Texture Mapping, Bump Mapping and Antialiasing
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Planar Maps: an Interaction Paradigm for Graphic Design
CH1'89 PROCEEDINGS MAY 1989 PLANAR MAPS: AN INTERACTION PARADIGM FOR GRAPHIC DESIGN Patrick Baudelaire Michel Gangnet Digital Equipment Corporation Pads Research Laboratory 85, Avenue Victor Hugo 92563 Rueil-Malmaison France In a world of changing taste one thing remains as a foundation for decorative design -- the geometry of space division. Talbot F. Hamlin (1932) ABSTRACT Compared to traditional media, computer illustration soft- Figure 1: Four lines or a rectangular area ? ware offers superior editing power at the cost of reduced free- Unfortunately, with typical drawing software this dual in- dom in the picture construction process. To reduce this dis- terpretation is not possible. The picture contains no manipu- crepancy, we propose an extension to the classical paradigm lable objects other than the four original lines. It is impossi- of 2D layered drawing, the map paradigm, that is conducive ble for the software to color the rectangle since no such rect- to a more natural drawing technique. We present the key angle exists. This impossibility is even more striking when concepts on which the new paradigm is based: a) graphical the four lines are abutting as in Fig. 2. We feel that such a objects, called planar maps, that describe shapes with multi- restriction, counter to the traditional practice of the designer, ple colors and contours; b) a drawing technique, called map is a hindrance to productivity and creativity. In this paper sketching, that allows the iterative construction of arbitrarily we propose a new drawing paradigm that will permit a dual complex objects. We also discuss user interface design is- interpretation of Fig. -
Texture Mapping Textures Provide Details Makes Graphics Pretty
Texture Mapping Textures Provide Details Makes Graphics Pretty • Details creates immersion • Immersion creates fun Basic Idea Paint pictures on all of your polygons • adds color data • adds (fake) geometric and texture detail one of the basic graphics techniques • tons of hardware support Texture Mapping • Map between region of plane and arbitrary surface • Ensure “right things” happen as textured polygon is rendered and transformed Parametric Texture Mapping • Texture size and orientation tied to polygon • Texture can modulate diffuse color, specular color, specular exponent, etc • Separation of “texture space” from “screen space” • UV coordinates of range [0…1] Retrieving Texel Color • Compute pixel (u,v) using barycentric interpolation • Look up texture pixel (texel) • Copy color to pixel • Apply shading How to Parameterize? Classic problem: How to parameterize the earth (sphere)? Very practical, important problem in Middle Ages… Latitude & Longitude Distorts areas and angles Planar Projection Covers only half of the earth Distorts areas and angles Stereographic Projection Distorts areas Albers Projection Preserves areas, distorts aspect ratio Fuller Parameterization No Free Lunch Every parameterization of the earth either: • distorts areas • distorts distances • distorts angles Good Parameterizations • Low area distortion • Low angle distortion • No obvious seams • One piece • How do we achieve this? Planar Parameterization Project surface onto plane • quite useful in practice • only partial coverage • bad distortion when normals perpendicular Planar Parameterization In practice: combine multiple views Cube Map/Skybox Cube Map Textures • 6 2D images arranged like faces of a cube • +X, -X, +Y, -Y, +Z, -Z • Index by unnormalized vector Cube Map vs Skybox skybox background Cube maps map reflections to emulate reflective surface (e.g. -
Using Typography and Iconography to Express Emotion
Using typography and iconography to express emotion (or meaning) in motion graphics as a learning tool for ESL (English as a second language) in a multi-device platform. A thesis submitted to the School of Visual Communication Design, College of Communication and Information of Kent State University in partial fulfillment of the requirements for the degree of Master of Fine Arts by Anthony J. Ezzo May, 2016 Thesis written by Anthony J. Ezzo B.F.A. University of Akron, 1998 M.F.A., Kent State University, 2016 Approved by Gretchen Caldwell Rinnert, M.G.D., Advisor Jaime Kennedy, M.F.A., Director, School of Visual Communication Design Amy Reynolds, Ph.D., Dean, College of Communication and Information TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................... iii LIST OF FIGURES ............................................................................................ v LIST OF TABLES .............................................................................................. v ACKNOWLEDGEMENTS ................................................................................ vi CHAPTER 1. THE PROBLEM .......................................................................................... 1 Thesis ..................................................................................................... 6 2. BACKGROUND AND CONTEXT ............................................................. 7 Understanding The Ell Process .............................................................. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Texture / Image-Based Rendering Texture Maps
Texture / Image-Based Rendering Texture maps Surface color and transparency Environment and irradiance maps Reflectance maps Shadow maps Displacement and bump maps Level of detail hierarchy CS348B Lecture 12 Pat Hanrahan, Spring 2005 Texture Maps How is texture mapped to the surface? Dimensionality: 1D, 2D, 3D Texture coordinates (s,t) Surface parameters (u,v) Direction vectors: reflection R, normal N, halfway H Projection: cylinder Developable surface: polyhedral net Reparameterize a surface: old-fashion model decal What does texture control? Surface color and opacity Illumination functions: environment maps, shadow maps Reflection functions: reflectance maps Geometry: bump and displacement maps CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 1 Classic History Catmull/Williams 1974 - basic idea Blinn and Newell 1976 - basic idea, reflection maps Blinn 1978 - bump mapping Williams 1978, Reeves et al. 1987 - shadow maps Smith 1980, Heckbert 1983 - texture mapped polygons Williams 1983 - mipmaps Miller and Hoffman 1984 - illumination and reflectance Perlin 1985, Peachey 1985 - solid textures Greene 1986 - environment maps/world projections Akeley 1993 - Reality Engine Light Field BTF CS348B Lecture 12 Pat Hanrahan, Spring 2005 Texture Mapping ++ == 3D Mesh 2D Texture 2D Image CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 2 Surface Color and Transparency Tom Porter’s Bowling Pin Source: RenderMan Companion, Pls. 12 & 13 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Reflection Maps Blinn and Newell, 1976 CS348B Lecture 12 Pat Hanrahan, Spring 2005 Page 3 Gazing Ball Miller and Hoffman, 1984 Photograph of mirror ball Maps all directions to a to circle Resolution function of orientation Reflection indexed by normal CS348B Lecture 12 Pat Hanrahan, Spring 2005 Environment Maps Interface, Chou and Williams (ca. -
Digital Mapping & Spatial Analysis
Digital Mapping & Spatial Analysis Zach Silvia Graduate Community of Learning Rachel Starry April 17, 2018 Andrew Tharler Workshop Agenda 1. Visualizing Spatial Data (Andrew) 2. Storytelling with Maps (Rachel) 3. Archaeological Application of GIS (Zach) CARTO ● Map, Interact, Analyze ● Example 1: Bryn Mawr dining options ● Example 2: Carpenter Carrel Project ● Example 3: Terracotta Altars from Morgantina Leaflet: A JavaScript Library http://leafletjs.com Storytelling with maps #1: OdysseyJS (CartoDB) Platform Germany’s way through the World Cup 2014 Tutorial Storytelling with maps #2: Story Maps (ArcGIS) Platform Indiana Limestone (example 1) Ancient Wonders (example 2) Mapping Spatial Data with ArcGIS - Mapping in GIS Basics - Archaeological Applications - Topographic Applications Mapping Spatial Data with ArcGIS What is GIS - Geographic Information System? A geographic information system (GIS) is a framework for gathering, managing, and analyzing data. Rooted in the science of geography, GIS integrates many types of data. It analyzes spatial location and organizes layers of information into visualizations using maps and 3D scenes. With this unique capability, GIS reveals deeper insights into spatial data, such as patterns, relationships, and situations - helping users make smarter decisions. - ESRI GIS dictionary. - ArcGIS by ESRI - industry standard, expensive, intuitive functionality, PC - Q-GIS - open source, industry standard, less than intuitive, Mac and PC - GRASS - developed by the US military, open source - AutoDESK - counterpart to AutoCAD for topography Types of Spatial Data in ArcGIS: Basics Every feature on the planet has its own unique latitude and longitude coordinates: Houses, trees, streets, archaeological finds, you! How do we collect this information? - Remote Sensing: Aerial photography, satellite imaging, LIDAR - On-site Observation: total station data, ground penetrating radar, GPS Types of Spatial Data in ArcGIS: Basics Raster vs. -
Geotime As an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations for the Boston Police Department Offeror: Uncharted Software Inc
GeoTime as an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations for the Boston Police Department Offeror: Uncharted Software Inc. 2 Berkeley St, Suite 600 Toronto ON M5A 4J5 Canada Business Type: Canadian Small Business Jurisdiction: Federally incorporated in Canada Date of Incorporation: October 8, 2001 Federal Tax Identification Number: 98-0691013 ATTN: Jenny Prosser, Contract Manager, [email protected] Subject: Acquiring Technology and Services of Social Media Threats for the Boston Police Department Uncharted Software Inc. (formerly Oculus Info Inc.) respectfully submits the following response to the Technology and Services of Social Media Threats RFP. Uncharted accepts all conditions and requirements contained in the RFP. Uncharted designs, develops and deploys innovative visual analytics systems and products for analysis and decision-making in complex information environments. Please direct any questions about this response to our point of contact for this response, Adeel Khamisa at 416-203-3003 x250 or [email protected]. Sincerely, Adeel Khamisa Law Enforcement Industry Manager, GeoTime® Uncharted Software Inc. [email protected] 416-203-3003 x250 416-708-6677 Company Proprietary Notice: This proposal includes data that shall not be disclosed outside the Government and shall not be duplicated, used, or disclosed – in whole or in part – for any purpose other than to evaluate this proposal. If, however, a contract is awarded to this offeror as a result of – or in connection with – the submission of this data, the Government shall have the right to duplicate, use, or disclose the data to the extent provided in the resulting contract. GeoTime as an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations 1. -
Flood Insurance Rate Map (FIRM) Graphics Guidance
Guidance for Flood Risk Analysis and Mapping Flood Insurance Rate Map (FIRM) Graphics November 2019 Requirements for the Federal Emergency Management Agency (FEMA) Risk Mapping, Assessment, and Planning (Risk MAP) Program are specified separately by statute, regulation, or FEMA policy (primarily the Standards for Flood Risk Analysis and Mapping). This document provides guidance to support the requirements and recommends approaches for effective and efficient implementation. The guidance, context, and other information in this document is not required unless it is codified separately in the aforementioned statute, regulation, or policy. Alternate approaches that comply with all requirements are acceptable. For more information, please visit the FEMA Guidelines and Standards for Flood Risk Analysis and Mapping webpage (www.fema.gov/guidelines-and-standards-flood-risk-analysis-and- mapping). Copies of the Standards for Flood Risk Analysis and Mapping policy, related guidance, technical references, and other information about the guidelines and standards development process are all available here. You can also search directly by document title at www.fema.gov/library. FIRM Graphics November 2019 Guidance Document 6 Page i Document History Affected Section or Date Description Subsection This guidance has been revised to align various November descriptions and specifications to standard operating Sections 4.3 and 5.2 2019 procedures, including labeling of structures and application of floodway and special floodway notes. FIRM Graphics November -
Arcgis® + Geotime®: GIS Technology to Support the Analysis Of
® ® In many application areas, this is not enough: Geo- spatial and temporal correlations between the data ArcGIS + GeoTime : GIS technology should be studied, so that, on the basis of this insight, the available data - more and more numerous - can to support the analysis of telephone be translated into knowledge and therefore in appropriate decisions . In the area of security, to name an example, all this results in the predictive traffic data analysis of the spatial-temporal occurrence of crimes. Lastly, a technologically advanced GIS platform must Giorgio Forti, Miriam Marta, Fabrizio Pauri ® ensure data sharing and enable the world of mobile devices (system of engagement). ® There are several ways to share data / information, all supported by ArcGIS, such as: sharing within a single Historical mobile phone traffic billboards analysis is organization, according to the profiles assigned becoming increasingly important in investigative Figure 2: Sample data representation of two (identity); the sharing of multiple organizations that activities of public security organizations around the cellphone users in GeoTime may / should share confidential data (a very common world, and leading technology companies have been situation in both Public Security and Emergency trying to respond to the strong demand for the most Other predefined analysis features are already Management); public communication, open to all (for suitable tools for supporting such activities. available (automatic cluster search, who attends sites example, to report investigative success, or to of investigation interest, mobility compatibility with communicate to citizens unsafe areas for the Originally developed as a project funded in the United participation in events, etc.), allowing considerable frequency of criminal offenses). -
Introduction to Scalable Vector Graphics
Introduction to Scalable Vector Graphics Presented by developerWorks, your source for great tutorials ibm.com/developerWorks Table of Contents If you're viewing this document online, you can click any of the topics below to link directly to that section. 1. Introduction.............................................................. 2 2. What is SVG?........................................................... 4 3. Basic shapes............................................................ 10 4. Definitions and groups................................................. 16 5. Painting .................................................................. 21 6. Coordinates and transformations.................................... 32 7. Paths ..................................................................... 38 8. Text ....................................................................... 46 9. Animation and interactivity............................................ 51 10. Summary............................................................... 55 Introduction to Scalable Vector Graphics Page 1 of 56 ibm.com/developerWorks Presented by developerWorks, your source for great tutorials Section 1. Introduction Should I take this tutorial? This tutorial assists developers who want to understand the concepts behind Scalable Vector Graphics (SVG) in order to build them, either as static documents, or as dynamically generated content. XML experience is not required, but a familiarity with at least one tagging language (such as HTML) will be useful. For basic XML -
Techniques for Spatial Analysis and Visualization of Benthic Mapping Data: Final Report
Techniques for spatial analysis and visualization of benthic mapping data: final report Item Type monograph Authors Andrews, Brian Publisher NOAA/National Ocean Service/Coastal Services Center Download date 29/09/2021 07:34:54 Link to Item http://hdl.handle.net/1834/20024 TECHNIQUES FOR SPATIAL ANALYSIS AND VISUALIZATION OF BENTHIC MAPPING DATA FINAL REPORT April 2003 SAIC Report No. 623 Prepared for: NOAA Coastal Services Center 2234 South Hobson Avenue Charleston SC 29405-2413 Prepared by: Brian Andrews Science Applications International Corporation 221 Third Street Newport, RI 02840 TABLE OF CONTENTS Page 1.0 INTRODUCTION..........................................................................................1 1.1 Benthic Mapping Applications..........................................................................1 1.2 Remote Sensing Platforms for Benthic Habitat Mapping ..........................................2 2.0 SPATIAL DATA MODELS AND GIS CONCEPTS ................................................3 2.1 Vector Data Model .......................................................................................3 2.2 Raster Data Model........................................................................................3 3.0 CONSIDERATIONS FOR EFFECTIVE BENTHIC HABITAT ANALYSIS AND VISUALIZATION .........................................................................................4 3.1 Spatial Scale ...............................................................................................4 3.2 Habitat Scale...............................................................................................4 -
Deconstructing Hardware Usage for General Purpose Computation on Gpus
Deconstructing Hardware Usage for General Purpose Computation on GPUs Budyanto Himawan Manish Vachharajani Dept. of Computer Science Dept. of Electrical and Computer Engineering University of Colorado University of Colorado Boulder, CO 80309 Boulder, CO 80309 E-mail: {Budyanto.Himawan,manishv}@colorado.edu Abstract performance, in 2001, NVidia revolutionized the GPU by making it highly programmable [3]. Since then, the programmability of The high-programmability and numerous compute resources GPUs has steadily increased, although they are still not fully gen- on Graphics Processing Units (GPUs) have allowed researchers eral purpose. Since this time, there has been much research and ef- to dramatically accelerate many non-graphics applications. This fort in porting both graphics and non-graphics applications to use initial success has generated great interest in mapping applica- the parallelism inherent in GPUs. Much of this work has focused tions to GPUs. Accordingly, several works have focused on help- on presenting application developers with information on how to ing application developers rewrite their application kernels for the perform the non-trivial mapping of general purpose concepts to explicitly parallel but restricted GPU programming model. How- GPU hardware so that there is a good fit between the algorithm ever, there has been far less work that examines how these appli- and the GPU pipeline. cations actually utilize the underlying hardware. Less attention has been given to deconstructing how these gen- This paper focuses on deconstructing how General Purpose ap- eral purpose application use the graphics hardware itself. Nor has plications on GPUs (GPGPU applications) utilize the underlying much attention been given to examining how GPUs (or GPU-like GPU pipeline.