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PPT - Brown CS
PPT - Brown CS

... For a black and white (Grayscale) picture we might use, say, 8 bits (one byte) to represent 256 levels of intensity, from 0 (black) to 255 (white) ...
Texture Mapping - UT Computer Science
Texture Mapping - UT Computer Science

... Makes Graphics Pretty • Details creates immersion • Immersion creates fun ...
Prezentace
Prezentace

... to 8 MBps since one bus cycle is required for addressing and a further bus cycle for the 16-bits of data. In the real world it is capable of more like 5 MBps - still sufficient for many peripherals - and the huge number of ISA expansion cards ensured its continued presence into the late 1990s. ...
Graphics 1
Graphics 1

... Same as other graphics: ...
UG/Photo
UG/Photo

... and semi-transparent objects is accurately calculated. This option lets you have transparent shadows or colored shadows through transparent objects. Disable Raytracing This option turns off raytracing when generating an image. Raytracing is used to calculate reflections and refractions during image ...
Introduction to Computer Graphics
Introduction to Computer Graphics

... – Frame must be “refreshed” to draw new images – As new pixels are struck by electron beam, others are decaying – Electron beam must hit all pixels frequently to eliminate flicker – Critical fusion frequency • Typically 60 times/sec ...
document
document

... http://actualobjects.com/collections/economic-bailoutinformation-graphics ...
Administrivia
Administrivia

... This is not a course in programming, but you will do a lot of it. Everyone is expected to be fluent in C++. We will use OpenGL (any reference will do) and (for one assignment) Java. All homework assignment will be done using CS machines (demos must run on Solaris machines). Preliminary work may be d ...
What is texture?
What is texture?

... synthesis ? • Given: a texture sample • Find : synthesize a new texture that, when perceived by a human observer, appears to be generated by the same underlying process. ...
Ch16 - Skylight Publishing
Ch16 - Skylight Publishing

... • The screen displays the contents of VRAM. • To draw a shape, you need to set the exactly right set of pixels to the required colors. ...
Ch15 - Skylight Publishing
Ch15 - Skylight Publishing

... • The screen displays the contents of VRAM. • To draw a shape, you need to set the exactly right set of pixels to the required colors. ...
Ch16 - Skylight Publishing
Ch16 - Skylight Publishing

... • The screen displays the contents of VRAM. • To draw a shape, you need to set the exactly right set of pixels to the required colors. ...
1-01-What is Computer Graphics
1-01-What is Computer Graphics

... • Computer graphics deals with all aspects of creating images with a computer - Hardware - Software - Applications ...
Introduction to GPU - Movement Research Lab
Introduction to GPU - Movement Research Lab

...  Computation: 330 GFLOPS observed  • Memory bandwidth: 55.2 GB/s observed  • Price: $599 (board) ...
Computer Graphics - United International College
Computer Graphics - United International College

... often combine text, illustration, and color, visual presentations on surfaces, e.g. a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. ...
Vector Graphic
Vector Graphic

... information to be stored for 307,200 pixels, while a 3072 x 2048 image (from a 6.3 Megapixel digital camera) needs to store information for a whopping 6,291,456 pixels. Since raster graphics need to store so much information, large bitmaps require large file sizes. Fortunately, there are several ima ...
Image and Sound Editing
Image and Sound Editing

... Raster Images • Raster images have a finite set of digital values, called picture elements or pixels. • The digital image contains a fixed number of rows and columns of pixels. • Pixels are the smallest individual element in an image, holding quantized values that represent the brightness of a give ...
Raster display
Raster display

... SCAN LINE: A row of pixels ...
Performance
Performance

... • NCSA, University of Illinois assembled a $50,000 supercomputer out of 70 PlayStation 2 consoles, which could theoretically deliver 0.5 trillion operations/second • GPU’s 32-bit flops performance is comparable to the CPU’s (may be 2-4 times faster depending on application and configuration) ...
ch01
ch01

... is the number of pixels per frame buffer – Usually reported as width x height ...
A Vector-like Architecture for Raster Graphics
A Vector-like Architecture for Raster Graphics

... continues our work in restructuring the functional model (first formulated by Ingrid Carlbom) for high-performance architectures. Central to our approach is a visible concern about the underlying data structures used to represent the geometric objects. This originates from the conviction that only t ...
Visibility Algorithms for Computer Graphics
Visibility Algorithms for Computer Graphics

... • Fast (< 1 microsecond off-on-off) • Can be made large or small • Available for cell phones and car stereos ...
Visibility Algorithms for Computer Graphics
Visibility Algorithms for Computer Graphics

... fixed scan pattern: left to right, top to bottom – To paint the screen, computer needs to synchronize with the scanning pattern of raster ...
KEY TERMS.doc
KEY TERMS.doc

... PIXEL : Short for Picture Element, a pixel is a single point in a graphic image. Graphics monitors display pictures by dividing the display screen into thousands (or millions) of pixels, arranged in rows and columns. The pixels are so close together that they appear connected. RESOLUTION : Refers to ...
Input and Output
Input and Output

... – Not very robust, display lifetime a key issue – Currently only passive matrix displays • Passive matrix: Pixels are illuminated in scanline order, but the lack of phospherescence causes flicker • Active matrix: A polysilicate layer provides thin film transistors at each pixel, allowing direct pixe ...
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InfiniteReality

InfiniteReality refers to a 3D graphics hardware architecture and a family of graphics systems that implemented the aforementioned hardware architecture that was developed and manufactured by Silicon Graphics from 1996 to 2005. The InfiniteReality was positioned as Silicon Graphics' high-end visualization hardware for their MIPS/IRIX platform and was used exclusively in their Onyx family of visualization systems, which are sometimes referred to as ""graphics supercomputers"" or ""visualization supercomputers"". The InfiniteReality was marketed to and used by large organizations such as companies and universities that are involved in computer simulation, digital content creation, engineering and research.
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