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         Real Time Graphics Computer:     more books (63)
  1. Pattern representation (Report. Centrum voor Wiskunde en Informatica) by P. J. W. ten Hagen, 1986
  2. Implementation of a user interface with the Vector General Graphics Display System (AD A050241) by David C Endicott, 1977
  3. GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems) by Matt Pharr, Randima Fernando, 2005-03-13
  4. 3D Game Art f/x & Design by Luke Ahearn, 2001-09-12
  5. The Awesome Power of Direct3D/DirectX - The DirectX 7 Version by Peter J. Kovach, 1998-01
  6. Focus On 3D Models (Game Development) by Evan Pipho, 2002-12-27
  7. Game Programming Gems 6 (Book & CD-ROM) (Game Development Series) by Mike Dickheiser, 2006-03-07

81. Generating Ray-Traced Imagery In Real-Time (MIT Computer Graphics Group)
realtime ray-casting and ray-tracing. Check out our several recent papers onthis, posted here (search for Alex or Bala). Back to Seth Teller s homepage.
http://people.csail.mit.edu/seth/raytracedimagery.html
Real-time ray-casting and ray-tracing:
Check out our several recent papers on this, posted here (search for Alex or Bala).
Back to Seth Teller's homepage

82. Computer Graphics International 2003
2003 computer graphics International (CGI 2003), 911 July 2003, Tokyo, Japan . real time Detection Interface For Walking on CAVE. 105-111
http://www.informatik.uni-trier.de/~ley/db/conf/cgi/cgi2003.html
Computer Graphics International 2003: Tokyo, Japan
2003 Computer Graphics International (CGI 2003), 9-11 July 2003, Tokyo, Japan. IEEE Computer Society 2003, ISBN 0-7695-1946-6 BibTeX DBLP
CG Hardware
CG Modeling
Invited Talk

83. 3-D Computer Graphics Based On Integral Photography
T. Naemura, T. Yoshida, and H. Harashima, 3D computer graphics based on F.Okano, H. Hoshino, J. Arai and I. Yuyama, real-time pickup method for a
http://www.opticsexpress.org/abstract.cfm?URI=OPEX-8-4-255

84. RedNova News - Technology - Researchers Unveil Computer Graphics Innovations At
computergraphics researchers from the Jacobs School of Engineering will be out in The paper introduces a new method for real-time relighting of scenes
http://www.rednova.com/news/technology/190083/researchers_unveil_computer_graphi
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SPECIAL NEWS
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REDNOVA EXTRAS
RedNova E-Mail My RedNova Join RedNova RSS Feeds ... Tell A Friend, Win $500 Ads by Google Posted on: Thursday, 28 July 2005, 15:11 CDT E-mail this to a friend Printable version Discuss this story in the forum Change Font Size: A A A
Researchers Unveil Computer Graphics Innovations at SIGGRAPH
San Diego, CA, July 28, 2005  Computer-graphics researchers from the Jacobs School of Engineering will be out in force at 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 student researchers from UCSD, Calit2 and other universities, as well as industry leaders and film-makers. Only 98 research papers were selected from 461 submissions, and four of the accepted papers were authored or co-authored by researchers from Computer Science and Engineering professor Henrik Wann Jensen's Computer Graphics Lab. Jensen co-authored three of the papers, all of which will be published in the Proceedings of ACM SIGGRAPH 2005.

85. Several SIGGRAPH 2000 Papers Present Advances In Real-time Graphics To Achieve B
Several SIGGRAPH 2000 Papers Present Advances in realtime graphics To Achieve Such complexity quickly overburdens computer processing while using only
http://www.businesswire.com/cgi-bin/ts_headline.sh?/bw.062900/201810215

86. Intrinsic Graphics And Silicon Studio To Demonstrate Power Of Sony Computer Ente
of an advanced realtime flight simulation demonstration on Sony computer memory GScube offers unrivaled real-time graphics power and capabilities,
http://www.businesswire.com/cgi-bin/ts_headline.sh?/bw.072400/202060035

87. PC Graphics Generation And Management Tool For Real-Time Applications
and developed for easy generation and management of personal computer graphics . PC graphics tool; realtime graphics applications; Electrical power;
http://gltrs.grc.nasa.gov/cgi-bin/GLTRS/browse.pl?1992/E-7053.html

88. Computer Workstations: KAYDARA AND BOXX DEBUT REAL-TIME 3D GRAPHICS W/ VIDEO I/O
Access the article, KAYDARA AND BOXX DEBUT realtime 3D graphics W/ VIDEO I/O from computer Workstations, a publication in the field of computers
http://www.findarticles.com/p/articles/mi_go2395/is_200205/ai_n6989916
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IN free articles only all articles this publication Automotive Sports FindArticles Computer Workstations May 2002 Content provided in partnership with
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Advanced Battery Technology America's Network BT Catalyst ... View all titles in this topic Hot New Articles by Topic Automotive Sports Top Articles Ever by Topic Automotive Sports
Save a personal copy of any page on the Web and quickly find it again with Furl.net. It's free. Get started now. KAYDARA AND BOXX DEBUT REAL-TIME 3D GRAPHICS W/ VIDEO I/O Computer Workstations May, 2002 Kaydara Inc. and BOXX Technologies Inc., debut Kaydara FiLMBOX online 3.5, a real-time 3D production solution with video I/O, on BOXX Technologies' high-performance 3DBOXX PC-based broadcast workstation. Featuring the integration of real-time character-based 3D content into virtual environments, and advanced video I/O options, this powerful turnkey system provides broadcast professionals with a high-end Windows-based solution for the production of programming for news, game shows, sporting events, awards presentations, and talk shows. "FiLMBOX online has always been in a class of its own, and, until today, ...

89. Concurrent Computer Corporation, The On-Demand And Real-Time Linux Solutions Com
RedHawk is the ideal Linux environment for the complex realtime networking,and graphics be controlled deterministically together with real-time tasks.
http://www.ccur.com/isd_solutions_redhawklinux.asp?o9=1

90. IMM Publications - Image Analysis & Computer Graphics
IMM Publications. Section Image Analysis computer graphics Nielsen, RS,real time Rendering of Atmospheric Scattering Effects for Flight Simulators,
http://www2.imm.dtu.dk/pubdb/public/publications.php?year=&pubtype=4&pubsubtype=

91. EECS 580: Advanced Computer Graphics
in computer graphics, with emphasis on geometric modeling and realtime rendering Understanding of real-time rendering pipeline is crucial for the
http://www.eecs.umich.edu/~guskov/eecs580/info.html
Course information for EECS 580: Advanced Computer Graphics
  • Instructor: Igor Guskov (please send me e-mail if you have questions) Times and location: Mondays and Wednesdays 12:30pm-2:30pm in room 1005 DOW Office hours: TBD
This is a graduate-level course in Computer Graphics, with emphasis on geometric modeling and real-time rendering techniques. Intended audience for this course includes CSE graduate students interested in graphics, as well as undergraduate students who took EECS 487 but would like to learn more. Basic knowledge of OpenGL and working knowledge of C/C++ is assumed. The course is on the software qual exam list in CSE PhD program.
Prerequisites
EECS 487 (or equivalent) or graduate standing
Course objectives
The course will give an overview of current research topics in Computer Graphics, and introduce several topics in depth. The selection of topics is defined by their relevance to the research of current graphics faculty, one purpose of this course is to prepare the incoming graduate students for active research. In particular, a large part of the course will concentrate on geometric modeling and real-time rendering.
  • Modern geometric modeling uses a wide variety of shape representations from polygonal meshes and point clouds to implicit surfaces. In practice, it is important to be able to choose an appropriate shape representation for a given geometric modeling problem. The course will give an overview of current shape representations; their advantages and limitations will be discussed. Necessary background material from mathematics, computational geometry, and advanced data structures will be presented. Students will get practical experience working with polygonal meshes and subdivision surfaces.

92. An Intestinal Surgery Simulator: Real-Time Collision Processing And Visualizatio
An Intestinal Surgery Simulator realtime Collision Processing and Visualization, IEEE Transactions on Visualization and computer graphics, vol. 10, no.
http://csdl.computer.org/comp/trans/tg/2004/06/v0708abs.htm
Search: Advanced Search Home Digital Library Site Map ... November/December 2004 (Vol. 10, No. 6)   pp. 708-718 An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization Laks Raghupathi Laurent Grisoni Francois Faure Damien Marchal ... Christophe Chaillou Full Article Text: DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2004.36 Abstract About References Back to Top References
[1] A.P. Fine, Patient Information: Laparoscopic Colon Surgery Soc. Laparoendoscopic Surgeons, Inc., 2004, . http://www.sls.org/patientinfo/colon.html , [2] S. Sgambati, and G. Ballantyne, Minimally Invasive Surgery for Diseases of the Colon and Rectum: The Legacy of an Ancient Tradition Laparoscopic Colectomy, [3] L. Augusten, R. Bowen, and M. Rouge, Pathophysiology of the Digestive System Colorado State Univ., 2004, . http://arbl.cvmbs.colostate.edu/hbooks/pathphys/digestion , [4] Laparoscopic Colectomy Center for Videoendoscopic Surgery, Univ. of Washington, 2004, . http://depts.washington.edu/cves/lapcol.html

93. An Architecture For Java-Based Real-Time Distributed Visualization
An Architecture for JavaBased real-time Distributed Visualization, IEEETransactions on Visualization and computer graphics, vol. 09, no. 4, pp.
http://csdl.computer.org/comp/trans/tg/2003/04/v0570abs.htm
Search: Advanced Search Home Digital Library Site Map ... October-December 2003 (Vol. 9, No. 4)   pp. 570-579 An Architecture for Java-Based Real-Time Distributed Visualization Jeffrey Mahovsky , IEEE Luigi Benedicenti , IEEE Full Article Text: DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2003.1260749 Abstract About References Back to Top References
A. Geist, A. Beguelin, J. Dongarra, W. Jiang, R. Manchek,, and V. Sunderam,, The MIT Press, 1994. G. Bishop, , et al., "Frameless Rendering: Double Buffering Considered Harmful," Computer Graphics Proc.(Siggraph 94), ... ACM Press, New York, 1994, pp. 175-176. [3] G. Bollella, B. Brosgol, P. Dibble, S. Furr, J. Gosling, D. Hardin, and M. Turnbull, The Real-Time Specification for Java. Addison-Wesley, 2000. R. Buyya, ed., High Performance Cluster Computing: Architectures and Systems, Volume 1, Prentice Hall, Old Tappan, N.J., 1999. [5] A. Chalmers, and E. Reinhard, Parallel and Distributed Photo-Realistic Rendering Proc. Course #3, SIGGRAPH 98 Conf.

94. Integration Of Multidimensional Interaction Devices In Real-Time Computer Graphi
computer graphics Forum Volume 19, Issue 3 (August 2000) Integration ofMultidimensional Interaction Devices in realtime computer graphics Applications
http://www.eg.org/EG/CGF/volume19/issue3/cgf423.html
Computer Graphics Forum
Volume 19, Issue 3 (August 2000)
Distributed Graphics:
Integration of Multidimensional Interaction Devices in Real-Time Computer Graphics Applications
Authors:
Department Visualization and Virtual Reality, Fraunhofer Institute for Computer Graphics, Darmstadt, Germany Abstract:
Modern CAD/CAM and Virtual Reality applications cannot be imagined without the new class of interaction devices allowing the user direct interaction with computer generated scenes. Integrating such devices into existing or newly developed software is a complex task for a number of reasons. The set of devices is very heterogeneous in functionality and data formats. Most devices are difficult to handle by inexperienced users or need careful handling and calibration. After reviewing a number of existing systems, a novel approach to this problem is presented. A device interface that allows the flexible, hardware independent configuration and error robust operation, even reconfiguration and exchanges of interaction devices during operation, will be introduced. The system structure is discussed and novel communication protocols reducing latency are invented. System hostet at Braunschweig University of Technology and powered by Hyperwave

95. [ H P I ] . Forschung . Computer Graphics
School of computer graphics, Journal of WSCG, 2004, in print. realtime Shadowing We are investigating real-time rendering algorithms for NPR,
http://www.hpi.uni-potsdam.de/~doellner/forschung/cg_research.de.html
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Computer Graphics Systems at HPI
Research in Computer Graphics
Real-Time Constructive Solid Geometry (CSG) Constructive Solid Geometry represents a well-known, widely used modeling technique - but to render a CSG model in real-time without having to calculate its geometry explicitly is a major challenge for today's graphics hardware. See also the OpenCSG project, which gives a couple of implementations we have been developing. Real-Time Shadowing Casting shadows in arbitrary 3D scenes has many different solutions in computer graphics. We are developing real-time algorithms, including an algorithm that simulates soft shadows in dynamic scenes. See also our video on soft shadows [13 MB].

96. AIST:Development Of A Highly Parallel Graphics PC Cluster
a “volume graphics VG cluster system” that adds realtime visualization real-time computer visualization system that can incorporate image-space
http://www.aist.go.jp/aist_e/latest_research/2002/20020219/20020219.html
Development of a Highly Parallel Graphics PC Cluster
- Realization of low-cost system capable of ultra-high-speed computation and visualization using personal computer components -
Important Points
  • The system achieves unprecedented speed in visually rendering large-scale volume data, including data generated in numerical fluid simulation and 3D medical imaging.
  • These advances in the development of large-scale numerical computing now enable instantaneous visual monitoring, resulting in huge gains in operational efficiency.

Summary
As this technology permits instantaneous visual monitoring of large-scale numerical calculations while computation is in progress, it is expected to bring huge gains in operational efficiency in fields such as numerical fluid simulation and 3D medical imaging.
Meanwhile, MPC plans to initiate sales of VG cluster systems and related products while continuing to collaborate in the development of VG cluster technology for use in every field.
Research Background
Recently, the technology known as PC clustering has been attracting attention the world over. By installing the Message passing library for parallel computers developed by Argonne National Laboratory and Mississippi State University (MPICH) or similar software on large numbers of personal computers (PCs) connected over an ultra-high-speed network, nearly anyone can create an extremely low-cost parallel computer with performance surpassing supercomputer benchmarks. If the PC cluster is used only for performing numerical calculations, though, the resulting data must be transferred to a separate workstation for visualization.

97. EE Times - Login
a taste of how computer graphics and imaging will one day be used in interfaces, One introduced a new method for realtime relighting of scenes
http://www.eet.com/issue/mn/showArticle.jhtml?articleID=167600138

98. Use Of A Real-Time Computer Graphics System In Analysis And Forecasting
The American Meteorological Society (AMS), publishes seven wellrespected scientificjournals and an abstract journal, in addition to the Bulletin,
http://ams.allenpress.com/amsonline/?request=get-abstract&doi=10.1175/1520-0493(

99. A Human's Eye View: Motion Blur And Frameless Rendering
This paper explores this motion blur and its relationship to camera open shutter time, current computer graphics motionblur implementations, temporally anti-aliased images, and the Human Visual System's (HVS) motion smear quality. Published in Crossroads, the ACM student magazine.
http://www.acm.org/crossroads/xrds3-4/ellen.html
A Human's Eye View: Motion Blur and Frameless Rendering
by Ellen J. Scher Zagier
Abstract
Frameless Rendering FR ) is a rendering paradigm which performs stochastic temporal filtering by updating pixels in a random order, based on most recent available input data, and displaying them to the screen immediately [ ]. This is a departure from frame-based approaches commonly experienced in interactive graphics. A typical interactive graphics session uses a single input state to compute an entire frame. This constrains the state to be known at the time the first pixel's value is computed. Frameless Rendering samples inputs many times during the interval which begins at the start of the first pixel's computation and ends with the last pixel's computation. Thus, Frameless Rendering performs temporal supersampling - it uses more samples over time. This results in an approximation to motion blur, both theoretically and perceptually. This paper explores this motion blur and its relationship to: camera open shutter time, current computer graphics motion-blur implementations, temporally anti-aliased images, and the Human Visual System's (HVS) motion smear quality (see 'quality' footnote) Finally, we integrate existing research results to conjecture how Frameless Rendering can use knowledge of the Human Visual System's blurred retinal image to direct spatiotemporal sampling. In other words, we suggest importance sampling

100. Resume Of Diganta Saha: Virtual Reality Lab Systems Administrator
To obtain a fulltime position in the area of computer graphics development within a challenging and team oriented environment.
http://www-personal.engin.umich.edu/~saha/resume/
Diganta Saha Virtual Reality Lab
2600 Draper Road
Ann Arbor, MI 48109
Tel # 1 (734) 936 0573
Objective:
  • A full-time position in the area of computer graphics development within a challenging and team oriented environment.
Highlights:
  • Nine years in the University of Michigan Virtual Reality Lab
  • Sixteen years of 2D and 3D computer graphics experience
  • Several classes in programming, virtual reality, CAD and design
Education:
  • Material Science Engineering BSE '97, University of Michigan, Ann Arbor
Employment:
  • Systems Administrator and Webmaster Jan '98 - Present
    • Continue to support the Virtual Reality Lab, which has an Onyx Reality Engine2 (2 CPU) connected to a Fakespace BOOM 3C. Consulting the lab for hardware and software requirements need in many projects. Also advising and training new hires to our lab on our hardware and software that is either commercial or in house developed proprietary programs. Maintain the VR Lab web server, creating accounts, networking SGIs with NFS and general systems administration
    • Supporting the Computational Marine Mechanics Lab(CMML), which consists of an Origin 3400 (12 CPU), an Origin 2000 (4 CPU) and several other Sun and HP workstations.

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