
Improving Shadows and Reflections via the Stencil Buffer
... “Slap textures on polygons, throw them at the screen, and let the depth buffer sort it out.” For too many game developers, the above statement sums up their approach to 3D hardwareacceleration. A game programmer might turn on some fog and maybe throw in some transparency, but that’s often the limit. ...
... “Slap textures on polygons, throw them at the screen, and let the depth buffer sort it out.” For too many game developers, the above statement sums up their approach to 3D hardwareacceleration. A game programmer might turn on some fog and maybe throw in some transparency, but that’s often the limit. ...
Spatial Augmented Reality
... this technology in semi-permanent exhibitions. Industrial use of augmented reality is also on the rise. Some of these efforts are, however, limited to using off-the-shelf head-worn displays. New, application-specific alternative display approaches pave the way towards flexibility, higher efficiency, and n ...
... this technology in semi-permanent exhibitions. Industrial use of augmented reality is also on the rise. Some of these efforts are, however, limited to using off-the-shelf head-worn displays. New, application-specific alternative display approaches pave the way towards flexibility, higher efficiency, and n ...
Forward Rasterization - Purdue Computer Science
... are used to create a continuous texture which is used at run time to color the visible surface elements. The method enables high-quality anisotropic filtering within the surface and antialiases edges using coverage masks, bringing to point-based rendering what was previously possible only for polygo ...
... are used to create a continuous texture which is used at run time to color the visible surface elements. The method enables high-quality anisotropic filtering within the surface and antialiases edges using coverage masks, bringing to point-based rendering what was previously possible only for polygo ...
Detail to Attention: Exploiting Limits of the Human Visual
... Fully detailed, high fidelity frames still may take many minutes, even hours, to render on today’s computers. The human eye is physically incapable of capturing a whole scene in full detail. Humans sense image detail only in a 2 degree foveal region, relying on rapid eye movements, or saccades, to j ...
... Fully detailed, high fidelity frames still may take many minutes, even hours, to render on today’s computers. The human eye is physically incapable of capturing a whole scene in full detail. Humans sense image detail only in a 2 degree foveal region, relying on rapid eye movements, or saccades, to j ...
Lecture notes
... OpenGL not to skip bytes at the end of a row – You must state how you want the texture to be put in memory: how many bits per “pixel”, which channels,… ...
... OpenGL not to skip bytes at the end of a row – You must state how you want the texture to be put in memory: how many bits per “pixel”, which channels,… ...
Eos Family Virtual Media Server
... MULTIPLE LAYER CONTROL AND OPTIONS ........................................................................................................................15 ...
... MULTIPLE LAYER CONTROL AND OPTIONS ........................................................................................................................15 ...
Rendering Falling Leaves on Graphics Hardware
... The second objective must be fulfilled in the presence of a set of leaves, in order to obtain plausible animation: if many leaves are falling, it is important to avoid visible patterns in their moves, because it would make the scene look unnatural. In order to reduce memory requirements and computat ...
... The second objective must be fulfilled in the presence of a set of leaves, in order to obtain plausible animation: if many leaves are falling, it is important to avoid visible patterns in their moves, because it would make the scene look unnatural. In order to reduce memory requirements and computat ...
Reducing Shading on GPUs using Quad
... when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardwa ...
... when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardwa ...
thesis - Cartography Master
... derivation of web maps with an individual, theme related look and feel. A literature review should include current approaches of non-photorealistic image rendering in computer graphics. Based on that, concepts for customised styles with either artistic or application related styling should be develo ...
... derivation of web maps with an individual, theme related look and feel. A literature review should include current approaches of non-photorealistic image rendering in computer graphics. Based on that, concepts for customised styles with either artistic or application related styling should be develo ...
Multi-threading in the Harlequin RIP
... RIP farms When driving high-volume digital presses with recommended maximum monthly volumes over 1 million pages it’s now common to use multiple RIPs within the digital front end (DFE); this is often described as a RIP farm. RIP farms allow extremely high throughput, at the cost of an extra layer of ...
... RIP farms When driving high-volume digital presses with recommended maximum monthly volumes over 1 million pages it’s now common to use multiple RIPs within the digital front end (DFE); this is often described as a RIP farm. RIP farms allow extremely high throughput, at the cost of an extra layer of ...
What is Computer Graphics? What can we do with Computer
... Cycles through the frame buffer, one scan line at a time. Contents of the memory are used the control the CRT’s beam intensity or color. ...
... Cycles through the frame buffer, one scan line at a time. Contents of the memory are used the control the CRT’s beam intensity or color. ...
Multi Pixel Photon Counters (MPPC) as an Alternative to APD in PET
... and a Hamamatsu S8550 APD array, previously tested by the author in [15]. Note the observed by a factor of two and four higher photoelectron and electron-hole pair numbers for PMT and APD, respectively, than that of the MPPC and significantly better energy resolution. The measured photoelectron numb ...
... and a Hamamatsu S8550 APD array, previously tested by the author in [15]. Note the observed by a factor of two and four higher photoelectron and electron-hole pair numbers for PMT and APD, respectively, than that of the MPPC and significantly better energy resolution. The measured photoelectron numb ...
Lecture 8
... becomes electrically charged wherever a dot is to be printed. The drum rotates to the next line, usually 1000th or 1600th of an inch. ...
... becomes electrically charged wherever a dot is to be printed. The drum rotates to the next line, usually 1000th or 1600th of an inch. ...
Prefiltered Antialiased Lines Using Half
... smaller radius and non-negative weights limit quality somewhat, but improve drawing efficiency and match OpenGL semantics, where an unsigned alpha channel represents pixel intensity. One good compromise is a cone with a radius of one pixel, that is, a circularly symmetric linear filter. Figure 1 sho ...
... smaller radius and non-negative weights limit quality somewhat, but improve drawing efficiency and match OpenGL semantics, where an unsigned alpha channel represents pixel intensity. One good compromise is a cone with a radius of one pixel, that is, a circularly symmetric linear filter. Figure 1 sho ...
Interactive Rendering of Translucent Deformable Objects
... In our proof-of-concept implementation, only cluster elements are broken up. Adaptive subdivision of face elements still is to be incorporated. • Hierarchy rebuilding after a material or geometry update: as long as the topology of the object doesn’t change, the only effect of geometry or material ch ...
... In our proof-of-concept implementation, only cluster elements are broken up. Adaptive subdivision of face elements still is to be incorporated. • Hierarchy rebuilding after a material or geometry update: as long as the topology of the object doesn’t change, the only effect of geometry or material ch ...
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 ...
File
... • The video controller is an interface between the monitor and the CPU. • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, called video RAM (VRAM). ...
... • The video controller is an interface between the monitor and the CPU. • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, called video RAM (VRAM). ...
Document
... • The video controller is an interface between the monitor and the CPU. • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, called video RAM (VRAM). ...
... • The video controller is an interface between the monitor and the CPU. • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, called video RAM (VRAM). ...
A Generalized Light-Field API and Management System
... positioned throughout a sphere’s surface, pointing towards its center. Images are thus sampled from the sphere’s surface as described in [CLF98]. This way the sphere acts as a simple approximation to the convex hull of an object centered inside the sphere. Using this approach, camera positions are d ...
... positioned throughout a sphere’s surface, pointing towards its center. Images are thus sampled from the sphere’s surface as described in [CLF98]. This way the sphere acts as a simple approximation to the convex hull of an object centered inside the sphere. Using this approach, camera positions are d ...
N4Less05
... • The video controller is an interface between the monitor and the CPU (Central Processing Unit). • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, ca ...
... • The video controller is an interface between the monitor and the CPU (Central Processing Unit). • The video controller determines many aspects of a monitor's performance, such as resolution or the number of colors displayed. • The video controller contains its own on-board processor and memory, ca ...
Pisa_Mai_2012_IvanPeric
... price, better mechanical stability, less material Commercial sensor technology – lower price No need for bias voltages higher than 60V Operation at temperatures above 0C is according to tests possible (irradiations to 1015 neq/cm2) Increased spatial resolution (e.g. 25m x 125m binary resolution) w ...
... price, better mechanical stability, less material Commercial sensor technology – lower price No need for bias voltages higher than 60V Operation at temperatures above 0C is according to tests possible (irradiations to 1015 neq/cm2) Increased spatial resolution (e.g. 25m x 125m binary resolution) w ...
High Fidelity Immersive Virtual Reality
... the virtual object so that it sits stably on a real surface is much easier to handle when both the real and virtual scenes are available in electronic form. Algorithms for ensuring that this alignment is correct can be run on each frame before display to the user, an option that is not possible in s ...
... the virtual object so that it sits stably on a real surface is much easier to handle when both the real and virtual scenes are available in electronic form. Algorithms for ensuring that this alignment is correct can be run on each frame before display to the user, an option that is not possible in s ...
Cross-Segment Load Balancing in Parallel Rendering
... in order to achieve a constant frame rate. Based on this software, application specific optimal (sort-last) load balancing has been demonstrated for multi-resolution real-time rendering of very large terrain data in [GMBP10]. In this work we report on the new cross-segment load balancing mechanism a ...
... in order to achieve a constant frame rate. Based on this software, application specific optimal (sort-last) load balancing has been demonstrated for multi-resolution real-time rendering of very large terrain data in [GMBP10]. In this work we report on the new cross-segment load balancing mechanism a ...
CSCE 590E Spring 2007
... Depth buffer is a buffer that holds the depth of each pixel in the scene, and is the same size as back buffer Holds a depth or “Z” value (often called the “Z buffer”) ...
... Depth buffer is a buffer that holds the depth of each pixel in the scene, and is the same size as back buffer Holds a depth or “Z” value (often called the “Z buffer”) ...
Subpixel rendering
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Subpixel rendering is a way to increase the apparent resolution of a computer's liquid crystal display (LCD) or organic light-emitting diode (OLED) display by rendering pixels to take into account the screen type's physical properties. It takes advantage of the fact that each pixel on a colour LCD is actually composed of individual red, green, and blue or other color subpixels to anti-alias text with greater detail or to increase the resolution of all image types on layouts which are specifically designed to be compatible with subpixel rendering.