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Articles Tagged: Computer graphics

Articles & Features

Rendering a new world<br />Lucasfilm Advanced Development Group

DEPARTMENT: Labz

Rendering a new world
Lucasfilm Advanced Development Group

By Sepideh Maleki, September 2019

PDF | HTML | In the Digital Library

Why architecture and artificial intelligence?

SECTION: Features

Why architecture and artificial intelligence?

What do architecture and AI have to do with each other? Quite a bit, it turns out, and it is a history that goes back to the origins of AI.

By Molly Wright Steenson, April 2018

PDF | HTML | In the Digital Library

The 'Internet of Things' and commerce

The 'Internet of Things' and commerce

Everything, everywhere, tagged and tracked. How can this data be harnessed to deliver better products and services?

By Mark Harrison, March 2011

PDF | HTML | In the Digital Library

Introduction

By Neel Vadoothker, December 2007

PDF | HTML | In the Digital Library

Introduction

By Justin Solomon, December 2007

PDF | HTML | In the Digital Library

Visualizing flow data using assorted glyphs

This project visualizes a scientific dataset containing two-dimensional flow data from a simulated supernova collapse provided by astrophysics researchers. We started our project by designing visualizations using multiple hand drawings representing the flow data without taking into consideration the implementation constraints of our designs. We implemented a few of our hand drawn designs. We used an assortment of simple geometric graphical objects, called glyphs, such as, dots, lines, arrows, and triangles to represent the flow at each sample point. We also incorporated transparency in our visualizations. We identified two important goals for our project: (1) design different types of graphical glyphs to support flexibility in their placement and in their ability to represent multidimensional data elements, and (2) build an effective visualization technique that uses glyphs to represent the two-dimensional flow field.

By Amit Prakash Sawant, Christopher G. Healey, December 2007

PDF | HTML | In the Digital Library

Trends in real-time rendering

Fans of PC role-playing games need no introduction to Bioware-the Edmonton, Alberta based developer of Baldur's Gate, Neverwinter Nights, and Jade Empire, among others. The company recently opened a studio in Austin, Texas to develop a massively multiplayer online role-playing game (MMORPG, or simply MMO) for an unannounced intellectual property. Ben Earhart, client technology lead on the new project, took a few hours out of his busy schedule to discuss with Crossroads the future of real-time rendering-3-D graphics that render fast enough to respond to user input, such as those required for video games.

By James Stewart, December 2007

PDF | HTML | In the Digital Library

Introduction

By Iren Valova, March 2007

PDF | HTML | In the Digital Library

SIGGRAPH 2006

By Justin Solomon, March 2007

PDF | HTML | In the Digital Library

Need for perceptual display hierarchies in visualization

The advent of computers with high processing power has led to the generation of large, multidimensional collections of data. Visualization lends itself well to the challenge of exploring and analyzing these information spaces by harnessing the strengths of the human visual system. Most visualization techniques are based on the assumption that the display device has sufficient resolution, and that our visual acuity is adequate for completing the analysis tasks. However, this may not be true, particularly for specialized display devices (e.g., PDAs or large-format projection walls).

In this article, we propose to: (1) determine the amount of information a particular display environment can encode; (2) design visualizations that maximize the information they represent relative to this upper-limit; and (3) dynamically update a visualization when the display environment changes to continue to maintain high levels of information content. To our knowledge, there are no visualization systems that do this type of information addition/removal based on perceptual guidelines. However, there are systems that attempt to increase or decrease the amount of information based on some level-of-detail or zooming rules. For example, semantic zooming tags objects with "details" and adds or removes them as the user zooms in and out. Furnas's original fisheye lens system [9] used semantic details to determine how much zoom was necessary to include certain details. Thus, while zooming for detail, you see not only a more detailed graphic representation, but also more text details (e.g., more street names on the zoomed-in portion of a map). Level-of-detail hierarchies have also been used in computer graphics to reduce geometric complexity where full resolution models are unnecessary and can be replaced with low-detail models where the resulting error cannot be easily recognized. Our approach is motivated by all these ideas, but our key contribution is that we use human perception constraints to define when to add or remove information.

By Amit Prakash Sawant, Christopher G. Healey, March 2007

PDF | HTML | In the Digital Library

Avoid common pitfalls when programming 2D graphics in java

This paper presents the core knowledge required to properly develop 2D games in Java. We describe the common pitfalls that can easily degrade graphics performance and show how we achieved impressive frames-per-second display updates when implementing Minueto, a game development framework.

By Alexandre Denault, Jörg Kienzle, March 2007

PDF | HTML | In the Digital Library

A hierarchical error controlled octree data structure for large-scale visualization

By Dmitriy V. Pinskiy, Joerg Meyer, Bernd Hamann, Kenneth I. Joy, Eric Brugger, Mark Duchaineau, March 2000

PDF | HTML | In the Digital Library