics /// Thomas Monk Page 1 of 51 accelenation.com
... current range and some seem positively ashamed of their earlier products. Because the past is never quite as one person remembers it to be and because most people haven’t the faintest idea who ATi or NVIDIA are, let alone their history, last year I decided to gather together as much information as p ...
... current range and some seem positively ashamed of their earlier products. Because the past is never quite as one person remembers it to be and because most people haven’t the faintest idea who ATi or NVIDIA are, let alone their history, last year I decided to gather together as much information as p ...
Piecewise Tri-linear Contouring for Multi
... scalars representing the “probabilities” that this grid point is classified as each material present in the volume. While this approach gives smooth material interfaces, the need to store multiple scalars per point not only increases the memory consumption, in comparison to the signed scalar represe ...
... scalars representing the “probabilities” that this grid point is classified as each material present in the volume. While this approach gives smooth material interfaces, the need to store multiple scalars per point not only increases the memory consumption, in comparison to the signed scalar represe ...
PowerPoint
... • Too slow to have an OpenGL implementation in Java. • So usual technique: use a Java native interface to OpenGL and provide a Java interface to it. • We’ll be using GL4Java ...
... • Too slow to have an OpenGL implementation in Java. • So usual technique: use a Java native interface to OpenGL and provide a Java interface to it. • We’ll be using GL4Java ...
3D Graphics on the Web: a Survey
... form, animation, collision detection etc.) and to create 2D images suitable for display on a standard computer screen or monitor. The term rendering describes the process of converting the 3D data into a 2D image on a screen. Rendering techniques vary greatly in terms of their complexity, speed, pho ...
... form, animation, collision detection etc.) and to create 2D images suitable for display on a standard computer screen or monitor. The term rendering describes the process of converting the 3D data into a 2D image on a screen. Rendering techniques vary greatly in terms of their complexity, speed, pho ...