Download or read book Graphics Hardware 2006 written by Marc Olano and published by A K Peters/CRC Press. This book was released on 2006-08-15 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains the papers presented at Graphics Hardware 2006. Each year the quality of papers submissions has improved and the number of submissions has exceeded 30 for several consecutive years.
Download or read book Graphics Hardware 2006 written by Marc Olano and published by . This book was released on 2006 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Graphics Hardware 2007 written by Mark Segal and published by A K Peters/CRC Press. This book was released on 2007-08-17 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Hardware is a highly visible, established international forum for exchanging experience and knowledge related to computer graphics hardware. The event, held annually since 1986, offers a unique perspective on graphics hardware by combining discussions and constructive criticism of innovative concepts as well as product-level designs. It is an inclusive forum for the entire graphics hardware community and brings together researchers, engineers, and architects. This book contains the papers presented at Graphics Hardware 2007, which took place in San Diego, California, August 4-5, 2007.
Download or read book Graphics Hardware written by Centrum voor wiskunde en informatica (Pays-Bas) and published by . This book was released on 1995 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Graphics Interface 2006 written by Stephen Mann and published by A K Peters/CRC Press. This book was released on 2006-06-30 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Interface 2006 took place in Quebec City, June 7th to 9th, 2006. GI2006 will be the 32nd Graphics Interface conference; it is the oldest continuously-scheduled conference in the field. GI consistently attracts high-quality papers on recent advances in interactive systems, human computer interaction, and graphics, from around the world. Topics covered include, but are not limited to: - Shading and rendering - Geometric modeling and meshing - Graphics in simulation - Image-based rendering - Image synthesis and realism - Medical and scientific visualization - Computer animation - Real-time rendering - Non-photorealistic rendering - Interaction techniques - Computer-supported cooperative network - Human interface devices - Virtual reality - Data and information visualization - Multimedia - Mobile computing - Haptic and tangible interfaces
Download or read book GPU Based Techniques for Global Illumination Effects written by Laszlo Szirmay-Kalos and published by Springer Nature. This book was released on 2022-05-31 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography
Download or read book Handbook of Research on User Interface Design and Evaluation for Mobile Technology written by Lumsden, Joanna and published by IGI Global. This book was released on 2008-02-28 with total page 1166 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.
Download or read book Physically Based Rendering written by Matt Pharr and published by Morgan Kaufmann. This book was released on 2016-09-30 with total page 1270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering. Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering Provides the source code for a complete rendering system allowing readers to get up and running fast Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described Serves as an essential resource on physically-based rendering
Download or read book Hardware Acceleration of EDA Algorithms written by Sunil P Khatri and published by Springer Science & Business Media. This book was released on 2010-03-11 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: Single-threaded software applications have ceased to see signi?cant gains in p- formance on a general-purpose CPU, even with further scaling in very large scale integration (VLSI) technology. This is a signi?cant problem for electronic design automation (EDA) applications, since the design complexity of VLSI integrated circuits (ICs) is continuously growing. In this research monograph, we evaluate custom ICs, ?eld-programmable gate arrays (FPGAs), and graphics processors as platforms for accelerating EDA algorithms, instead of the general-purpose sing- threaded CPU. We study applications which are used in key time-consuming steps of the VLSI design ?ow. Further, these applications also have different degrees of inherent parallelism in them. We study both control-dominated EDA applications and control plus data parallel EDA applications. We accelerate these applications on these different hardware platforms. We also present an automated approach for accelerating certain uniprocessor applications on a graphics processor. This monograph compares custom ICs, FPGAs, and graphics processing units (GPUs) as potential platforms to accelerate EDA algorithms. It also provides details of the programming model used for interfacing with the GPUs.
Download or read book A Framework for Real time 3D Reconstruction by Space Carving using Graphics Hardware written by Christian Nitschke and published by GRIN Verlag. This book was released on 2012-03-02 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Diploma Thesis from the year 2006 in the subject Communications - Research, Studies, Enquiries, grade: 1, University of Weimar, language: English, abstract: Reconstruction of real-world scenes from a set of multiple images is a topic in Computer Vision and 3D Computer Graphics with many interesting applications. There exists a powerful algorithm for shape reconstruction from arbitrary viewpoints, called Space Carving. However, it is computationally expensive and hence can not be used with applications in the field of 3D video or CSCW as well as interactive 3D model creation. Attempts have been made to achieve real-time framerates using PC cluster systems. While these provide enough performance they are also expensive and less flexible. Approaches that use GPU hardware acceleration on single workstations achieve interactive framerates for novel-view synthesis, but do not provide an explicit volumetric representation of the whole scene. The proposed approach shows the efforts in developing a GPU hardware-accelerated framework for obtaining the volumetric photo hull of a dynamic 3D scene as seen from multiple calibrated cameras. High performance is achieved by employing a shape from silhouette technique in advance to obtain a tight initial volume for Space Carving. Also several speed-up techniques are presented to increase efficiency. Since the entire processing is done on a single PC the framework can be applied to mobile setups, enabling a wide range of further applications. The approach is explained using programmable vertex and fragment processors with current hardware and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude. The downloadable introduction has been written specifically for this offer. Its contents are only a subset of the real introductory chapter of the thesis.
Download or read book Graphics Report written by Peter D. Gulliver-Cradwick and published by . This book was released on 1982 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Rendering ebook Collection written by Saty Raghavachary and published by Elsevier. This book was released on 2008-08-08 with total page 1201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rendering ebook Collection contains 4 of our best-selling titles, providing the ultimate reference for every computer graphics and gaming professional’s library. Get access to over 2500 pages of reference material, at a fraction of the price of the hard-copy books. This CD contains the complete ebooks of the following 4 titles: Raghavachary, Rendering for Beginners: Image synthesis using RenderMan, 9780240519357 Pharr and Humphreys, Physically Based Rendering, 9780125531801 Luebke, Level of Detail for 3D Graphics, 9781558608382 Strothotte, Non-photorealistic Computer Graphics, 9781558607873 *Four fully searchable titles on one CD providing instant access to the ULTIMATE library of engineering materials for graphics professionals *2500 pages of practical and theoretical animation information in one portable package. *Incredible value at a fraction of the cost of the print books
Download or read book Real Time Massive Model Rendering written by Sung-eui Yoon and published by Springer Nature. This book was released on 2022-06-01 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models. These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management.We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware. Table of Contents: Introduction / Visibility / Simplification and Levels of Detail / Alternative Representations / Cache-Coherent Data Management / Conclusions / Bibliography
Download or read book Secure Integrated Circuits and Systems written by Ingrid M.R. Verbauwhede and published by Springer Science & Business Media. This book was released on 2010-04-05 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: On any advanced integrated circuit or "system-on-chip" there is a need for security. In many applications the actual implementation has become the weakest link in security rather than the algorithms or protocols. The purpose of the book is to give the integrated circuits and systems designer an insight into the basics of security and cryptography from the implementation point of view. As a designer of integrated circuits and systems it is important to know both the state-of-the-art attacks as well as the countermeasures. Optimizing for security is different from optimizations for speed, area, or power consumption. It is therefore difficult to attain the delicate balance between the extra cost of security measures and the added benefits.
Download or read book Static Analysis written by Hanne Riis Nielson and published by Springer Science & Business Media. This book was released on 2007-08-09 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents the refereed proceedings from the 14th International Symposium on Static Analysis. The papers address all aspects of static analysis, including abstract domains, abstract interpretation, abstract testing, compiler optimizations, control flow analysis, data flow analysis, model checking, program specialization, security analysis, theoretical analysis frameworks, type-based analysis, and verification systems.
Download or read book GPU Pro written by Wolfgang Engel and published by CRC Press. This book was released on 2010-06-14 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasi