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         Real Time Graphics Computer:     more books (63)
  1. Level-of-detail management for real-time rendering of phototextured terrain (GIT-GVU) by Peter Lindstrom, 1995
  2. Real-time multi-spectral visual processor (Research publication) by Ichiro Masaki, 1987
  3. Real clock time animation support for developing software visualizations (GIT-GVU) by John T Stasko, 1995
  4. Flash Live! Flash Communication Server MX Real Time Flash Applications by Craig Swann, Glen Rhodes, 2003-06
  5. Trips reports ISO Working Group 9, Ada, uniformity of Ada Applications Rapporteur Group, and Ada Europe (SuDoc NAS 1.26:188588) by Sue LeGrand, 1990
  6. CGI delay compensation (NASA technical memorandum) by Richard E McFarland, 1986
  7. SOPHISTICATED CHART PLOTTING SOFTWARE INCORPORATES REAL-TIME EXCHANGE WITH NAVIGATION ELECTRONICS.(RayTech Navigator 4.0)(Product Announcement): An article from: Software Industry Report
  8. Who needs human actors? As digital characters become more real, advances in technology threaten to make actual people obsolete in Hollywood. (arts).(Brief ... An article from: New York Times Upfront by Dave Kehr, 2002-03-11
  9. Graphics Programming with Direct3D by Rob Glidden, 1997-01-15
  10. Network and Operating Systems Support for Digital Audio and Video: 5th International Workshop, NOSSDAV '95, Durham, New Hampshire, USA, April 19-21, 1995. ... (Lecture Notes in Computer Science)
  11. Kyma: An interactive graphic environment for object-oriented music composition and real-time software sound synthesis written in Smalltalk-80 (Report) by Carla Scaletti, 1989
  12. GIT-GVU by Jessica K Hodgins, 1996
  13. GIT-GVU by Jacques Haus, 1996
  14. Real-Time Film Animation by Charles Csuri, 1973

61. Graphics - Home
As we begin to create synthetic characters (avatars) for computer users, We also research realtime rendering of large-scale surfaces through
http://research.microsoft.com/graphics/
Microsoft.com Home Site Map
Search: All Research Online All Microsoft.com Microsoft Research Home About Microsoft Research Research Areas People ... Contact Us
Graphics Overview People
Projects

Overview We believe that interactive three-dimensional graphics and animation will be an important part of future user interfaces directed toward business, consumer, and entertainment applications. Our research addresses a wide range of topics in three-dimensional graphics and animation. Our projects include advanced rendering, modeling, and animation research. Rendering refers to the process of adding shadows and variations in color and shading to add realism to computer-based images. Modeling seeks to represent real-world and imaginary objects as either a set of mathematical expressions or as a set of instructions or algorithms. Animation puts such models into motion. Some of the most difficult challenges in producing three-dimensional (3-D) graphics have been in modeling, rendering and animating human figures and facial expressions. We are exploring the means to create and shade realistic human figures to be used in applications ranging from talking-head newscasters to video game characters. We seek to address the challenges involved in the high-computational cost of producing, transmitting, and displaying complex models by researching geometric compression and multiresolution representations. Highly detailed geometric models are often represented as complex triangle meshes, challenging rendering performance, transmission bandwidth, and storage capacities. Multiresolution representations allow for more efficient storage, transmission, and rendering of the meshes.

62. California Institute Researchers Unveil Computer Graphics Innovations At SIGGRAP
The leading annual conference and expo about computer graphics and Our resultsdemonstrate realtime rendering of scenes with moving lights,
http://www.eurekalert.org/pub_releases/2005-07/uoc--cir072805.php
Public release date: 28-Jul-2005
E-mail Article

Contact: Doug Ramsey
dramsey@ucsd.edu

University of California - San Diego
California Institute researchers unveil computer graphics innovations at SIGGRAPH
San Diego and Irving, CA, July 28, 2005 – Nearly a dozen researchers affiliated with the California Institute for Telecommunications and Information Technology (Calit2) are headed north to Los Angeles to participate in SIGGRAPH 2005. The leading annual conference and expo about computer graphics and interactive techniques takes place July 31 to August 4 at the L.A. Convention Center. This year's event will attract a broad array of attendees, including faculty and students from UC Irvine, UC San Diego and other universities, as well as industry leaders and film-makers. Only 98 research papers were selected from 461 submissions. Four of the accepted papers were authored or co-authored by researchers in professor Henrik Wann Jensen's Computer Graphics Lab at UCSD and will be published in the Proceedings of ACM SIGGRAPH 2005. Jensen – a professor of Computer Science and Engineering in the Jacobs School of Engineering – co-authored three of the papers. "It is great that these papers got accepted for SIGGRAPH, which is the premier conference for computer graphics research," says Jensen. "The students have been working on these projects for a long time, and I am very happy that their hard work paid off."

63. Tutorial 1 - EG 2004
realtime graphics, real-time cloth deformation, collision detection, virtualheritage, After her PhD in Quantum Physics and computer graphics from the
http://eg04.inrialpes.fr/Programme/Tutorial/Tutorial-1/Tutorial-1.html
Simulation of Clothes
for Real-time Applications
N. Magnenat-Thalmann, F. Cordier,
M. Keckeisen, S. Kimmerle, R. Klein,
J. Meseth
Full day tutorial Time : Monday 30th, 8h30-12h / 14h-17h30 Room : Amphi GEM 302
Keywords
Real-time graphics, real-time cloth deformation, collision detection, virtual heritage, numerical solvers, real-time rendering of textiles, data-driven simulator.
Overview
Simulating clothed virtual humans in real-time is required in many applications such as enhanced reality, video games, virtual heritage... This course gives a description of the latest state of the art for real-time cloth simulation. The course will present the following concepts:
  • The creation of garments.
  • Techniques for collision detection
  • Numerical solvers
  • Simulation of the cloth behaviour
  • Real-time rendering of textiles
Several case studies will be shown: the simulation of the Roman life in Pompei, reconstruction of Aya Sofia church in Turkey, the Virtual Try-On...
8:30 - 9:00: Introduction and State of the Art in Clothing
This presentation gives an overview of the whole tutorial. It introduces the different techniques that will be presented in the next sessions. An overview of previous work is given as well.

64. Tutorial 5 - EG 2004
Creating a realtime graphics application starts with writing a CPU covered awide variety of computer graphics topics, including real-time cloud
http://eg04.inrialpes.fr/Programme/Tutorial/Tutorial-5/Tutorial-5.html
Programming Graphics Hardware
Cyril Zeller, Randy Fernando,
Matthias Wloka, Mark Harris
[readme] [Cg] [SDK] [FX Composer] Full day tutorial Time : Tuesday 31th, 8h30-12h / 14h-17h30 Room : Amphi GEM 303
Keywords Real-time graphics, graphics pipeline, GPU, 3D API, Direct3D, OpenGL, High-level shading language, HLSL, GLSL, Cg, graphics pipeline bottleneck, shader.
Overview
Cyril Zeller)
The presentation gives the big picture for the entire tutorial. It introduces the notions and frameworks that will be revisited in more details during the following presentations:
  • Overview of the tutorial.
  • Real-time graphics concept.
  • Graphics pipeline concept.
  • Controlling the GPU from the CPU: The driver and 3D API (OpenGL, Direct3D).
  • Review of real-time graphics applications.

Creating a real-time graphics application starts with writing a CPU program, based on a 3D API, that feeds the GPU with data and commands. The presentation first outlines how such a program would typically look and then goes into the implementation specifics of Direct3D and OpenGL.
  • Rendering loop skeleton
  • Transferring data from the CPU to the GPU and vice-versa:
    • Resource locking
  • Rendering commands (render states, texture states, shaders, draw call)

65. InfiniteReality
Infinitereality a realtime graphics system Proceedings of the 24th annualconference on computer graphics and interactive techniques table of contents
http://portal.acm.org/citation.cfm?id=258871

66. A Real-time Procedural Shading System For Programmable Graphics Hardware
SIGGRAPH ACM Special Interest Group on computer graphics and Interactive Techniques.Publisher realtime graphics hardware is becoming programmable,
http://portal.acm.org/citation.cfm?id=383275

67. CGL @ ETHZ / Publications > Papers
realtime Ray-Casting and Advanced Shading of Discrete Isosurfaces. To appearin IEEE Transactions on Visualization and computer graphics,
http://graphics.ethz.ch/main.php?Menu=5&Submenu=1

68. Real-Time Nonphotorealistic Rendering
realtime Nonphotorealistic Rendering, computer graphics (Proceedings ofSIGGRAPH 97), August, 1997. Postscript version of paper
http://graphics.cs.brown.edu/research/npr/home.html

home
people information research ... search Real-Time
Non-photorealistic Rendering Two views of Shaded Venus
Project Overview
The Nonphotorealistic Rendering Project's purpose is to use computers to produce images that appear to have been drawn by hand. Computers are often used for precise rendering, computer-aided-design, and three-dimensional rendering, but, as evidenced in the art world, high precision isn't always the best way to convey ideas. Sometimes a quick sketch needs to look hasty to signify that the idea is fresh from the mind. A polished rendering gives a sense of finality which can be misleading or even frightening in some situations where an immediate solution has not been sought. The "sketched" look is instantly recognized as being an indication of intent with room for change and possible errors. Our nonphotorealistic renderer can help make comprehensible but simple pictures of complicated objects by employing an economy of line. An important item to note is that this processing occurs in real-time because current nonphotorealistic rendering is primarily a batch process. This paper presents a real-time nonphotorealistic renderer that deliberately trades accuracy and detail for speed. Our renderer uses a method for determining visible lines and surfaces which is a modification of Appel's hidden-line algorithm, with improvements which are based on the topology of singular maps of a surface into the plane.

69. Computer Graphics - London - Real Time Television Graphics Ltd
real time Television graphics Ltd. Contact, Simon Dunstan Keyframe computergraphics, Leeds. Lightstream, Dublin 3. Pict 8, Glasgow. real time
http://www.4rfv.co.uk/brieflisting.asp?scategory=78&company=9834&start=0

70. 3D Computer Graphics In Canada -- Canadian University Research Labs And Companie
DigiPen Applied computer graphics School (Vancouver) Kaydara (Montreal),Motion capture and realtime performance animation software
http://www.cs.ubc.ca/~van/cangraphics.html
Canadian university graphics labs
University of Alberta Computer Graphics Research Group University of British Columbia Imager Lab University of Calgary Graphics Jungle Research Lab Universite de Montreal Computer Graphics Group Université du Québec en Outaouais VR lab (psychologie) Simon Fraser University Graphics, Usability and Visualization Lab University of Saskatchewan Imaging, Multimedia, and Graphics Group University of Toronto Dynamic Graphics Project University of Waterloo Computer Graphics Lab York University Vision, Graphics, and Robotics Lab
Canadian companies related to 3D computer graphics
Alberta
ambient media (Calgary) animation and new media for film, television, and corporate communications Aurenya (Calgary) Contract creative, animation, and digital effects Absolute (Calgary) Animation production and web design BioWare (Edmonton) Games and animation production Ethereal 3D (Calgary) 3D Animation for broadcast, video, and new media Firetoad Software (Calgary) Video game development Framework Animation (Lethbridge) 3D animation for architecture, engineering visualization, and broadcast video Icom Productions(Calgary) 3D animation and compositing effects for film, video, and multimedia

71. Practical Algorithms For 3D Computer Graphics
Some of the first 3D graphics emerged from the computer Aided Design (CAD) industry . Basics; real time 3D graphics for Windows; Practical algorithms
http://www.ee.qub.ac.uk/graphics/pa3dcg.htm
Practical Algorithms for
3D Computer Graphics by R. Stuart Ferguson
published by A.K. Peters Ltd.
Last Updated 09 November 2004 This is the Web site for the book Practical Algorithms for 3D Computer Graphics by Stuart Ferguson
ISBN: 1-56881-154-3
List Price: $49 from A.K. Peters
552 pages. Paperback. This web page contains information on the Book Contents and a List of Corrections What is the Book About?
Taken as a whole, the topics covered in this book will enable you to create a complete suite of programs for three-dimensional computer animation, modeling and image synthesis. It is about practical algorithms for each stage in the creative process. The text takes you from the construction of polygonal models of objects (real or imaginary) through rigid body animation into hierarchical character animation and finally down the rendering pipeline for the synthesis of realistic images of the models you build. The content of the book arises from a postgraduate course on computer graphics that I have given for many years and the experience of working on two comprehensive 3D animation and modeling application programs ( Envisage 3D and SoftFX ) for the personal computer in the 1990s. In that time the capabilities of both the hardware and software for creating computer graphics have increased almost unimaginably.

72. CSC476 - Real-Time 3D Computer Graphics Software Systems
CSC476 real-time 3D computer graphics Software Systems. Professor Zoë J. Wood.Welcome to real-time 3D games! This class will be taught using C/C++ and
http://www.csc.calpoly.edu/~zwood/teaching/csc476/csc476.html
CSC476 - Real-Time 3D Computer Graphics Software Systems
Welcome to Real-time 3D games! This class will be taught using C/C++ and OpenGL. The required book for the class is:
3D Games, Real-time Rendering and Software Technology
Alan Watt and Fabio Policarpo, Addison Wesley Longman, 2001
Supplemental (recommended) Books include:
OpenGL, A Primer
Edward Angel, Addison Wesley Longman, 2002
OpenGL Programming Guide, Third Edition
Edward Angel, Addison Wesley Longman, 1999 More information about this course will be posted soon.
Course material:
syllabus

game report dates and topics
D. Phan: Billboards Midterm 1 topics ... Midterm 2 topics Programming assignments
Program 1 - simple game Program 2 - simple game with fractal terrain with visability Some useful links for program 2: generating fractal terrains Prof. Hitchner's lecture notes on terrains, etc. Fast extraction of viewing frustum planes BinTriTree splitting algorithm ... Final Proposal Write-up for Final Project Lab assignments
3D objects class design with AABB Two different 3D objects with AABB uniform 3D fractal terrain using bintritree Lab on cg: intro (Likely lab topics) Test to compare 2 bounding boxes Grid creation Time based character movement BSP tree for view frustum culling Frame rate with BSP tree Quaternions for orientation Light maps Lecture and Lab notes Resources Many useful game tutorials/information can be found at: GameTutorials.com

73. Real-time Broadcast Graphics At The BBC...
The BBC s Post Production computer Graphic Design Section uses Silicon As well as graphs and histograms, we also showed realtime animations over a
http://www.futuretech.blinkenlights.nl/bbc-rtbg.html
Future Technology Research Index SGI Tech/Advice Index Nintendo64 Tech Info Index WhatsNew ...
Ian's SGI Depot: FOR SALE! SGI Systems, Parts, Spares and Upgrades
Silicon Graphics and Real-time
Broadcast Graphics at the BBC
Silicon Graphics... providing solutions through innovation
Looking right - Silicon Graphics and broadcast graphics at the BBC For the BBC, dedication to top quality programming includes a commitment to creating a distinctive visual identity for all its news and current affairs programmes. The BBC's Post Production Computer Graphic Design Section uses Silicon Graphics equipment to create a range of animation sequences within news bulletins - including the 1992 US Presidential Election coverage. Computer special effects have become associated with big budget feature films such as The Hunt for Red October, The Abyss and Terminator II. Yet everyday news and current affairs programmes also depend on advanced computer graphics technology for their presentation of events. Highly skilled teams have made an art out of mixing complex images, sounds and words to present information in compelling formats. The key to success is that such effects should integrate seamlessly with the news presentation when broadcast. That is certainly the view of the Post Production Computer Graphic Design Section of the British Broadcasting Corporation's (BBC) News and Current Affairs (NCA) section, which uses high powered visual computing systems from Silicon Graphics to stay ahead in this crucial aspect of broadcasting.

74. Citations InfiniteReality A Real-Time Graphics System - Montrym
and Christopher J. Migdal. Infinitereality a realtime graphics system.In computer graphics (SIGGRAPH 97 Proceedings), pages 293302, August,1997.
http://citeseer.ist.psu.edu/context/102097/0

75. Bookpool: Computer Graphics And Virtual Environments: From Realism To Real-Time
computer graphics and Virtual Environments From realism to realtime graphics and Multimedia graphics Other Topics real-time Systems
http://www.bookpool.com/sm/0201624206
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Computer Graphics and Virtual Environments: From Realism to Real-Time Mel Slater Anthony Steed Yiorgos Chrysanthou
Addison-Wesley, Hardcover, Published October 2001, 571 pages, ISBN 0201624206 List Price: $67.00
Our Price:
You Save: $7.50 (11% Off)
Availability: Out-Of-Stock Be the First to Write a Review and tell the world about this title! Books on similar topics, in best-seller order: Books from the same publisher, in best-seller order:
Features
  • Includes material on the implementation detail required to build graphics systems.
  • Richly illustrated with a 16-page color section.

Table of Contents
1. Introduction.
2. Displays. 3. 2D Viewing, Window/Viewport Transformations, Graphical Output Primitive. 4. Interaction. 5. Graphical Object. 6. Polyhedral Representations, Winged Edge Data, BSP Trees. 7. Object Hierarchies, 3D Transformations, Homogeneous Coordinates, Articulated Figures and Inverse Kinematics. 8. Object-Oriented Graphics and Constraints.

76. Bookpool: 3D Game Engine Design: A Practical Approach To Real-Time Computer Grap
3D Game Engine Design A Practical Approach to realtime computer graphics 3D Game Engine Architecture Engineering real-time Applications with Wild
http://www.bookpool.com/sm/1558605932
help account NEW RELEASES BEST SELLERS ... LOG IN
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics View Larger Image David H. Eberly
List Price: $77.95
Our Price:
You Save: $10.00 (13% Off)
Availability: In-Stock Be the First to Write a Review and tell the world about this title! People who purchase this book frequently purchase: Books on similar topics, in best-seller order: Books from the same publisher, in best-seller order:
"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination."
- Eric Yiskis , Lead Programmer, Oddworld Inhabitants 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.

77. Airport Technology - Barco - Real-Time Graphics Display Systems, Graphics Genera
BARCO real-time graphics DISPLAY SYSTEMS, graphics GENERATORS AND SOFTWARECOMPONENTS By removing the need for local computer hardware,
http://www.airport-technology.com/contractors/traffic/barco/
Home Products and Services Air Traffic Management, Control and Systems Barco
BARCO - REAL-TIME GRAPHICS DISPLAY SYSTEMS, GRAPHICS GENERATORS AND SOFTWARE COMPONENTS
Barco is a recognized international leader and pioneer in the design, development and manufacturing of real-time graphics display systems, graphics generators and software components for the traffic management marketplace. Based on many years of experience in worldwide traffic management, Barco provides its customers today with components for the advanced working positions of tomorrow. Barco's range of high-end components and services extends from sensor interfacing and information distribution over information processing and visualization to recording, archiving, playback and system management. PVS6600 - INTEGRATED VISUALIZATION SOLUTIONS The PVS6600 series, Barco's latest series of PCI graphics generators, is designed to support high-resolution, drawing-intensive software for operational display systems. The architecture with state-of-the-art graphics processor units provides the flexibility to generate graphics data in separate layers with simultaneous display of external video sources. Support software guarantees optimal functionality for both UNIX and Windows platforms. OPScenter" is a component suite designed for efficient implementation and operation of high-performance mission-critical systems. The available components include processing of radar input signals, radar data processing, electronic flight strip handling, system management, recording and playback and operator working position software with situation display, communication and open interfaces. Whether your users control or observe targets in the air, on land or on the water, OPScenter" offers a variety of high-performance components that safely support the daily operational work in these mission-critical domains.

78. Sebastien St-Laurent's (AKA Sebby) WebLog : Press-Release : Learn Real-Time Comp
PressRelease Learn real-time computer graphics the Easy Way With “Shaders forGame Programmers and Artists” by Sebastien St-Laurent.
http://blogs.msdn.com/sebby1234/archive/2004/09/21/232403.aspx
Sebastien St-Laurent's (AKA Sebby) WebLog
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Press-Release : Learn Real-Time Computer Graphics the Easy Way With “Shaders for Game Programmers and Artists” by Sebastien St-Laurent.
In my continued effort to self-promote my book (can't count on the publisher for this ;) ). I've launched my second press release today. :) I've included it below but it can also be read from HERE . (I've included a sample chapter for anybody interested). “Shaders for Game Programmers and Artists”, a first of its kind, is now available in online, and is selling strong. This book teaches in an easy to understand way some of the latest real-time computer graphics such as the ones used in some of the most anticipated games of the year such as Doom 3 (ID Software), HALO 2 (Bungie) and Half-Life 2 (Valve).

79. 3D Computer Graphics Engine. Real-time Scientific Visualization Tools.
3D Scientific visualization software for surface analisys AFM, SPM, STM.
http://www.msmacrosystem.nl/3Dsurf/3d_surf.html
MS MacroSystem 3D engine enhancement AFM data beam analysis GIS digital CCD 4D stack 3D SurfXP Engine MS MacroSystem develops cutting edge computer graphics software for science and technology. Our 3D SurfXP engine is specifically designed to meet scientific visualization requirements. The engine incorporates our unique set of comprehensive tools for fast and accurate measurements in 3D space. 3D SurfXP is flexible and powerful engine that can be customized for variety of graphical applications. We provide custom solutions and developer components based on 3D SurfXP engine. We work closely with our customers to adapt the engine to concrete application with maximum performance and simplicity of operation. Our 3D engine is designed for quick creation of the professional images and animation from various 3D and 4D datasets such as GIS, MRI, CT scan, computer simulation, etc.

80. An Historical Timeline Of Computer Graphics And Animation
Adage real time 3D line drawing system. Lee Harrison s ANIMAC graphic device Principles of Interactive computer graphics (Newman and Sproull) first
http://accad.osu.edu/~waynec/history/timeline.html
CGI Historical Timeline pre-1950 Chinese Abacus Napier's bones Gutenberg press Principia Mathematica - Isaac Newton Jacquard loom Luddites riot Photography (Niepce) Babbage Analytical Engine designed FAX (Alexander Bain) Morse's telegraph installed between Philadelphia and Washington Maxwell electromagnetic wave theory becomes basis for radio wave propagation Edison invents phonograph Nipkow (Germany) devises scanner for scanning and transmitting images CRT (Cathode Ray Tube) Edison patents motion picture camera Edison and Dickson design Kinetoscope - (motion pictures from successive photos on a cylinder) Berliner invents gramophone Oberlin Smith publishes basics of magnetic recording Hollerith introduces an automated punch-card driven tabulation device for the Census Bureau Dickson uses Edison's kinetograph to record motion pictures Poulsen invents the Telegraphone, the first magnetic recording device

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