SGI/Alias/Wavefront (Full Set of Case Materials)
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4010, 237 8514, 226 80486, 280 82786, 227, 280 a AA. See Anti-Aliasing (AA) Abacus, 16 Accelerated Graphics Port (AGP), 219 Acce
Index 4010, 237 AIB. See Add-in board (AIB) 8514, 226 Air traffic control system, 303 80486, 280 Akeley, Kurt, 242 82786, 227, 280 Akkadian, 16 Algebra, 26 Alias Research, 169 Alienware, 186 A Alioscopy, 389 AA. See Anti-aliasing (AA) All-In-One computer, 352 Abacus, 16 All-points addressable (APA), 221 Accelerated Graphics Port (AGP), 219 Alpha channel, 328 AccelGraphics, 166, 273 Alpha Processor, 164 Accel-KKR, 170 ALT-256, 223 ACM. See Association for Computing Altair 680b, 181 Machinery (ACM) Alto, 158 Acorn, 156 AMD, 232, 257, 277, 410, 411 ACRTC. See Advanced CRT Controller AMD 2901 bit-slice, 318 (ACRTC) American national Standards Institute (ANSI), ACS, 158 239 Action Graphics, 164, 273 Anaglyph, 376 Acumos, 253 Anaglyph glasses, 385 A.D., 15 Analog computer, 140 Adage, 315 Anamorphic distortion, 377 Adage AGT-30, 317 Anatomic and Symbolic Mapper Engine Adams Associates, 102 (ASME), 110 Adams, Charles W., 81, 148 Anderson, Bob, 321 Add-in board (AIB), 217, 363 AN/FSQ-7, 302 Additive color, 328 Anisotropic filtering (AF), 65 Adobe, 280 ANSI. See American national Standards Adobe RGB, 328 Institute (ANSI) Advanced CRT Controller (ACRTC), 226 Anti-aliasing (AA), 63 Advanced Remote Display Station (ARDS), ANTIC graphics co-processor, 279 322 Antikythera device, 127 Advanced Visual Systems (AVS), 164 APA. See All-points addressable (APA) AED 512, 333 Apalatequi, 42 AF. See Anisotropic filtering (AF) Aperture grille, 326 AGP. See Accelerated Graphics Port (AGP) API. See Application program interface Ahiska, Yavuz, 260 standard (API) AI. -
007-2006-100 Contributors
Indigo Magic™ Desktop Integration Guide Document Number 007-2006-100 CONTRIBUTORS Written by Beth Fryer, Jed Hartman, Ken Jones, and Pete Sullivan Illustrated by Beth Fryer and Seth Katz Edited by Christina Cary Production by Derrald Vogt, Cindy Stief, and Linda Rae Sande Engineering contributions by Bob Blean, Susan Dahlberg, Susan Ellis, John Krystynak, Chandra Pisupati, Jack Repenning, CJ Smith, Dave Story, Steve Strasnick, Rebecca Underwood, Steve Yohanan, and Betsy Zeller St Peter’s Basilica image courtesy of ENEL SpA and InfoByte SpA. Disk Thrower image courtesy of Xavier Berenguer, Animatica. © Copyright 1994, 1995, 1996 Silicon Graphics, Inc.— All Rights Reserved The contents of this document may not be copied or duplicated in any form, in whole or in part, without the prior written permission of Silicon Graphics, Inc. RESTRICTED RIGHTS LEGEND Use, duplication, or disclosure of the technical data contained in this document by the Government is subject to restrictions as set forth in subdivision (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS 52.227-7013 and/or in similar or successor clauses in the FAR, or in the DOD or NASA FAR Supplement. Unpublished rights reserved under the Copyright Laws of the United States. Contractor/manufacturer is Silicon Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. Silicon Graphics, the Silicon Graphics logo, and IRIS are registered trademarks and IRIS, IRIS GL, IRIS IM, IRIS InSight, IRIS ViewKit, IRIX, GoldenGate, IconSmith, Indigo Magic, the Graphics Library, OpenGL, Open Inventor, and RapidApp are trademarks of Silicon Graphics, Inc. Apple is a registered trademark and Apple Quicktime is a trademark of Apple Computer, Inc. -
Federal Register / Vol. 60, No. 128 / Wednesday, July 5, 1995 / Notices the Agreement and Proposed Order Or to (Sec
35032 Federal Register / Vol. 60, No. 128 / Wednesday, July 5, 1995 / Notices the agreement and proposed order or to (Sec. 6, 38 Stat. 721; 15 U.S.C. 46. Interpret (Sec. 6, 38 Stat. 721; 15 U.S.C. 46. Interpret modify in any way their terms. or apply sec. 5, 38 Stat. 719, as amended; sec. or apply sec. 5, 38 Stat. 719, as amended; sec. Donald S. Clark, 7, 38 Stat. 731, as amended; 15 U.S.C. 45, 18) 7, 38 Stat. 731, as amended; 15 U.S.C. 45, 18) Secretary. Donald S. Clark, Donald S. Clark, [FR Doc. 95±16447 Filed 7±3±95; 8:45 am] Secretary. Secretary. [FR Doc. 95±16452 Filed 7±3±95; 8:45 am] BILLING CODE 6750±01±M [FR Doc. 95±16451 Filed 7±3±95; 8:45 am] BILLING CODE 6750±01±M BILLING CODE 6750±01±M [Dkt. C±3579] [File No. 951±0064] [Dkt. C±3584] Service Corporation International; Silicon Graphics, Inc.; Proposed Prohibited Trade Practices, and Schwegmann Giant Super Markets, Consent Agreement With Analysis To Affirmative Actions Inc.; Prohibited Trade Practices, and Aid Public Comment Affirmative Corrective Actions AGENCY: Federal Trade Commission. AGENCY: Federal Trade Commission. AGENCY: Federal Trade Commission. ACTION: Proposed consent agreement. ACTION: Consent order. ACTION: Consent order. SUMMARY: In settlement of alleged SUMMARY: In settlement of alleged violations of federal law prohibiting violations of federal law prohibiting SUMMARY: In settlement of alleged unfair acts and practices and unfair unfair acts and practices and unfair violations of federal law prohibiting methods of competition, this consent methods of competitionÐin -
Computer Graphics & Animation
Computer Graphics Computer Graphics & Animation 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: ● Anti-aliasing ● Keyframe ● Binary system ● Modeling ● Bit depth ● Morphing & Warping ● Bitmap ● Mesh ● Bitmapped graphics ● Object oriented graphics http://www.bergen.org/AAST/ComputerAnimation/CompAn_Graphix.html (1 of 3) [30/05/2001 11:53:43 PM] Computer Graphics -
Alias|Wavefront Celebrates 20Th Anniversary and Announces Name Change to Alias Submitted By: Axicom Friday, 18 July 2003
Alias|Wavefront celebrates 20th Anniversary and announces name change to Alias Submitted by: AxiCom Friday, 18 July 2003 Alias|Wavefront, a Silicon Graphics, Inc. (NYSE: SGI) company, announced that today marks the start of its 20th anniversary celebrations and the launch of a corporate identity change from Alias|Wavefront to Alias. The name Alias signifies the rich heritage of the company and provides a simple yet powerful name that is well known throughout the 3D industry and beyond. The 20th year of the company has been an outstanding one to date and began with an Oscar® statuette for the development of Alias|Wavefront™ Maya® software. “Being an industry leader for 20 years is absolutely amazing, but more incredible than that is what's in store for the next 20 years. I am proud to be part of a company that teams with its customers to push the technology envelope to deliver more value,” said Doug Walker, president, Alias. “Contributing to the creation of some of the most defining moments of 3D history is an honour we share with these talented customers. We look forward to further developing these important partnerships in the years ahead.” In the Beginning Alias Research® was founded in 1983, in Toronto, Canada, with Wavefront Technologies launching one-year later in Santa Barbara, California. Both companies experienced strong growth and developed products such as Composer, Kinemation™, Dynamation™, Alias® and PowerAnimator™ through the late eighties and into the nineties. In the mid-90’s, the two companies were acquired and merged under Silicon Graphics as Alias|Wavefront. The goal of the merged company was to develop leading-edge software for producing the most realistic digital visual experience possible and it has achieved just that. -
Alias Sketchbook Reviewer's Guide
Reviewer’s Guide January, 2003 Alias SketchBook Protm Reviewer’s Guide Table of Contents A. Welcome ................................................................................. 1 B. Highlights ............................................................................... 2 C. Context: Philosophy & Goals ............................................... 5 D. Innovations ............................................................................. 7 E. Workflow Scenarios ................................................................9 F. Tour of Alias SketchBook Pro ............................................ 16 1. User Interface.....................................................................18 2. Marking Menus ................................................................ 20 3. Brushes .............................................................................. 21 4. Colors ................................................................................ 24 5. Pan and Zoom .................................................................. 25 6. Undo, Redo, Clear ............................................................ 26 7. Page Creation, Save and Navigation .............................. 27 8. Layers ................................................................................ 29 9. Annotation ........................................................................ 33 10. Screen Capture ............................................................... 34 11. Backgrounds .................................................................. -
An Automated Build System for Articulated Characters James Sledge Clemson University, [email protected]
Clemson University TigerPrints All Theses Theses 5-2014 An Automated Build System for Articulated Characters James Sledge Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_theses Part of the Communication Commons, Computer Sciences Commons, and the Film and Media Studies Commons Recommended Citation Sledge, James, "An Automated Build System for Articulated Characters" (2014). All Theses. 1958. https://tigerprints.clemson.edu/all_theses/1958 This Thesis is brought to you for free and open access by the Theses at TigerPrints. It has been accepted for inclusion in All Theses by an authorized administrator of TigerPrints. For more information, please contact [email protected]. An Automated Build System for Articulated Characters A Thesis Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements for the Degree Master of Fine Arts Digital Production Arts by James Benjamin Sledge May 2014 Accepted by: Dr. Timothy Davis, Committee Chair Dr. Jerry Tessendorf Dr. Sophie Jörg Abstract Rigging is the process of designing and implementing the manipulation architecture for an animated three-dimensional character. Rigs that give the animator the most control tend to be the most difficult to set up and maintain. Due to the linear nature of some elements of rigging, the more complicated a rig, the more time-intensive—and therefore more expensive—to achieve a high quality rig. A solution to complex rig iterability is to automate as much of the process as possible. The topic of this thesis is a framework for modular rigging automation, with a focus on quick and efficient rig iteration. -
Introduction to Maya
a2zpapers.com Introduction to Maya Autodesk Maya /ˈmɑːjə/, commonly shortened to Maya, is a 3D computer graphics software that runs on Windows, OS X and Linux, originally developed by Alias Systems Corporation (formerly Alias|Wavefront) and currently owned and developed by Autodesk, Inc. It is used to create interactive 3D applications, including video games, animated film, TV series, or visual effects. Components: Since its consolidation from two distinct packages, Maya and later contain all the features of the now defunct Unlimited suites. Fluid Effects: A realistic fluid simulator based on simplified, incompressible Navier–Stokes equations for simulating non-elastic fluids was added in Maya 4.5. It is effective for smoke, www.a2zpapers.com fire, clouds and explosions, as well as many thick fluid effects such as water, magma or mud. Bifröst: Bifröst is a computational fluid dynamics framework based on fluid-implicit particle simulation. It is available in Maya 2015 and later, following the acquisition of Naiad fluid simulation technology from Exotic Matter.[18] Bifröst allows liquids to be modelled realistically, including details such as foam, waves and droplets. Classic Cloth: A dynamic cloth simulation tool set utilizing a planar pattern based workflow inspired by the process used to design real world garment patterns. In modern productions, the Maya Cloth module has been largely replaced by the faster, more flexible nCloth system introduced in version 8.5. Prior to this, third party plugins, most notably Syflex, were generally preferred for their superior performance, simulation stability and their polygon modeling based workflow already familiar to 3D artists. nCloth: Added in version 8.5, nCloth is the first implementation of Maya Nucleus, Autodesk's simulation framework.