
A Grailog Visualizer for Datalog RuleML via XSLT 2.0 Translation to
... arrows and rectangles of the Grailog visualization. To create these different graphical objects, SVG provides many basic elements, like paths, lines or polylines, which can for example be used for parts of the arrows. To represent the nodes, different rectangle variants of SVG can be used. The so fa ...
... arrows and rectangles of the Grailog visualization. To create these different graphical objects, SVG provides many basic elements, like paths, lines or polylines, which can for example be used for parts of the arrows. To represent the nodes, different rectangle variants of SVG can be used. The so fa ...
ProteinShader: illustrative rendering of macromolecules | SpringerLink
... and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to m ...
... and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to m ...
Neural Networks Training for Weapon Selection in First
... allies and interesting scenarios for the player to get immersed. Although in previous years, visual realism was nearly the only field most of game developers were interested in, it has later become profound that realism can be achieved not only through life-like graphics and effects, but also throug ...
... allies and interesting scenarios for the player to get immersed. Although in previous years, visual realism was nearly the only field most of game developers were interested in, it has later become profound that realism can be achieved not only through life-like graphics and effects, but also throug ...
GPU based Single-Pass Ray Casting of Large Heightfields
... Fig. 2: BVH derived from a heightfield on a regular grid. Gray boxes correspond to samples at level 0. Bounding boxes on higher levels and their maximum value are highlighted by the same color. is the same construction scheme as used with maximum mipmaps [24, 34, 8]. In the method presented by Dick ...
... Fig. 2: BVH derived from a heightfield on a regular grid. Gray boxes correspond to samples at level 0. Bounding boxes on higher levels and their maximum value are highlighted by the same color. is the same construction scheme as used with maximum mipmaps [24, 34, 8]. In the method presented by Dick ...
PPT - University of Utah School of Computing
... developing faster than CPUs GPUs are cheap and ubiquitous ...
... developing faster than CPUs GPUs are cheap and ubiquitous ...
Internal Forces - Computer Graphics
... for low velocities, the position update in the following integration step may not be sufficient to resolve the collision therefore, the position should be updated as well, e.g. which projects the point onto the plane the position update is not physically-motivated, it just resolves problems due to d ...
... for low velocities, the position update in the following integration step may not be sufficient to resolve the collision therefore, the position should be updated as well, e.g. which projects the point onto the plane the position update is not physically-motivated, it just resolves problems due to d ...
Adaptively Sampled Distance Fields: A General
... Distance Fields • A distance field is a scalar field that • specifies the distance to the surface of a shape ... • where the distance may be signed to distinguish between the inside and outside of the shape ...
... Distance Fields • A distance field is a scalar field that • specifies the distance to the surface of a shape ... • where the distance may be signed to distinguish between the inside and outside of the shape ...
glyph and streamline placement algorithms for cfd data
... glyphs are placed at regularly-spaced intervals on a 2D plane. Shadows on the plane are added to the glyphs to highlight their orientation. In order to depict the vector fields on curvilinear and unstructured grids, Dovey [3] presents a vector glyph placement algorithm for slices through 3D curvilin ...
... glyphs are placed at regularly-spaced intervals on a 2D plane. Shadows on the plane are added to the glyphs to highlight their orientation. In order to depict the vector fields on curvilinear and unstructured grids, Dovey [3] presents a vector glyph placement algorithm for slices through 3D curvilin ...
Angel`s intro to OpenGL Shaders
... • The units in points are determined by the application and are called object, world, model or problem coordinates • Viewing specifications usually are also in object coordinates • Eventually pixels will be produced in window coordinates • OpenGL also uses some internal representations that usually ...
... • The units in points are determined by the application and are called object, world, model or problem coordinates • Viewing specifications usually are also in object coordinates • Eventually pixels will be produced in window coordinates • OpenGL also uses some internal representations that usually ...
paper
... spatial augmented reality (Figure 1). Our solution consists of three key ingredients. First, we analyze the previously acquired 3D model geometrically by computing curvatures for every surface sample and at multiple scales in order to capture finer or coarser convexities and concavities. Second, by ...
... spatial augmented reality (Figure 1). Our solution consists of three key ingredients. First, we analyze the previously acquired 3D model geometrically by computing curvatures for every surface sample and at multiple scales in order to capture finer or coarser convexities and concavities. Second, by ...
slides
... artifact inherited from OpenGL ES ES must run on very simple embedded devices that may not support 32-bit floating point All implementations must support mediump No default for float in fragment shader ...
... artifact inherited from OpenGL ES ES must run on very simple embedded devices that may not support 32-bit floating point All implementations must support mediump No default for float in fragment shader ...
Light-sensitive visualization of multimodal data for neurosurgical
... and others, are looking at the computer screen without any light shining on it and can therefore see the visualizations the way they were meant to be seen. While one could in principle simply focus on providing a bright illumination visualization setting that is appropriate for such adverse illumina ...
... and others, are looking at the computer screen without any light shining on it and can therefore see the visualizations the way they were meant to be seen. While one could in principle simply focus on providing a bright illumination visualization setting that is appropriate for such adverse illumina ...
BT.1438 - Subjective assessment of stereoscopic television pictures
... depth perception was carried out with stereoscopic HDTV system, and the results showed that the most natural depth perception was obtained with a screen size of 120 inches, which corresponds to viewing distance of 2.2 H [Yamanoue et al., 1997]. ...
... depth perception was carried out with stereoscopic HDTV system, and the results showed that the most natural depth perception was obtained with a screen size of 120 inches, which corresponds to viewing distance of 2.2 H [Yamanoue et al., 1997]. ...
Introduction to GPU - Movement Research Lab
... Modern GPUs support “real” precision ◦ 32 bit floating point throughout the pipeline High enough for many (not all) applications Vendors committed to double precision soon ...
... Modern GPUs support “real” precision ◦ 32 bit floating point throughout the pipeline High enough for many (not all) applications Vendors committed to double precision soon ...
Data Structures for Graphics
... • It’d have been inefficient if I used small cells everywhere • It’d have been inaccurate if I used big cells everywhere ...
... • It’d have been inefficient if I used small cells everywhere • It’d have been inaccurate if I used big cells everywhere ...
Scene Graph, Hierarchical Data Structures and Quaternions
... • Data structures for efficiently storing geometric information. They are useful for – Collision detection (will the spaceships collide?) – Location queries (which is the nearest post office?) – Chemical simulations (which protein will this drug molecule interact with?) – Rendering (is this aircraft ...
... • Data structures for efficiently storing geometric information. They are useful for – Collision detection (will the spaceships collide?) – Location queries (which is the nearest post office?) – Chemical simulations (which protein will this drug molecule interact with?) – Rendering (is this aircraft ...
Automated three-axis gonioreflectometer for computer graphics
... have built an instrument (GOSI) that achieves excellent angular coverage, but limited spectral coverage (3 wavelengths) and long measurement time (weeks for a full angular coverage). To speed acquisition, multiple detectors can be used in parallel. An example of angular parallelism is using a camer ...
... have built an instrument (GOSI) that achieves excellent angular coverage, but limited spectral coverage (3 wavelengths) and long measurement time (weeks for a full angular coverage). To speed acquisition, multiple detectors can be used in parallel. An example of angular parallelism is using a camer ...
Unit 3 Lesson 6 Introductory Video Script
... To find which type of rest it is, count the flags on
...
...
2.5D

2.5D (""two-and-a-half-dimensional""), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.