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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. Computer Graphics And Virtual Environments: From Realism To Real-Time - Addison-
Science). computer graphics and Virtual Environments From realismto realtime. Mel Slater Anthony Steed Yiorgos Chrysanthou. ISBN
http://www.aw-bc.com/catalog/academic/product/0,1144,0201624206,00.html
Select a Discipline Chemistry Computer Science Economics Finance Life Science Mathematics Physics/Astronomy Statistics by Keyword by Author by Title by ISBN Advanced Search ABOUT THIS PRODUCT Description Table of Contents Features Appropriate Courses RESOURCES Discipline-Specific RELATED TITLES Advanced Topics in Computer Graphics (Computer Science) Computer Graphics and Virtual Environments: From Realism to Real-Time Mel Slater
Anthony Steed
Yiorgos Chrysanthou

ISBN: 0-201-62420-6
Publisher: Addison-Wesley
Format: Cloth; 570 pp
Published: 10/08/2001
Status: Instock
US: $63.00
You Save: $6.30 (10% off)
Our Price: $56.70 Add to Cart Instructor Exam Copy Description This book provides a clear tutorial guide to essential concepts in computer graphics, including state-of-the-art techniques and novel applications such as virtual reality and other forms of 3D interaction. Providing a rich source of examples with which to experiment, and encouraging the development of programming skills, this book is ideal for anyone interested in the study of computer graphics. Pearson Education Legal Notice Permissions

62. Home Page
group. The research spans the range from realtime computer graphicsrendering to human factors issues in virtual reality. A common
http://www.cs.ucl.ac.uk/research/vr/
Virtual Environments and Computer Graphics (VECG)
Department of Computer Science

UCL

Forthcoming Event - Intelligent Motion and Interaction within Virtual Environments - A Symposium VECG is a research theme within the VIVE research group. The research spans the range from real-time computer graphics rendering to human factors issues in virtual reality. A common theme is that we want to understand how to make virtual reality effective . So we carry out experiments with participants, in order to examine just what makes a difference to their sense of presence in the virtual environment, and their sense of co-presence with other people. We research on the issues involved in populating our virtual environments with crowds. This is not only a technically interesting challenge, but we know from our experimental work that empty environments, places without people don't work. We are very interested in making our avatars 'realistic', so that you will want to engage with them. But what does 'realistic' mean in this context? It does not mean photo- or geometrically accurate realism. It does mean avatars that carry out those tiny gestures and movements that we take so much for granted in everyday experience that we don't even notice them. We carry out research on real-time rendering, and are particularly interested in how real-time can be maintained even in the context of global illumination for realistic lighting.

63. Citations InfiniteReality A Real-Time Graphics System - Montrym
JS Montrym, DR Baum, DL Dignam, and CJ Migdal, Infinitereality A realTimegraphics System, computer graphics (SIGGRAPH 97), August 1997, 293-303.
http://citeseer.ist.psu.edu/context/102097/0

64. Jobs And Scholarships In Computer Graphics
Veridical, Iowa, realtime urban simulation for architectural design Making the graphicschips for Nintendo Gamecube Sony computer Entertainment America has a
http://www-2.cs.cmu.edu/~ph/job.html
Jobs and Scholarships in Computer Graphics
This list is not complete by a long shot, but hopefully it will be helpful. The Carnegie Mellon University Career Center has a lot of information.
Companies in Pittsburgh, Pennsylvania
  • EventScope , on CMU campus
  • Zaxel Systems , Lawrenceville, 3-D digitization of dynamic scenes ("virtualized reality"), co-founded by Takeo Kanade
  • Reality Capture Technologies , Squirrel Hill (main office in San Jose), 3-D model acquisition software
  • Color Field , software consulting, web design, Jim Grandy's company
  • Adaboy , virtual billboards, downtown (formerly Virtual Motion , virtual reality, medical imaging)
  • KO Interactive , Oakland, 3-D games
  • eGenesis , networked multiplayer games
  • Home Run Pictures , computer animation
  • Media Site , (formerly ISLIP Media) digital video and audio libraries, spinoff of CMU SCS's Informedia project, Howard Wactlar's company
  • TerraSim
  • Quantapoint , Pleasant Hills, (formerly called K2T), laser scanning for architectural modeling, Takeo Kanade co-founded
  • ANSYS , Canonsburg, finite element analysis software (engineering simulations), some graphics.

65. [ H P I ] . Forschung . Computer Graphics
Casting shadows in arbitrary 3D scenes has many different solutions in computergraphics. We are developing realtime algorithms, including an algorithm that
http://www.hpi.uni-potsdam.de/deu/forschung/cgs/forschung/cg_research.de.html
@import "../../../../veranstaltungen.screen.css"; @import "../../../../main-screen.new.css"; @import "../../../../font-screen.new.css"; @import "../../../../left-nav-only.css"; Über das HPI ... Jobs Forschung Computergrafische Systeme
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].

66. 2003-11-20 - Conference On Computer Graphics - Real-Time Simulations
Conference on computer graphics real-time Simulations For over 20 years,the SIGRAD conference has been a meeting point for academia
http://www.northsweden.org/NewsE.asp?ID=3937&Old=True

67. Interactive Computer Graphics
experience in manipulating large numbers of 3D data sets in real-time. In fact,in the chemical and pharmaceutical industry the graphics computer has evolved
http://www.mih.unibas.ch/Booklet/Chapter1/Chapter1.html
Real-time animation and manipulation of
3D-objects in stereo by interactive computer
graphics
prepared by
Christian Henn
Introduction
Modern graphics computers are powerful tools assisting the scientist in understanding complex three-dimensional (3-D) scenarios such as the atomic structure of a protein molecule, or a pelvis fracture as obtained by computer tomography (CT). Nowadays, graphics computers achieve such a high processing speed that it has become routine to manipulate even the most complex 3-D objects interactively, and to animate their dynamic properties in real-time.

Principle
Molecular modeling [Lipkowitz, 1990] is a general term involving interactive computer graphics and computational methods to construct, manipulate and analyze the structure and function of molecules. Recent advances in the development of graphics workstations have provided the scientist with virtual reality, i.e., highly complex molecular structures can be visualized and animated in real-time, providing accurate stereo impression employing state-of-the-art display technology [Akeley, 1993].
Standard molecular modeling applications include a variety of tasks, ranging from rational design of novel organic compounds to understanding the assembly of biological macromolecules. Inherent to the visualization of these problems is the representation of a 3-D molecular system. At high resolution, as obtained by X-ray crystallography, nuclear magnetic resonance (NMR), or theoretical simulations, this task requires a structural description of the molecule in terms of its atomic coordinates. Atoms are often displayed as solid-renderd spheres, whereas covalent bonds are shown as sticks joining two atoms. Other properties of the molecule, e.g., its hydrophobic or electrostatic potential, which govern most of the intra- and intermolecular interactions, can best be displayed on a solvent-accessible surface generated from its atomic coordinates.

68. Chapter 6 -- Interactive Computer Graphics In Biology
Moreover, realtime 3-D modeling by interactive computer graphics offers an effectivetool to understand and interpret complex structural scenarios involving
http://www.mih.unibas.ch/Booklet/Booklet96/Chapter6/Chapter6.html
Real-time visualization, manipulation
and interpretation of biological objects
by interactive computer graphics
prepared by
Daniel Stoffler and Christian Henn
INTRODUCTION 3-Dimensional (3-D) structural information is the key to understanding the function of biomolecules , their molecular interactions and supramolecular assemblies . Over the past decade, a variety of experimental and theoretical methods have been developed to provide 3-D structural insight at various resolutions, such as obtained by X-ray crystallography nuclear magnetic resonance (NMR), electron microscopy (EM), atomic force miscroscopy (AFM), and medical imaging such as computer tomography (CT) and magnetic resonance imaging (MRI). Modern graphics computers are powerful tools to visualize these 3-D data sets , so it has become routine to manipulate even the most complex 3-D objects interactively , and to animate their dynamic properties in real-time [c.f. Henn et al., 1996 Structure determination requires experimental data to be gathered by different data acquisition methods and under a variety of preparation conditions, because a given method either provides only partial insight or is subject to preparative experimental artifacts due to the size and complexity of the molecular system under investigation. Also, different preparation methods produce

69. Mathematics For 3D Game Programming And Computer Graphics, Second Edition
thing You need only learn how to interact with the computer on its GPU Gems ProgrammingTechniques, Tips and Tricks for realtime graphics GPU Gems edited
http://www.minihttpserver.net/showasin/mathematics_for_3d_game_p-1584502770.htm
Home

Mathematics for 3D Game Programming and Computer Graphics, Sec
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
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70. Mathematics For 3D Game Programming & Computer Graphics
3D Game Engine Design A Practical Approach to realtime computer graphics Aimedat the working Visual C++ game developer, 3D Game Engine Design provides a
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71. Computer Graphics World Magazine Bestows Innovation Award To 844/X From Media 10
realtime effects already supported by 844/X. The complete list of winners will beannounced and featured in the December 2003 issue of computer graphics World
http://www.media100.com/PressRelease.asp?pageid=921

72. TrafNet - Real-Time Traffic Information
TrafNet displays realtime, Seattle area traffic conditions on your Windows-basedPC. Unlike a Web site, TrafNet stores all graphics on your computer and only
http://www.its.washington.edu/trafnet/
ITS Research Program, UW TrafNet:
Real-Time Seattle Area Traffic Conditions over the Internet
Please note: This is NOT www.traffnet.net.
If you are looking for information concerning credit card charges for 'trafnet.net' or 'traffnet.net', you are not in the right place. We have no connection with any such credit card billings.
About TrafNet:
TrafNet displays real-time, Seattle area traffic conditions on your Windows-based PC. Unlike a Web site, TrafNet stores all graphics on your computer and only uses the Internet to obtain small data files. This means your display updates extremely quickly , even if you're connected over a phone line with a slow modem. TrafNet also displays current traffic speed, records traffic information for future playback, and computes travel times based on current traffic conditions.
System Requirements:
  • Operating System:
    Microsoft Windows 3.1 with WinSock 1.1 (or equivalent)
    or
    Microsoft Windows 95/NT
    Update (5-10-2001): TrafNet has been successfully tested under Windows 95 and ME, NT, and Windows 2000. For some undetermined reason it may not run under Windows 98. Since the TrafNet program is no longer under active development, the only workaround is to avoid running it on Windows 98.
  • Total Disk Space Required:
  • Memory Required: 4 MB
  • Network Connection Type: TCP/IP
Downloading TrafNet:
You may download TrafNet via the following mechanisms:
Operating TrafNet:
Run TrafNet as you would any other Windows program. On-screen help is available.

73. ELICON, REAL TIME VIDEO MOTION CONTROL, Cinema 4D Plug In.
We developed a powerful and competitive knowledge in computer graphics and realtimemotion control, which enables us to answer the majority requests for
http://www.yannminh.com/english/IndElicon010.html
ELICON MOTION-CONTROL
To the French version

We developed a powerful and competitive knowledge in computer graphics and real-time motion control, which enables us to answer the majority requests for advertising, TV, museographics movies... Do not hesitate to contact us for more informations... mailto:yminh@yannminh.com
1 55 58 05 50 ou 06 63 77 29 22 mailto:leonard@studios-olivier.com
MOTION CONTROL ELICON PLUG-IN CINEMA 4D
Mardi 29 Mars 2004.
Thanks to the main elicon software, recently developed by the the CNRS , The Elicon's plug-in for Cinema 4D developed by Tengaal , is finished and effective.
This Cinema 4D plug-in makes it possible to easily recover the XYZ movments of the Elicon Motion-control' camera in the computer graphics software Cinema 4D
ELICON MOTION CONTROL
Elicon is a large robot's arm, holding a camera head, used for special effects in cinema or video.
This type of robot is often call "motion control", and the Elicon belongs to the category of "Real Time, Motion Control, (its movements are carried out in real time, unlike the step by step motions control dedicated to animation images by images... ) The software and mechanical devices of the Elicon, are regularly updated, and improved, thanks to a close cooperation with the researchers in robotics of the

74. Real-Time Algorithms And Intersection Test Methods For Computer Graphics
In realtime computer graphics applications, at least three major forces are inconflict, namely, rendering speed, the level of realism, and interactivity.
http://www2.lib.chalmers.se/cth/diss/doc/9899/MollerTomas.html
Chalmers dissertations
Real-Time Algorithms and Intersection Test Methods for Computer Graphics
School of Electrical and Computer Engineering
Department of Computer Engineering
Postgraduate Programme in Computer Engineering
In real-time computer graphics applications, at least three major forces are in conflict, namely, rendering speed, the level of realism, and interactivity. Therefore this thesis focuses on real-time algorithms that enhance the realism while maintaining high rendering speed, and on fast intersection test methods in order to speed up, for example, collision detection, picking processes and ray tracing. The second part on intersection test methods starts with a paper that derives a new method for speeding up the primary ray intersections in a ray tracing program. The second paper presents a fast method for computing the intersection between a ray and a triangle, which is followed by a paper on determining whether two triangles overlap. The methods of the last two papers have applications in ray tracing, global illumination, picking processes, and in collision detection. The majority of the algorithms and methods presented in this thesis have been implemented and used in commercial software.

75. Computer Graphics > Computer 3D Graphics And Animation Software
independent software subsidiary of Silicon graphics, Inc If your serious about computeranimation, this is behavioral interactions in a realtime 3D environment
http://www.i-probe.com/i-probe/ip_graphics_2.html
~ If you like computer animation and are looking for some awesome computer animation software packages, you have come to the right place. We have listed here, some of the best software available for creating killer animation from cheesy cartoons to motion picture animation. It is only limited to the amount of money you have to spend and your imagination of course.
3D Studio Max

Data Sheet
in the .pdf format!
Price: $3,495.00 Windows NT (Well worth every penny!) Buy it here
Price: Expensive!
If your serious about computer animation, this is the best animation package out there! Check out the web site and discuss prices with dealer.
Lightwave 3D

LightWave 3D gives you an easy way to create the most sophisticated 3D animation imaginable, with formidable capabilities from an incredibly powerful, professional animation system. Its intuitive, complete, easy-to-use layout and modeling system delivers the ultimate in creative control, not to mention flexibility - the likes of which you've never seen. And unparalleled features for modeling, surfacing, lighting and animating are right at your fingertips.
Nemo

Price: $990.00 - $3,490.00 for Windows NT

76. Designing 3D Graphics: How To Create Real-Time 3D Models For Games And Virtual R
ROM package, top computer graphics artist Josh White tells you everything you needto know to create sophisticated realtime 3D graphics for computer games and
http://www.wiley.com/compbooks/catalog/14926-8.htm
Designing 3D Graphics: How to Create Real-Time 3D Models for Games and Virtual Reality
Josh White
A total guide to creating real-time 3D graphics for games and virtual reality. In this powerful book/CD-ROM package, top computer graphics artist Josh White tells you everything you need to know to create sophisticated real-time 3D graphics for computer games and virtual reality. This book contains the in-depth knowledge of software tools and hands-on modeling techniques that Josh White has learned while creating artwork for over 20 commercial games, including Descent, Zone Raiders, Locus, Legoland, and others. In this nonprogrammer's guide to 3D graphics, you'll learn how to:
  • Design 3D artwork that's optimized for real-time.
  • Create realistic 3D objects that render at a high frame rate.
  • Master industry-standard tools like 3D Studio and Photoshop.
  • Use the three phases of 3D modeling: preparation (sketching out your ideas), design (deciding how to build your model), and implementation (constructing your 3D model).
Here's just some of what you'll find on the CD-ROM:
  • A collection of 3D objects and textures you can use immediately.

77. Cescg '97 - Realtime-graphics On A
are very powerful and effective methods to save time, when doing realtime graphics. 2Iris Performer Programming Guide, Silicon graphics computer Systems, Doc
http://www.cg.tuwien.ac.at/studentwork/CESCG/CESCG97/pojar/
Real-time-graphics on a PC Cescg '97 Seminar Paper by Erik Pojar Introduction Data structures Tree structure ... Conclusion Abstract : In the field of real-time graphics, there's always need for higher performance. A very common approach to get higher frame rates, is to simply buy a more powerful machine. In this paper we want to show a different way: There are many tricks and methods on the implementation side, one can use to speed up graphics output, which, quite often, are very simple to code, while still very powerful. In this paper we will discuss some of the these techniques we used for our PC-based real-time rendering library. First we talk about the 'scene tree', which describes the scene and gives us opportunity to minimize matrix multiplications, then we talk about minimal state switches, and finally, there's a chapter about face culling and object culling (using bounding boxes). 1. Introduction We are currently working on a graphics library with the following features:
  • fast (real-time) easy to use, but still powerful, giving you full control of the machine multi-platform implementation (PC / SGI / )

78. Real Time Rendering Of Heterogenous Fog Based On The Graphics Hardware Accelerat
Abstract. This paper discusses the subject of synthesis of the fogphenomenon in real time using computer graphics. The method of
http://www.cg.tuwien.ac.at/studentwork/CESCG/CESCG-2004/web/Zdrojewska-Dorota/
Real time rendering of heterogenous fog
based on the graphics hardware acceleration
Dorota Zdrojewska
dzdrojewska@wi.ps.pl
Institute of Computer Graphics and Multimedia Systems
Technical University of Szczecin
Szczecin / Poland Abstract This paper discusses the subject of synthesis of the fog phenomenon in real time using computer graphics. The method of heterogenous fog simulation based on the Perlin noise and turbulence is presented. Implementation of the algorithm is done using hardware acceleration in the form of a GPU with programmable vertex and pixel processing pipeline. Keywords: Fog synthesis, Perlin noise, vertex shader, pixel shader, computer graphics 1. Introduction Visualization of atmospheric phenomena is an important use of computer graphics, and of these fog is perhaps most frequently imaged. Its presence in games, simulators and virtual reality environments significantly enhances realism and adds to attractiveness of generated scenes. The simulation in real time is usually limited to depicting a homogenous fog [2][12], with constant density distribution, often as a volumetric layered effect [1][7][4]. In the natural world the phenomenon is however more complex - it is a participating medium made of many non-homogenous layers moving with the wind and undergoing turbulent motion. Existing methods of modelling heterogenous participating media can be classified in two groups. First of them use physical models of turbulent motion, based on FFT [6] or Navier-Stokes equations [3][16]. These methods produce very realistic images, but require long time of computation. The second group approximates physical properties of participating medium, enabling its visualization in real time. Simulation consists on applying for example periodical or fractal functions [17][9].

79. LINUX ON A PC: A VIABLE REAL-TIME GRAPHICS WORKSTATION
Highend Unix-based computer systems have been the platform of choice for the pastdecade in real-time 3D graphics intensive training and simulation systems.
http://www.tspi.swri.org/pub/1999ITSEC_LINUX.htm
LINUX ON A PC: A VIABLE REAL-TIME GRAPHICS WORKSTATION
Craig A. Fenrich, Malcolm G. Campbell, M. Starr Zuffoletti
Southwest Research Institute
San Antonio, Texas
ABSTRACT High-end Unix-based computer systems have been the platform of choice for the past decade in real-time 3D graphics intensive training and simulation systems. The relatively high initial investment and maintenance costs for these systems, coupled with their proprietary architecture, have prompted many developers and end-users in the training and simulation community to start searching for less costly alternatives, with comparable performance and a more open system architecture. In many cases, top-of-the-line, multi-processor personal computers (PCs) running networked operating systems can meet the graphics-intensive needs of these training and simulation systems. The most widely used PC operating systems include Windows 95/98, Windows NT, and the relatively new Linux, which is rapidly gaining popularity among developers and end-users. Linux, which is a freeware operating system under the GNU licensing agreement, runs on a variety of computer architectures and has many similarities to Unix. This Unix-like quality makes transitioning a training or simulation application from the high-end workstation environment to a PC platform relatively straightforward, although not effortless. This paper describes the porting of the Airborne Warning and Control System (AWACS) Modeling and Simulation (AMS) system, currently running on a set of networked Unix-based graphics workstations, to a PC platform utilizing Linux. The AMS is a U.S. Air Force multi-station training and simulation software system that provides ground-based Weapons Director (WD) mission crew training for the E-3 aircraft. The paper focuses on specific porting issues of the current system, such as graphics capabilities and performance under Linux, and also covers more general issues including ease of installation, availability of source files, and available commercial off-the-shelf (COTS) packages to support transition activities. Obstacles encountered during the porting effort are identified and discussed. The paper concludes with the lessons learned as a result of the transition of the software to the new platform and details the successes and failures of the effort.

80. The Edge - Computer Graphics Links
page of Paul Bourke contains lot of resources on computer graphics algorithms (implicit isa crossplatform C++/OpenGL library for the real-time visualization.
http://mypage.bluewin.ch/TheEdge/links/cg/
@import "../../data/tebase.css";
THE EDGE
Contact Computer Graphics Links Fluid Studio Shareware, freeware, publications and papers on computer graphics (radiosity). On-Line Geometric Modeling Notes These are topic papers on geometric modeling set up and maintained by the faculty and students of the UC Davis Computer Graphics Group. GrafX Design Tutorials Our tutorials are written by award-winning digital artist, and published author, T. Michael Clark. Michael has written, and illustrated, online tutorials for Photoshop, Corel DRAW!, Paint Shop Pro, Animated GIFs and general web graphics topics. Graphic Papers Powerfull search engine for computer graphics related papers and publications. Paul Bourke Personal page of Paul Bourke contains lot of resources on computer graphics algorithms (implicit surfaces, modeling, etc.) Joe Stam Surface subdivision research papers. Monstrous Software Game engine with terrain rendering and such things in OpenGL. NURBS++ Non-Uniform Rational B-Splines (NURBS) curves and surface are parametric functions which can represent any type of curves or surfaces. This C++ library hides the basic mathematics of NURBS. This allows the user to focus on the more challenging parts of their projects. Open Scene Graph The Open Scene Graph is a cross-platform C++/OpenGL library for the real-time visualization. Uses range from visual simulation, scientific modeling, virtual reality through to games.

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