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         Real Time Graphics Computer:     more books (63)
  1. 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly, 2006-11-03
  2. IEEE Iccv Workshop on Recognition, Analysis, and Tracking of Faces and Gestures in Real-Time Systems: 13 July 2001, Vancouver, B.C., Canada : Proceedings by IEEE Computer Engineering, PR&&&&, et all 2001-08
  3. GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics by Randima Fernando, 2004-04-01
  4. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics by Randima Fernando, Mark J. Kilgard, 2003-03-08
  5. Real-time Volume Graphics by Markus Hadwiger, Joe M. Kniss, et all 2006-07-24
  6. Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics) by Ron Fosner, 2002-12-31
  7. Real-Time Rendering (2nd Edition) by Tomas Moller, Eric Haines, et all 2002-07
  8. Computer Graphics and Virtual Environments: From Realism to Real-Time by Mel Slater, Anthony Steed, et all 2001-10-08
  9. KAYDARA AND BOXX DEBUT REAL-TIME 3D GRAPHICS W/ VIDEO I/O.(Product Announcement): An article from: Computer Workstations
  10. Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) by Christer Ericson, 2004-12-22
  11. Real-Time Rendering Tricks and Techniques in DirectX (Premier Press Game Development (Software)) by Kelly Dempski, 2002-03-02
  12. C++ Real-Time 3d Graphics by Andrew Tyler, 1994-03
  13. Real-Time Animation Toolkit in C++ by Rex E. Bradford, 1995-11-01
  14. Animating Real-Time Game Characters (Game Development Series) by Paul Steed, 2002-12-05

1. Computer Graphics Systems Development Corp (CGSD) - Home Page
and patent services, publish the industry newsletter real time graphics and providea computer graphics Definition of the Day from The Dictionary of computer
http://www.cgsd.com/
CGSD Corporation builds high performance custom simulation and virtual reality systems. We also provide consulting and patent services, publish the industry newsletter Real Time Graphics and provide a specialized software product for color space manipulation. See the CGSD Projects page for news of some of our current projects, which include development of a texture library for simulation, development of a virtual cockpit with force and tactile feedback, and building the prototype of a device for three dimensional walking in virtual space - OmniTrek CGSD'S SITE MAP
Computer Graphics Definition of the Day
from The Dictionary of Computer Graphics and Virtual Reality ruled surface : A surface capable of being generated by sweeping a line through space, or a portion of such a surface.

Need directions?

email: rlatham@cgsd.com - President

2. Real-Time Computer Graphics - Jason Doucette's Resume - Physics Simulations, Dem
Each real time computer graphic engine is similar to those required for interactivevideo games Also, none of the programs use a graphics API (such as DirectX
http://www.jasondoucette.com/graphics.html
H OME R ÉSUMÉ ... RODUCTIVITY
Back to Main Resume Page
The following graphic samples are all software, programmed in MS-DOS. They all run real-time , even on a class machine ( on which most of these were programmed ). Each real time computer graphic engine is similar to those required for interactive video games and simulation software. None of the following effects are created via 3D graphic accelerators. Each of these effects is 100% responsible for the display of every individual pixel, manually computed by CPU directly from my software. Also, none of the programs use a graphics API ( such as DirectX or OpenGL ) which would perform most of the calculations for you. Any 3D program uses the basic 3D formula for converting a 3D point into a 2D screen position which I developed myself in grade VIII without the aid of textbooks or any other graphic / art sources. All the effects included tweaked VGA modes, hi-color modes, and other video card tricks are 100% software.
All code is original and self-taught . Pictures are shrunk down from the actual screen shots. All effects, including hi-color effects, run under standard VGA. Some run under any Mode-X resolution ( up to 360x480, 376x564, and 640x400

3. Real-Time Rendering Resources
The Cg Tutorial The Definitive Guide to Programmable realtime graphics, by Randima Fernando and Mark J A Practical Approach to real-time computer graphics, by Dave Eberly (his
http://www.realtimerendering.com/
Real-Time Rendering
Last changed: December 3, 2003 This is the Web site for the book Real-Time Rendering , by and Eric Haines , ~880 pages, from A.K. Peters Ltd. , 2nd edition, ISBN 1568811829 list price $59. jump to links We are honored to learn that our 2nd Edition has been awarded a 2002 Front Line Award from Game Developer Magazine for product excellence and innovation. click to see larger image A quote from the January 2003 issue's awards article:
"I can't think of any higher praise for a book than the fact that it's always on my desk and within easy reach, and Real-Time Rendering, 2nd Edition is one of the few books that qualifies for that distinction. Real-Time Rendering provides thorough coverage of the current state of the art in real-time graphics, as well as case studies, appendices to help brush up your math skills, and a voluminous source bibliography. There's no doubt that this is a must-have volume for any graphics programmer." - Herb Marselas, Ensemble Studios You can order the book from Amazon and get free shipping, or from

4. #Realtime Computer Graphics News
What s New. real time computer graphics. First off all, welcome tothis humble website. It is going to be dedicated mainly to real
http://realtimecg.gamedev-pt.net/
NEWS WIP DOCS DOWNLOADS LINKS ... CREDITS
What's New
Real Time Computer Graphics First off all, welcome to this humble website.
It is going to be dedicated mainly to real time cg programming and technology.
Im not going to explain everything, as there are lots of websites doing this already, but i'll try to explain most of the theory/practice the best i can.
The WIP section is dedicated to True Dimensions
technology current research, and some other stuff im developing.
I'll use the What's New section whenever there is something new and relevant. Tiago Sousa
Hasta la vista: This is my final update
For the past 2 months i've tried to write simple/readable tutorials, and i hope you have enjoyed them.
As i told you Márcio Martins , from now on is going to write some tutorials/demos when he gets some free time. (if you wanna help, mail me Btw, i've reviewed some of my tutorials, and there are some minor glitches/typos here and there, i'll correct them before going to

5. Home Page
computer graphics World and BigDigit are proud to team up to present the World's Smallest Animation Festival for the first time leading realtime, all-the-time editing, compositing
http://www.cgw.com/

6. Real Time Graphics Index
. Harris Corporation/E S Introduce Integrated computer/IG System. An Approachto Topological Sorting for real time graphics. June 94, pg 6. Trackers ..
http://www.cgsd.com/rtgidx.html
Real Time Graphics Index
by Subject by Company/Organization by Article Title by Subject ... by Article Title
Volume 1 Index by Subject
Accelerators
Book Reviews
..... Silicon Mirage, The Art and Science of Virtual Reality. Apr/May 93, pg 9.
Call for Papers
..... Call for Papers - AAIA Flight Simulation Technologies Conference. Sept 92, pg 13.
Call for Speakers
..... Call for Speakers - VR and Persons with Disabilities Conference. Sept 92, pg 11.
CCTT
..... See also: Distributed Simulation
CCTT Competition
..... Close Combat Tactical Trainer (CCTT) Competition Proceeds. July 92, pg 11. Conference Announcements ..... Virtual Reality Systems '93: Organizers Say New York VR Show Will Be Largest.. Jan 93, pg 6. ..... HIT Lab Hosts Virtual Worlds Technology Symposium. Dec 92, pg 3. ..... ITEC '93 in London Features Great Demos. June 93, pg 1. ..... Training Systems Conference Showcases Real Time Technology: Five New/Improved Image Generators Under $100K Per Channel. Dec 92, pg 1. ..... VR Conference Exhibits - A Review. Oct/Nov 92, pg 3.

7. Virtual Reality / VR And 3D Graphics Resource - VResources
Provides information on all aspects of virtual reality, 3D computer graphics and realtime simulation technologies.
http://vresources.jump-gate.com
Click on the image to enter the site)
Welcome to the ultimate Virtual Reality resource
The mission of VResources is to provide the best information on all aspects of : Virtual Reality
3D Computer Graphics
Real-time Simulation Technologies
and many more... We try to carefully select every piece of information to ensure our readers accuracy and truthfulness of what they read on our web site. If you have any suggestions or comments to make about VResources, please E-mail us. We assure you that we will read every user comment with great regards. We hope you will like your visit on our site and we will be happy to see you back again. Regards,
This site is best viewed with:
Using a resolution of 800 x 600 or greater This site is graciously hosted by
WebMaster: webmaster@vresources.jump-gate.com

8. Projects / Games - Jason Doucette's Resume - Real Time Computer Graphics, Physic
accurate model of rotational inertia in real 3D were My first lap time was 104.something,but programming tricks for the system s tiled graphics mode, which
http://www.jasondoucette.com/games.html
H OME R ÉSUMÉ ... RODUCTIVITY
Back to Main Resume Page
Name Description Time Commenced System In Development...
ZoomView

Full Tilt

Space Harrier Clone
...
Gravity
Graphics Technology
Desktop Magnifier
Arcade-Style Racing Game
3D Arcade Shooter
Arkanoid Clone Spring Physics Space Invaders Clone Voxel Technology Graphical User Interface Font Designer Utility DOS Directory Navigation Utility Anti-Gravity Simulation Algebra Teaching Assistant Gravity Simulation January 2003 June 12, 2003 February 21, 1999 July 17, 1998 April 7, 1997 December 5, 1996 August 16, 1996 August 15, 1995 February 15, 1995 October, 1994 Late 1993 Early 1993 January 25, 1992 Athlon 1.47 Athlon 1.47 I N D EVELOPMENT... My Current Project is the development of a revolutionary computer graphics technology. I have placed one hundred percent of my effort into this project for almost a year, and will continue to do so until it is finalized. My brother, Matthew Doucette , has joined my effort. We expect this innovative software product to be released in 2004. More details will be posted later.

9. Electronic Visualization Laboratory At University Of Illinois At Chicago
A graduate research laboratory specializing in virtual reality and realtime interactive computer graphics; it is a joint effort of UIC's College of Engineering and School of Art and Design.
http://www.evl.uic.edu/EVL/
this uses a flash animation. please download flash now. Electronic Visualization Laboratory
University of Illinois at Chicago
Sorry, the page you're trying to reach is temporarily unavailable or the page may no longer exist. Please check the spelling of the URL to make sure the address is correct. Go to the Electronic Visualization Laboratory's home page. Error type 404 - Object Not Found info research art papers ... events

10. CS448A: Real-Time Graphics Architectures
a part of almost every personal computer. students interested in building graphicssystems, as programmers interested in realtime graphics applications such
http://graphics.stanford.edu/courses/cs448a-01-fall/
CS448A: Real-Time Graphics Architectures
Kurt Akeley and Pat Hanrahan
Information
  • Gates Room B12, Mon, Wed from 2:30-3:45pm Readings
Teaching Assistant: Ian Buck
Assignments
Benchmarking Graphics Hardware
Final Project
Description
High-performance 3D graphics systems are now a part of almost every personal computer. In fact, the two major computational components of a PC are its main processor (CPU) and its graphics processor (now being referred to as the GPU). This course covers the architecture of graphics chips and systems. Topics include the key components of the graphics pipeline including the display, framebuffer, rasterization, texturing and geometry processing stages. More general topics include how graphics chips are different than main processors, and how to quantitatively model and evaluate graphics systems. Finally, we will cover trends in graphics hardware including programmable shading and ray tracing architectures. This course is targetted to both systems students interested in building graphics systems, as well as programmers interested in real-time graphics applications such as games. The class is open to students with a background in computer graphics or computer systems and architecture. It may be taken for 1 or 3 credits. For 1 credit, each student will be expected to attend all the lectures and participate in discussions. For 3 credits, two projects will be assigned. The first will be to analyze tradeoffs in graphics architectures, and the second will be to design part of a graphics system.

11. Evl | Electronic Visualization Laboratory
EVL is a graduate research laboratory specializing in virtual reality and realtime interactive computer graphics.
http://www.evl.uic.edu/

12. CS448A: Real-Time Graphics Architectures
CS448A realtime graphics Architectures real-time graphics applications such as games. The class is open to students with a background in computer graphics or
http://www-graphics.stanford.edu/courses/cs448a-01-fall
CS448A: Real-Time Graphics Architectures
Kurt Akeley and Pat Hanrahan
Information
  • Gates Room B12, Mon, Wed from 2:30-3:45pm Readings
Teaching Assistant: Ian Buck
Assignments
Benchmarking Graphics Hardware
Final Project
Description
High-performance 3D graphics systems are now a part of almost every personal computer. In fact, the two major computational components of a PC are its main processor (CPU) and its graphics processor (now being referred to as the GPU). This course covers the architecture of graphics chips and systems. Topics include the key components of the graphics pipeline including the display, framebuffer, rasterization, texturing and geometry processing stages. More general topics include how graphics chips are different than main processors, and how to quantitatively model and evaluate graphics systems. Finally, we will cover trends in graphics hardware including programmable shading and ray tracing architectures. This course is targetted to both systems students interested in building graphics systems, as well as programmers interested in real-time graphics applications such as games. The class is open to students with a background in computer graphics or computer systems and architecture. It may be taken for 1 or 3 credits. For 1 credit, each student will be expected to attend all the lectures and participate in discussions. For 3 credits, two projects will be assigned. The first will be to analyze tradeoffs in graphics architectures, and the second will be to design part of a graphics system.

13. CS 448: Real-Time Programmable Shading
. Procedural shading is a technique that has been......CS 448 Topics in computer graphics realtime Programmable Shading.
http://graphics.stanford.edu/courses/cs448-00-spring/
CS 448 Topics in Computer Graphics:
Real-Time Programmable Shading
Description
Procedural shading is a technique that has been used for over a decade for computer animation for film and production animation. A shading procedure determines the final color of a point on a rendered surface. Animations using procedural shading are typically rendered in advance, taking seconds to hours to render each frame that is later displayed at 24-30 frames per second. Real-time graphics hardware is reaching the speed and complexity boundary where real-time procedural shading is possible. This course covers the fundamentals of procedural shading, the adaptation of these techniques to real-time systems, the mapping of procedural shaders onto the real-time graphics pipeline, and modifications of this hardware to better support shading. The course includes a blend of lectures, seminar-style discussions, and guest lectures by leaders in the field. Students will complete several short assignments and a project.
Prerequisites
Attendees should have a working knowledge of computer graphics (at the level of CS 248
Information
  • Time: 2:45-4:00pm, Mon/Wed, Spring 2000

14. Brian Smits, U Of Utah Computer Science
University of Utah computer graphics, rendering, global illumination, and real time ray tracing.
http://www.cs.utah.edu/~bes/
Brian Smits
Brian Smits ( CV Pixar Animation Studios
1200 Park Ave
Emeryville CA 94608 Email: bes@acm.org
Phone: 510.752.3591
Home
Computer Science Last modified: Mon Nov 20 20:30:55 MST 2000 by Brian Smits

15. RAP Real-Time Weather
graphics for both singlesite images and regional images created from a National mosaic product. Also, the Surface page has been updated to include time computer models provide
http://www.rap.ucar.edu/weather
Help for this page advanced Satellite
View cloud images as seen from space by geostationary satellites.
Radar

View reflectivity and velocity images from NEXRAD doppler radars.
Surface

See the surface weather conditions reported nearest you.
Upper-Air

Forecast

Become your own weather forecaster using these guidance tools.
Help Pages

NWS Local Forecast Foothills Mesa Webcam Boulder Forecast ... CSU hurricane forecasts Aviation ADDS Aviation Weather Cntr Climate Climate Prediction Cntr NCDC ClimVis CDC Interactive Additional Links National Weather Service Commercial Sources UCAR members WMO International Sources ... Sponsored by

16. Nick Halper Home Page
University of Magdeburg computer graphics, non-photorealistic rendering, camera AI, computer games, real-time rendering.
http://isgwww.cs.uni-magdeburg.de/~nick/
Nick Halper
contact me
An old computer graphics card buyers guide I wrote for nVidia Geforce and ATI Radeon computer graphics cards , or computer video cards for americans, now a slightly outdated review of technology behind graphics cards! Creating Non-Photorealistic Images the Designer's Way 3D Painter Stylized Silhouettes at Interactive Rates ... Real-time Non-Photorealistic Rendering Computer Game Action Extraction (in development) Using NPR in Computer Games (in development) Real-time landscape rendering and occlusion culling Some of my Models, Sketches, and Designs nick@isg.cs.uni-magdeburg.de

17. #Realtime Computer Graphics Tutorials
Tutorials. realtime computer graphics it s an area that doesn t stopevolving. Almost every day/week new and faster techniques are
http://realtimecg.gamedev-pt.net/tutorials.html
NEWS WIP DOCS DOWNLOADS LINKS CREDITS
Tutorials
Real-time computer graphics it's an area that doesn't stop evolving.
Almost every day/week new and faster techniques are created, new hardware come's out every 6 months, and new graphics API's are released almost every year.
As John Carmack said once, "It's a great time for being in computer graphics",
and i tottaly agree.
This is the list of tutorials of the subjects i've planned to write about.
If you have more ideas/suggestions on tutorials send me an email
I'll try, at least, to release a new tutorial per-week and it's demo, althought
sometimes it will be impossible.
You can check out the demos in the downloads section. Please note that this tutorials are not for begginers, although some stuff is really easy. If you don't understand this stuff then probabily you're in the wrong place, so.. don't blame on me!

18. Millipede Electronic Graphics
Millipede design and manufacture broadcast quality video plugin boards, analogue and CCIR601 serial digital, PAL and NTSC. Our in-house designed chipsets provide advanced processing features, such as real-time Alpha channel windowing. Millipede are Acorn computer specialists and our quick-to-program, studio friendly, hardware can be tailored to provide very cost effective broadcast video solutions.
http://www.millipede.co.uk/
Millipede Electronic Graphics
Millipede design and manufacture computer motherboards and specialist professional video processing hardware, specifically for the RISC OS operating system.
We support analogue and CCIR601 serial digital, PAL and NTSC. Our quick-to-program, studio friendly, hardware can be tailored to provide very cost effective broadcast video solutions.
This site is always under construction, but feel free to walk around!
Imago concept motherboard
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19. O'Reilly Network: Creating Real Time 3D Graphics With OpenGL [Jun. 23, 2000]
OpenGL is the API of choice for many big time game developers. Here's an indepth introduction to this sophisticated, 3D, hardware accelerated environment. ASP Help. Developer Tutorials. computer
http://www.oreillynet.com/pub/a/network/2000/06/23/magazine/opengl_intro.html
Sign In/My Account View Cart Articles Weblogs ... O'Reilly Open Source Convention: July 26-30, Portland, OR. Search Login
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OSDir.com Servlets.com ... Scripts Resource Centers Perl Java Python C/C++ ... Enterprise Development Traveling to a tech show? Canada Hotels Discount Hotels Hotel Search California Hotels ... Myrtle Beach Hotels oreillynet.com supported by: Buy Electronics Online Term Life Insurance Print Email article link ... Blog this by Chris Halsall You see a missile coming at you, fired by an opponent off on another platform. Its translucent smoke trail is more of a give-away than the rocket flame, which is mostly obscured by the missile as it hurls itself directly towards you. Dart to the right, off the ledge, while you rail-gun your opponent; his body comes apart into pieces, each bouncing around leaving bloody stains where they hit. While not everyone may agree with the content of Quake3 Arena, or any of a multitude of other violent games available, it's hard not to be impressed with the technical sophistication of the images produced. Many, including Q3A, rely on the OpenGL Application Programming Interface (API) to do the actual rendering. OpenGL is a good choice for developers who want to produce real-time 3D images because it's cross platform and mature. OpenGL (or a clone) API is available on most modern desktops, with some taking advantage of 3D hardware acceleration provided by the video card.

20. Indispensable Computer Graphics Sites
useful, condensed information on many aspects of computer graphics. journal of graphicstools a small but useful code for most any real-time rendering method
http://www.realtimerendering.com/portal/
Indispensable Computer Graphics Sites
This page is devoted to sites I use on a continuing basis. They're personal picks, and reflect my own biases. I find this page useful - if it doesn't suit you, then copy it and edit it to your own tastes.
  • Google Groups and Google - they're not graphics specific, but are infinitely useful.
  • NVIDIA and ATI developer sites - demos, code samples, white papers, etc.
  • Daily news, more tutorials and samples, and cool stuff - FlipCode GameDev.net OpenGL.org
  • Graphics Gems Repository - contains the source code for many graphics algorithms. Search the contents by category , by author , or by book
  • Magic Software - there are many different code snippets and tutorials here to do all sorts of graphics operations, with a focus on computational geometry and intersection methods.
  • GRAPHBIB - freely search a nearly complete set of references to computer graphics related research.
  • Tim Rowley's SIGGRAPH paper listings: , and . And, his Graphics Hardware Workshop paper listings: , and Graphics Interface has all recent proceedings' articles available for free download.
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