For example , since the most of the shape modeling in computer graphics has polygonalization as the underlying display structures and data structures , the topological properties as well as the shape smoothness properties and singularities are almost always lost , which makes them unrecoverable . We present initial research on shape modeling for computer graphics to remedy this situation , based on a homotopical framework and cellular spatial structures . 9 . Computer Graphics . Hidden surface removal . Highly detailed geometric models are rapidly becoming commonplace in computer graphics . These models , often represented as complex triangle meshes , challenge rendering performance , transmission bandwidth , and storage capacities . Without readily available implementations the design of GKS will remain a theoretical exercise . Only if complete , efficient , and correct implementations exist for the major programming languages , for most operating systems and for most graphical devices , GKS will have the desired impact on the practise of computer graphics programming . In order to inform the graphics community about GKS implementations and their properties and capabilities , a first list is given based on information available to the author . At the end of the article are placed some recommendations and good practices collected from the experience of the author with “ Introduction of Programming ” and “ Computer Graphics ” courses taught in Sofia University . They could be helpful not only for the university teachers , but also for the students learning C++ or computer graphics programming . This paper quantitatively analyzes the relationship between geological structure and ore deposit with the synthetic use of remote sensing and geological information , in Yiwu area , Xinjiang municipality . In the study , computer graphics processing and spatial analysis in GIS were synthetically used on the base of the linear structure interpreted by remote sensing . Finally , an ore finding prospect area was predicted , which has been practically verified with remarkable effects in the field . And an intelligent graphical modeling and automatic implement of main electrical connections are achieved based on the database . By means of the graph database integrated platform , a topology analyzing method based on bus for main electrical connections is presented , which is capable of not only computer graphics processing easily , but also describing accurately and reliably the topological structure of the main electrical connections . Finally the node admittance matrix is generated and the calculation of short circuit current is completed automatically . The impact which computer graphics can have on engineering education is illustrated in this paper by considering the subject area of kinematics . Details of the mathematical modeling needed to support the generation of motion curves and computer graphics simulation for kinematic analysis are given , and a comparison is made with the current popular methods of analysis . Several results of computer graphic displays are given to illustrate the wide variety of situations where computer graphics can add to the teaching and understanding of kinematics . The parametrization we compute defines a manifold structure , it is seamless and globally smooth , can be aligned to geometric features and shows good quality in terms of angle and area preservation , comparable to current parametrization techniques for meshes . Computing such global seamless parametrization makes it possible to perform quad remeshing , texture mapping and texture synthesis and many other types of geometry processing operations . Our approach is based on a formulation of the Poisson equation on a manifold structure defined for the surface by the range images . To solve the problem , we adopt a statistical model-based 3D face modeling approach in a mirror system consisting of two mirrors and a camera . The overall procedure of our 3D facial modeling method has two primary steps : 3D facial shape estimation using a multiple 3D face deformable model and texture mapping using seamless cloning that is a type of gradient-domain blending . To evaluate our method 's performance , we generate 3D faces of 30 individuals and then carry out two tests : accuracy test and robustness test . Through the introduction of the existing problems of texture mapping process for laser machining of 3D surface , the necessity of STL model optimization is described , and re-sampling algorithm of optimization has been roughly divided into the following three steps : re-sampling point calculation , triangular patch re-sampling and mesh vertex deletion . The practicability and feasibility of the approach to re-sample STL model has been verified . Texture Mapping Texture mapping is generated by the system and method of the pixel on the screen , the system includes a texture cache memory for storing texture image data of one scan line read from the frame buffer memory , which contains the mark region , the refilling line and the structure and number of columns region valid bit area consisting of the same amount of texture image data of the patch of the maximum length to cover at least one scanning line is to be texture-mapped with respect to the line structure . The use of a system and method for loading data , graphics chip capacity is reduced , thus reducing the cost of the chip , thereby reducing the data access speed , thereby rapidly texture mapping . In this chapter , we first provide a historical review of image-based rendering starting from integral imaging introduced in the early 1900s , followed by typical methods for light field sampling , representation , and rendering . Finally , we address some applications of image-based rendering and present with a case study of a video on demand system . In fact , we show that the irradiance can be procedurally represented simply as a quadratic polynomial in the cartesian components of the surface normal , and give explicit formulae . These observations lead to a simple and efficient procedural rendering algorithm amenable to hardware implementation , a prefiltering method up to three orders of magnitude faster than previous techniques , and new representations for lighting design and image-based rendering . Improvement Goals for Workstation Facilities Robert M. Dunn Three major areas of improvement are needed : interaction techniques that are simpler , provide faster reaction , are useful for higher-level inputs , and have user-style-oriented alternatives . The second area is for image rendering based on local capabilities , in varying degrees of image quality as a function of desired “ grade of service ” . The third area is to provide support to incremental model construction and approximate design evaluation . Layered Depth Images ( LDI ) compactly represent multiview images and videos and have widespread usage in image-based rendering applications . In its typical use case scenario of representing a scanned environment , it has proven to be a less costly alternative than separate viewpoint encoding . An algorithm that satisfies these properties should work as well as possible with any configuration of input images or geometric knowledge . An optimal formulation of the basic image-based rendering problem , the solution to which is designed to satisfy the aforementioned properties . The unstructured lumigraph rendering algorithm , which is an efficient approximation to the optimal image-based rendering solution . Compared to the traditional methods that require images of some precisely machined calibration patterns , our method uses cast shadows by the sun , which are common in natural environments , and requires no measurements of any distance or angle in the 3D world . To demonstrate the accuracy of the proposed algorithm and its utility , we present the results on both synthetic and real images , and apply the method to an image-based rendering problem . The invention discloses a three-dimensional image cutting method . The method includes : performing image surface rendering according to surface elements of an object to acquire a three-dimensional display image of the object under a screen two-dimensional coordinate system , and acquiring corresponding two-dimensional coordinates of each body element of the object under the screen two-dimensional coordinate system ; or performing image body rendering according to body elements of the object to acquire a three-dimensional display image of the object under the screen two-dimensional coordinate system and corresponding two-dimensional coordinates of each body element of the object under the screen two-dimensional coordinate system ; determining a to-be-cut area on the three-dimensional display image ; abandoning body elements corresponding to the two-dimensional coordinates of pixel points of the three-dimensional display image in the to-be-cut area and corresponding surface elements ; performing image surface rendering according to retained surface elements or performing image body rendering according to retained body elements . In this paper , we develop a method for learning illumination from a single image , which can benefit illumination-invariant algorithms in computer vision and image-based rendering in graphics . Illumination learning has been widely studied , yet still has some shortcomings such as the restriction of Lambertian surfaces and the prerequisite of known shape or texture . In this paper , we propose to capture image-based rendering scenes using a novel approach called active rearranged capturing ( ARC ) . Given the total number of available cameras , ARC moves them strategically on the camera plane in order to minimize the sum of squared rendering errors for a given set of light rays to be rendered . We also propose a fast compression/decompression technique which achieves 8 times compression ratio . Experimental results demonstrates high performance and image quality rendering for large scale 3D scanning models in consumer PCs . Visibility computation is one of the fundamental problems in 3D computer graphics , and due to ever-increasing data-sets its relevance is likely to increase . One of the harder problems in visibility is occlusion culling , the process of removing objects that are hidden by other objects from the viewpoint . The field of 3D computer graphics has received much attention in the recent decade . Nowadays , 3D computer graphics allow rendering of complex and realistic 3D models . In recent years , object oriented concepts in 3D computer graphics have been extended using component-based approaches . An example for this development is the 3D-Beans component architecture , which allows the use of JavaBeans technology within 3D computer graphics systems . One way to open a broad field of applications to component-based 3D graphics is to employ standardized markup languages . Abstract An attribute control scheme for the visualization of shielding relations among 3D objects , not restricted to the inflexible primitive-wise binding and the simple minded hidden parts removal , is presented . It is an important factor in 3D graphics how to visualize shielding relations to help users understand 3D geometry of objects . In almost all graphics systems currently used , shielding relations can be represented only by the hidden line/surface indication of which behavior users can not control except for the selection from few alternative modes ; non-removing , removing , and indicating . The challenge to every business organisations is to apply the new productivity that being made possible by technology advances and automation on their business strategies . At the same time , three-dimensional ( 3D ) industries are expanding its wings and has introduced a new technology such 3D graphics with infinite benefits . Therefore , this project is about introducing a new dimension on doing advertisement by using 3D modelling techniques in constructing an online website . The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations , photographs , and verbal descriptions , and is becoming popular in today ’s forensics . This article integrates work in the areas of 3D graphics , computer vision , motion tracking , natural language processing , and forensic computing , to investigate the state‐of‐the‐art in forensic visualization . It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly . 3.5 M polygon/sec 3D Graphic engine , 15fps@QVGA MPEG4 codec engine , 2 M pixel JPEG codec engine and 20Mbit DRAM are integrated into a single chip with peripheral modules such as Camera I/F and LCDC . The 3D graphics engine was designed based on a Toshiba 's configurable processor MeP ( Media embedded Processor ) to achieve high throughput 3D graphics processing and flexibility . An embedded DRAM provide ultra high memory bandwidth to the 3D graphics engine up to 2Gbyte/sec . ABSTRACT : In 3D computer graphics applications , it is often desirable to simulate and visualise the effects of various natural phenomena , such as clouds of dust and smoke . To date , the techniques used in most real-time graphics applications ( eg . When the micro lens array machined by an ultra-precision machine was used in 3D computer graphics , a novel format of depth map image was invented with adaptively variable data length for multi requirements of different 3D computer graphics applications . A depth map is an image or image channel that contains information relating to the distance of the surfaces of objects a scene from a viewpoint . The proper setting of cameras is an essential component in many 3D computer graphics applications . Commonly , viewpoint computation tools rely on the specification of visual criteria on a number of targets , each expressed as a constraint ; then on the use of an optimization-based technique to compute a 7-degrees of freedom camera setting that best satisfy this set of constraints . Web CC has several other features . Many beginners are interested in computer graphics ( CG ) . But , CG programming is difficult for beginners because CG programs are implemented using pointers , structures , and such difficult techniques . Computer Graphics ( CG ) is the art of rendering , and visualizing images on the computer screens . In three-dimensional ( 3D ) CG , a scene is first modeled geometrically , typically using triangles , and the computer is then used to calculate what the scene will look like from a specific view point at a particular instant . The boundary representation model and spatial partitioning model have been used in the computer graphics ( CG ) field . Each model has different advantages and disadvantages . The fast pace of change in the computer graphics ( CG ) field makes it difficult for educators to continually design up to date , meaningful and robust curricula that address the full potential of the technology . We feel that the most valuable resource for CG educators is access to an international community of people who teach digital media in all forms . The technique of reversible compression coding for images of computer graphics ( CG ) is important in graphic systems where it is inconvenient to predetermine distortion allowances , such as image data base systems . The authors have already proposed Structure Runlength Coding ( SRC ) and Boundary Detection Coding ( BDC ) , which are reversible coding schemes for CG images . Assessing the visual realism of images is increasingly becoming an essential aspect of fields ranging from computer graphics ( CG ) rendering to photo manipulation . In this paper we systematically evaluate factors underlying human perception of visual realism and use that information to create an automated assessment of visual realism . The computer graphics system performance is increasing faster than any other computing application . Algorithms for line clipping against convex polygons and lines have been studied for a long time and many research papers have been published so far . In spite of the latest graphical hardware development and significant increase of performance the clipping is still a bottleneck of any graphical system . The majority of methods for line clipping make a rather large number of comparisons and involve a lot of calculations compared to modern ones . Most of the times , they are not so efficient as well as not so simple and applicable to the majority of cases . Anew ON ( lg ) line clipping algorithm in E 2 against a convex window is presented . The main advantage of the presented algorithm is the principal acceleration of the line clipping problem solution . A comparison of the proposed algorithm with others shows a significant improvement in run-time . New faster line clipping algorithm in E 2 against a convex polygon with O(lgN ) complexity is presented . The main advantage of the presented algorithm is the principal acceleration of the line clipping problem solution . A comparison of the proposed algorithm with others shows a significant improvement in run-time . Line clipping process often involves a lot of intersection calculations . One way for improving the efficiency of a line clipping algorithm is to save the unnecessary intersection calculations demanded by traditional algorithms either for rejecting some totally invisible lines or for clipping some partially visible lines . This paper is oriented to current teaching content of Computer Graphics , gives the content and objective in visual teaching and carries out some investigation . We visually design and implement the visual processes for primitive generating , polygon filling , straight line clipping by using VC 6.0 and present the solutions tp problems in taching . By analysis , we can know that visual teaching is able to improve the taching quality and help students better undestand the algorithms in Computer Graphics . The rate-distortion characteristics of the proposed scheme are evaluated on various models . When compared to MPEG-4 ( ISO/IEC 14496 - 2:1999 : information technology -- coding of andio-visual objects -- Part 2 : Visual , December 1999 ; ISO/IEC 14496 - 2:1999/Amd 1:2000 : visual extensions , August 2000 ) and Touma-Gotsman ( Proceedings of the 24th Conference on Graphics Interface ( GI-98 ) , Morgan Kaufmann , Los Altos , CA , San Francisco , CA , June 1998 , pp . 26 - 34 ) compressed triangular meshes , the proposed scheme achieves more than five times better compression , for equivalent L2 error and much better visual quality . Graphics Interface ' 88 , sponsored by the Canadian Man-Computer Communications Society , is the fourteent h Canadian conference devoted to computer graphics an d interactive techniques and is the oldest regularly scheduled computer graphics conference in the world . Now an annua l conference including a film festival and tutorials , Graphic s Interface has established a reputation for a high-quality technical program . In order to mill irregular curves by CNC wood-working machine based polar coordinates , a new method was presented . This new method takes the technology of graphics interaction with DXF file , and can mill directly according to the work piece contour curves data . CNC carpentry Line trace mill data processing software was developed which can reaLize arbitrary contour curves discretization and G-Code generation . Finally , search times for correct and incorrect responses were analyzed separately . The results are applicable to graphics-based interface design . Our results showed that both the presence of icons and their grouping had a significant positive effect on the scanning speed . Potential applications of this research include the design of graphics-based interfaces , such as the effective arrangement of icons in an interface . Compared with common methods , workload is reduced greatly and calculation is simplified . So the process and reasoning of this paper can be used as reference to other graphics interface design . Based on polynonial 's least squres and B-spline methods , this method can make the computing process easier and the output of result more visualized . Discusses the correlative technique of graphics interface development that utilizes graphics development module WindML in embedded system VxWorks . Finally , basic frame of program designing and method of solving actual problems are summarized , and WindML function extension is realized. The design and development of graphics software user interface has recently become a hot topic , drawing increasing attention . This paper gives a detailed introduction on the feature of XUL , the language for graphical user interface designed by Mozilla , and makes a comparison with techniques for user interface design . By this approach , first , one of the server-side scripts and a very popular web-application language in the world , Hyper-Text Preprocessor , is employed as a case study . Second , the methodology of using C++ for writing server installation scripts and creating Graphics User Interface Applications with Qt is shown , with tested applications . Third , Inno Setup Compiler scripts are written and used for compiling into installation and uninstallation setup files . Aiming at the JAVA ’s shortage of Graphics User Interface development , this paper starts from Canvas , develops some GUI components , such as Container , Label , RootContainer , MyForm and some conduct Images , such as ImageIcon , ImageAreaIcon , AniIcon . This project is applicable in the application development of JAVA that has complex , dashy GUI , in particular in the development of device with limited resource . In processing , recognition , visualization and computer graphics of 3D images , such as LSCM , CT and MRI images , 3D object construction is essential . The existing methods for 3D object construction are based on connectivity analogized from 2D object construction . Specifically , three concepts that serve to define our visual representation of the world ; linear perspective , aerial perspective and color relationships . Techniques well defined by Leonardo da Vinci , and certainly applicable to modern computer graphic imagery , using the functionality of Maya ( Alias-Wavefront ) as the reference .
For example , since the most of the shape modeling in computer graphics has polygonalization as the underlying display structures and data structures , the topological properties as well as the shape smoothness properties and singularities are almost always lost , which makes them unrecoverable . We present initial research on shape modeling for computer graphics to remedy this situation , based on a homotopical framework and cellular spatial structures .
9 . Computer Graphics . Hidden surface removal .
Highly detailed geometric models are rapidly becoming commonplace in computer graphics . These models , often represented as complex triangle meshes , challenge rendering performance , transmission bandwidth , and storage capacities .
Without readily available implementations the design of GKS will remain a theoretical exercise . Only if complete , efficient , and correct implementations exist for the major programming languages , for most operating systems and for most graphical devices , GKS will have the desired impact on the practise of computer graphics programming . In order to inform the graphics community about GKS implementations and their properties and capabilities , a first list is given based on information available to the author .
At the end of the article are placed some recommendations and good practices collected from the experience of the author with “ Introduction of Programming ” and “ Computer Graphics ” courses taught in Sofia University . They could be helpful not only for the university teachers , but also for the students learning C++ or computer graphics programming .
This paper quantitatively analyzes the relationship between geological structure and ore deposit with the synthetic use of remote sensing and geological information , in Yiwu area , Xinjiang municipality . In the study , computer graphics processing and spatial analysis in GIS were synthetically used on the base of the linear structure interpreted by remote sensing . Finally , an ore finding prospect area was predicted , which has been practically verified with remarkable effects in the field .
And an intelligent graphical modeling and automatic implement of main electrical connections are achieved based on the database . By means of the graph database integrated platform , a topology analyzing method based on bus for main electrical connections is presented , which is capable of not only computer graphics processing easily , but also describing accurately and reliably the topological structure of the main electrical connections . Finally the node admittance matrix is generated and the calculation of short circuit current is completed automatically .
The impact which computer graphics can have on engineering education is illustrated in this paper by considering the subject area of kinematics . Details of the mathematical modeling needed to support the generation of motion curves and computer graphics simulation for kinematic analysis are given , and a comparison is made with the current popular methods of analysis . Several results of computer graphic displays are given to illustrate the wide variety of situations where computer graphics can add to the teaching and understanding of kinematics .
The parametrization we compute defines a manifold structure , it is seamless and globally smooth , can be aligned to geometric features and shows good quality in terms of angle and area preservation , comparable to current parametrization techniques for meshes . Computing such global seamless parametrization makes it possible to perform quad remeshing , texture mapping and texture synthesis and many other types of geometry processing operations . Our approach is based on a formulation of the Poisson equation on a manifold structure defined for the surface by the range images .
To solve the problem , we adopt a statistical model-based 3D face modeling approach in a mirror system consisting of two mirrors and a camera . The overall procedure of our 3D facial modeling method has two primary steps : 3D facial shape estimation using a multiple 3D face deformable model and texture mapping using seamless cloning that is a type of gradient-domain blending . To evaluate our method 's performance , we generate 3D faces of 30 individuals and then carry out two tests : accuracy test and robustness test .
Through the introduction of the existing problems of texture mapping process for laser machining of 3D surface , the necessity of STL model optimization is described , and re-sampling algorithm of optimization has been roughly divided into the following three steps : re-sampling point calculation , triangular patch re-sampling and mesh vertex deletion . The practicability and feasibility of the approach to re-sample STL model has been verified .
Texture Mapping Texture mapping is generated by the system and method of the pixel on the screen , the system includes a texture cache memory for storing texture image data of one scan line read from the frame buffer memory , which contains the mark region , the refilling line and the structure and number of columns region valid bit area consisting of the same amount of texture image data of the patch of the maximum length to cover at least one scanning line is to be texture-mapped with respect to the line structure . The use of a system and method for loading data , graphics chip capacity is reduced , thus reducing the cost of the chip , thereby reducing the data access speed , thereby rapidly texture mapping .
In this chapter , we first provide a historical review of image-based rendering starting from integral imaging introduced in the early 1900s , followed by typical methods for light field sampling , representation , and rendering . Finally , we address some applications of image-based rendering and present with a case study of a video on demand system .
In fact , we show that the irradiance can be procedurally represented simply as a quadratic polynomial in the cartesian components of the surface normal , and give explicit formulae . These observations lead to a simple and efficient procedural rendering algorithm amenable to hardware implementation , a prefiltering method up to three orders of magnitude faster than previous techniques , and new representations for lighting design and image-based rendering .
Improvement Goals for Workstation Facilities Robert M. Dunn Three major areas of improvement are needed : interaction techniques that are simpler , provide faster reaction , are useful for higher-level inputs , and have user-style-oriented alternatives . The second area is for image rendering based on local capabilities , in varying degrees of image quality as a function of desired “ grade of service ” . The third area is to provide support to incremental model construction and approximate design evaluation .
Layered Depth Images ( LDI ) compactly represent multiview images and videos and have widespread usage in image-based rendering applications . In its typical use case scenario of representing a scanned environment , it has proven to be a less costly alternative than separate viewpoint encoding .
An algorithm that satisfies these properties should work as well as possible with any configuration of input images or geometric knowledge . An optimal formulation of the basic image-based rendering problem , the solution to which is designed to satisfy the aforementioned properties . The unstructured lumigraph rendering algorithm , which is an efficient approximation to the optimal image-based rendering solution .
Compared to the traditional methods that require images of some precisely machined calibration patterns , our method uses cast shadows by the sun , which are common in natural environments , and requires no measurements of any distance or angle in the 3D world . To demonstrate the accuracy of the proposed algorithm and its utility , we present the results on both synthetic and real images , and apply the method to an image-based rendering problem .
The invention discloses a three-dimensional image cutting method . The method includes : performing image surface rendering according to surface elements of an object to acquire a three-dimensional display image of the object under a screen two-dimensional coordinate system , and acquiring corresponding two-dimensional coordinates of each body element of the object under the screen two-dimensional coordinate system ; or performing image body rendering according to body elements of the object to acquire a three-dimensional display image of the object under the screen two-dimensional coordinate system and corresponding two-dimensional coordinates of each body element of the object under the screen two-dimensional coordinate system ; determining a to-be-cut area on the three-dimensional display image ; abandoning body elements corresponding to the two-dimensional coordinates of pixel points of the three-dimensional display image in the to-be-cut area and corresponding surface elements ; performing image surface rendering according to retained surface elements or performing image body rendering according to retained body elements .
In this paper , we develop a method for learning illumination from a single image , which can benefit illumination-invariant algorithms in computer vision and image-based rendering in graphics . Illumination learning has been widely studied , yet still has some shortcomings such as the restriction of Lambertian surfaces and the prerequisite of known shape or texture .
In this paper , we propose to capture image-based rendering scenes using a novel approach called active rearranged capturing ( ARC ) . Given the total number of available cameras , ARC moves them strategically on the camera plane in order to minimize the sum of squared rendering errors for a given set of light rays to be rendered .
We also propose a fast compression/decompression technique which achieves 8 times compression ratio . Experimental results demonstrates high performance and image quality rendering for large scale 3D scanning models in consumer PCs .
Visibility computation is one of the fundamental problems in 3D computer graphics , and due to ever-increasing data-sets its relevance is likely to increase . One of the harder problems in visibility is occlusion culling , the process of removing objects that are hidden by other objects from the viewpoint .
The field of 3D computer graphics has received much attention in the recent decade . Nowadays , 3D computer graphics allow rendering of complex and realistic 3D models .
In recent years , object oriented concepts in 3D computer graphics have been extended using component-based approaches . An example for this development is the 3D-Beans component architecture , which allows the use of JavaBeans technology within 3D computer graphics systems . One way to open a broad field of applications to component-based 3D graphics is to employ standardized markup languages .
Abstract An attribute control scheme for the visualization of shielding relations among 3D objects , not restricted to the inflexible primitive-wise binding and the simple minded hidden parts removal , is presented . It is an important factor in 3D graphics how to visualize shielding relations to help users understand 3D geometry of objects . In almost all graphics systems currently used , shielding relations can be represented only by the hidden line/surface indication of which behavior users can not control except for the selection from few alternative modes ; non-removing , removing , and indicating .
The challenge to every business organisations is to apply the new productivity that being made possible by technology advances and automation on their business strategies . At the same time , three-dimensional ( 3D ) industries are expanding its wings and has introduced a new technology such 3D graphics with infinite benefits . Therefore , this project is about introducing a new dimension on doing advertisement by using 3D modelling techniques in constructing an online website .
The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations , photographs , and verbal descriptions , and is becoming popular in today ’s forensics . This article integrates work in the areas of 3D graphics , computer vision , motion tracking , natural language processing , and forensic computing , to investigate the state‐of‐the‐art in forensic visualization . It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly .
3.5 M polygon/sec 3D Graphic engine , 15fps@QVGA MPEG4 codec engine , 2 M pixel JPEG codec engine and 20Mbit DRAM are integrated into a single chip with peripheral modules such as Camera I/F and LCDC . The 3D graphics engine was designed based on a Toshiba 's configurable processor MeP ( Media embedded Processor ) to achieve high throughput 3D graphics processing and flexibility . An embedded DRAM provide ultra high memory bandwidth to the 3D graphics engine up to 2Gbyte/sec .
ABSTRACT : In 3D computer graphics applications , it is often desirable to simulate and visualise the effects of various natural phenomena , such as clouds of dust and smoke . To date , the techniques used in most real-time graphics applications ( eg .
When the micro lens array machined by an ultra-precision machine was used in 3D computer graphics , a novel format of depth map image was invented with adaptively variable data length for multi requirements of different 3D computer graphics applications . A depth map is an image or image channel that contains information relating to the distance of the surfaces of objects a scene from a viewpoint .
The proper setting of cameras is an essential component in many 3D computer graphics applications . Commonly , viewpoint computation tools rely on the specification of visual criteria on a number of targets , each expressed as a constraint ; then on the use of an optimization-based technique to compute a 7-degrees of freedom camera setting that best satisfy this set of constraints .
Web CC has several other features . Many beginners are interested in computer graphics ( CG ) . But , CG programming is difficult for beginners because CG programs are implemented using pointers , structures , and such difficult techniques .
Computer Graphics ( CG ) is the art of rendering , and visualizing images on the computer screens . In three-dimensional ( 3D ) CG , a scene is first modeled geometrically , typically using triangles , and the computer is then used to calculate what the scene will look like from a specific view point at a particular instant .
The boundary representation model and spatial partitioning model have been used in the computer graphics ( CG ) field . Each model has different advantages and disadvantages .
The fast pace of change in the computer graphics ( CG ) field makes it difficult for educators to continually design up to date , meaningful and robust curricula that address the full potential of the technology . We feel that the most valuable resource for CG educators is access to an international community of people who teach digital media in all forms .
The technique of reversible compression coding for images of computer graphics ( CG ) is important in graphic systems where it is inconvenient to predetermine distortion allowances , such as image data base systems . The authors have already proposed Structure Runlength Coding ( SRC ) and Boundary Detection Coding ( BDC ) , which are reversible coding schemes for CG images .
Assessing the visual realism of images is increasingly becoming an essential aspect of fields ranging from computer graphics ( CG ) rendering to photo manipulation . In this paper we systematically evaluate factors underlying human perception of visual realism and use that information to create an automated assessment of visual realism .
The computer graphics system performance is increasing faster than any other computing application . Algorithms for line clipping against convex polygons and lines have been studied for a long time and many research papers have been published so far . In spite of the latest graphical hardware development and significant increase of performance the clipping is still a bottleneck of any graphical system .
The majority of methods for line clipping make a rather large number of comparisons and involve a lot of calculations compared to modern ones . Most of the times , they are not so efficient as well as not so simple and applicable to the majority of cases .
Anew ON ( lg ) line clipping algorithm in E 2 against a convex window is presented . The main advantage of the presented algorithm is the principal acceleration of the line clipping problem solution . A comparison of the proposed algorithm with others shows a significant improvement in run-time .
New faster line clipping algorithm in E 2 against a convex polygon with O(lgN ) complexity is presented . The main advantage of the presented algorithm is the principal acceleration of the line clipping problem solution . A comparison of the proposed algorithm with others shows a significant improvement in run-time .
Line clipping process often involves a lot of intersection calculations . One way for improving the efficiency of a line clipping algorithm is to save the unnecessary intersection calculations demanded by traditional algorithms either for rejecting some totally invisible lines or for clipping some partially visible lines .
This paper is oriented to current teaching content of Computer Graphics , gives the content and objective in visual teaching and carries out some investigation . We visually design and implement the visual processes for primitive generating , polygon filling , straight line clipping by using VC 6.0 and present the solutions tp problems in taching . By analysis , we can know that visual teaching is able to improve the taching quality and help students better undestand the algorithms in Computer Graphics .
The rate-distortion characteristics of the proposed scheme are evaluated on various models . When compared to MPEG-4 ( ISO/IEC 14496 - 2:1999 : information technology -- coding of andio-visual objects -- Part 2 : Visual , December 1999 ; ISO/IEC 14496 - 2:1999/Amd 1:2000 : visual extensions , August 2000 ) and Touma-Gotsman ( Proceedings of the 24th Conference on Graphics Interface ( GI-98 ) , Morgan Kaufmann , Los Altos , CA , San Francisco , CA , June 1998 , pp . 26 - 34 ) compressed triangular meshes , the proposed scheme achieves more than five times better compression , for equivalent L2 error and much better visual quality .
Graphics Interface ' 88 , sponsored by the Canadian Man-Computer Communications Society , is the fourteent h Canadian conference devoted to computer graphics an d interactive techniques and is the oldest regularly scheduled computer graphics conference in the world . Now an annua l conference including a film festival and tutorials , Graphic s Interface has established a reputation for a high-quality technical program .
In order to mill irregular curves by CNC wood-working machine based polar coordinates , a new method was presented . This new method takes the technology of graphics interaction with DXF file , and can mill directly according to the work piece contour curves data . CNC carpentry Line trace mill data processing software was developed which can reaLize arbitrary contour curves discretization and G-Code generation .
Finally , search times for correct and incorrect responses were analyzed separately . The results are applicable to graphics-based interface design .
Our results showed that both the presence of icons and their grouping had a significant positive effect on the scanning speed . Potential applications of this research include the design of graphics-based interfaces , such as the effective arrangement of icons in an interface .
Compared with common methods , workload is reduced greatly and calculation is simplified . So the process and reasoning of this paper can be used as reference to other graphics interface design . Based on polynonial 's least squres and B-spline methods , this method can make the computing process easier and the output of result more visualized .
Discusses the correlative technique of graphics interface development that utilizes graphics development module WindML in embedded system VxWorks . Finally , basic frame of program designing and method of solving actual problems are summarized , and WindML function extension is realized.
The design and development of graphics software user interface has recently become a hot topic , drawing increasing attention . This paper gives a detailed introduction on the feature of XUL , the language for graphical user interface designed by Mozilla , and makes a comparison with techniques for user interface design .
By this approach , first , one of the server-side scripts and a very popular web-application language in the world , Hyper-Text Preprocessor , is employed as a case study . Second , the methodology of using C++ for writing server installation scripts and creating Graphics User Interface Applications with Qt is shown , with tested applications . Third , Inno Setup Compiler scripts are written and used for compiling into installation and uninstallation setup files .
Aiming at the JAVA ’s shortage of Graphics User Interface development , this paper starts from Canvas , develops some GUI components , such as Container , Label , RootContainer , MyForm and some conduct Images , such as ImageIcon , ImageAreaIcon , AniIcon . This project is applicable in the application development of JAVA that has complex , dashy GUI , in particular in the development of device with limited resource .
In processing , recognition , visualization and computer graphics of 3D images , such as LSCM , CT and MRI images , 3D object construction is essential . The existing methods for 3D object construction are based on connectivity analogized from 2D object construction .
Specifically , three concepts that serve to define our visual representation of the world ; linear perspective , aerial perspective and color relationships . Techniques well defined by Leonardo da Vinci , and certainly applicable to modern computer graphic imagery , using the functionality of Maya ( Alias-Wavefront ) as the reference .
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Pacific Conference on Computer Graphics and Applications SIGGRAPH SIGGRAPH ICIP GCC Workshops WICED@Eurographics DEXA Workshops SIU SIGGRAPH Educators Program CVPR ICDMA SIGGRAPH Educators Program
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