Geometry.Net - the online learning center
Home  - Basic_R - Real Time Graphics Computer
e99.com Bookstore
  
Images 
Newsgroups
Page 6     101-103 of 103    Back | 1  | 2  | 3  | 4  | 5  | 6 
A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  

         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

101. Real Time Graphics
Nottingham Trent University, School of Computing Technology. real TimeComputer graphics. The demands for better visual realism on real
http://www.doc.ntu.ac.uk/RTTS/Projects/psh/proj2.html
Real Time Graphics
Paul Shrubsole
The following Web Pages describe the research that that I am currently undertaking at Real Time Computer Graphics The demands for better visual realism on real time graphics applications has accelerated rapidly since the advent of virtual reality systems. In order to meet such demands, some current commercial systems use multiple processor architectures that process primitives at a very high rate. Such systems however, tend to lack longevity since the developers have either taken a "hard wired" approach, or have optimised the system to meet the specific needs of customer requirements. It seems relevant therefore, to consider a parallel graphics system that can adapt to the ever increasing demands on realism and still achieve acceptable frame rates. The focus of the work is therefore based on dealing with realistic images in real time in both a flexible and scaleable way. Flexibility : The needs of a real time graphics system will vary for each particular application as will the algorithms that drive it. Therefore, in order to deal with the issues of realism in real time, new methods of anti-aliasing and texture mapping have been developed and implemented in a way that they are also algorithmically neutral to modifications in the system. Scalability : Scene complexity, texture mapping etc. can place a burden on the existing system. A multiprocessor system should facilitate expansion for a larger number of processors.

102. Computer Graphics
computer graphics Animation. computer animation computer graphics areany types of images created using any kind of computer. There is
http://www.bergen.org/AAST/ComputerAnimation/CompAn_Graphix.html
Computer
Computer animation is the use of computers to create animations. There are a few different ways to make computer animations. One is 3D animation. One way to create computer animations is to create objects and then render them. This method produces perfect and three dimensional looking animations. Another way to create computer animation is to use standard computer painting tools and to paint single frames and composite them. These can later be either saved as a movie file or output to video. One last method of making computer animations is to use transitions and other special effects like morphing to modify existing images and video.
Computer graphics are any types of images created using any kind of computer. There is a vast amount of types of images a computer can create. Also, there are just as many ways of creating those images. Images created by computers can be very simple, such as lines and circles, or extremly complex such as fractals and complicated rendered animations.
If you want to create your own computer graphics, no matter how simple or complex, you have to know a few things about computers, computer graphics, and how they work.
The following information should help you get started in the field of computer graphics:

103. EyeTap
mediated reality systems that use both computer vision and computer graphics, andrequire This ability to run many algorithms in realtime is an important
http://www.eyetap.org/about_us/people/fungja/research/
About Us Research Downloads Opportunities ... James Fung Computer Graphics for Computer Vision Research Site Search:
Computer Graphics for Computer Vision Research
Regenerative Brainwave Music Project ReGEN Image gallery DeConcert Image gallery
Parallel Computer Graphics Architectures for Computer Vision
pre-alpha version Free Source library and programs available from http://openvidia.sourceforge.net and (faster access mirror site) at http://www.openvidia.org
(Upper, middle images) A computer vision machine with 6 capture cards designed for a simultaneous 6 channel capture application, which required fast processing to display projected versions of the images, using computer graphics hardware, prompting the investigation of applying computer graphics hardware to computer vision. (Lower image) A computer vision machine with 6 PCI graphics cards and 1 AGP card, providing the processing for computer vision algorithms.
Click for larger images
Overview
In some sense, computer graphics and computer vision are inverses of one another. Special purpose computer vision hardware is rarely found in typical mass-produced personal computers, but graphics processing units (GPUs) found on most personal computers, often exceed (in number of transistors as well as in compute power) the capabilities of the Central Processing Unit (CPU). The present research involves implementing computer vision algorithms on modern computer graphics cards.

A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  

Page 6     101-103 of 103    Back | 1  | 2  | 3  | 4  | 5  | 6 

free hit counter