Real-Time Rendering: Computer Graphics with Control Engineering
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Realistic Modeling and Rendering of Plant Ecosystems
Realistic modeling and rendering of plant ecosystems Oliver Deussen1 Pat Hanrahan2 Bernd Lintermann3 RadomÂõr MechÏ 4 Matt Pharr2 Przemyslaw Prusinkiewicz4 1 Otto-von-Guericke University of Magdeburg 2 Stanford University 3 The ZKM Center for Art and Media Karlsruhe 4 The University of Calgary Abstract grasslands, human-made environments, for instance parks and gar- dens, and intermediate environments, such as lands recolonized by Modeling and rendering of natural scenes with thousands of plants vegetation after forest ®res or logging. Models of these ecosystems poses a number of problems. The terrain must be modeled and plants have a wide range of existing and potential applications, including must be distributed throughout it in a realistic manner, re¯ecting the computer-assisted landscape and garden design, prediction and vi- interactions of plants with each other and with their environment. sualization of the effects of logging on the landscape, visualization Geometric models of individual plants, consistent with their po- of models of ecosystems for research and educational purposes, sitions within the ecosystem, must be synthesized to populate the and synthesis of scenes for computer animations, drive and ¯ight scene. The scene, which may consist of billions of primitives, must simulators, games, and computer art. be rendered ef®ciently while incorporating the subtleties of lighting Beautiful images of forests and meadows were created as early in a natural environment. as 1985 by Reeves and Blau [50] and featured in the computer We have developed a system built around a pipeline of tools that animation The Adventures of Andre and Wally B. [34]. Reeves and address these tasks. -
Object Oriented Programming
No. 52 March-A pril'1990 $3.95 T H E M TEe H CAL J 0 URN A L COPIA Object Oriented Programming First it was BASIC, then it was structures, now it's objects. C++ afi<;ionados feel, of course, that objects are so powerful, so encompassing that anything could be so defined. I hope they're not placing bets, because if they are, money's no object. C++ 2.0 page 8 An objective view of the newest C++. Training A Neural Network Now that you have a neural network what do you do with it? Part two of a fascinating series. Debugging C page 21 Pointers Using MEM Keep C fro111 (C)rashing your system. An AT Keyboard Interface Use an AT keyboard with your latest project. And More ... Understanding Logic Families EPROM Programming Speeding Up Your AT Keyboard ((CHAOS MADE TO ORDER~ Explore the Magnificent and Infinite World of Fractals with FRAC LS™ AN ELECTRONIC KALEIDOSCOPE OF NATURES GEOMETRYTM With FracTools, you can modify and play with any of the included images, or easily create new ones by marking a region in an existing image or entering the coordinates directly. Filter out areas of the display, change colors in any area, and animate the fractal to create gorgeous and mesmerizing images. Special effects include Strobe, Kaleidoscope, Stained Glass, Horizontal, Vertical and Diagonal Panning, and Mouse Movies. The most spectacular application is the creation of self-running Slide Shows. Include any PCX file from any of the popular "paint" programs. FracTools also includes a Slide Show Programming Language, to bring a higher degree of control to your shows. -
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. -
Discover Materials Infographic Challenge
Website: www.discovermaterials.uk Twitter: @DiscovMaterials Instagram: @discovermaterials Email: [email protected] Discover Materials Infographic Challenge The Challenge: We would like you to produce an infographic that highlights and explores a material that has been important to you during the pandemic. We will be awarding prizes for the top two infographics based upon the following criteria: visual appeal content (facts/depth/breadth) range of sources Entries must be submitted to: [email protected] by 9pm (BST) on Sunday 2nd August and submitted as a picture file. Please include your name, as the author of the infographic, within the image. In submitting the infographic to be judged, you are agreeing that the graphic can be shared by Discover Materials more widely. Introduction: An infographic provides us with a short, interesting and timely manner to communicate a complex idea with the wider public. An important aspect of using an infographic is that our target is to make something with high shareability and this can be achieved by telling a good story with a design that conveys data in a manner that is easily interpreted, as highlighted in Figure 1. In this challenge we want you to consider a material that has been important in the pandemic. There are a huge range of materials that have been vitally important to us all during these chaotic and challenging times. We could imagine materials that have been important in personal protection & healthcare, materials that Figure 1: The overlapping aspects of a good infographic enable our new forms of engagement and https://www.flickr.com/photos/dashburst/8448339735 communication in the digital world, or the ‘day- to-day’ materials that we rely upon and without which we would find modern life incredibly difficult. -
The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+ Context Visualization for Tabular Information
HumanFac(orsinComputingSystems CHI’94 0 “Celebra/i//ghrferdepende)~cc” The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+ Context Visualization for Tabular Information Ramana Rao and Stuart K. Card Xerox Palo Alto Research Center 3333 Coyote Hill Road Palo Alto, CA 94304 Gao,carcM@parc. xerox.com ABSTRACT (at cell size of 100 by 15 pixels, 82dpi). The Table Lens can We present a new visualization, called the Table Lens, for comfortably manage about 30 times as many cells and can visualizing and making sense of large tables. The visual- display up to 100 times as many cells in support of many ization uses a focus+ccmtext (fisheye) technique that works tasks. The scale advantage is obtained by using a so-called effectively on tabular information because it allows display “focus+context” or “fisheye” technique. These techniques of crucial label information and multiple distal focal areas. allow interaction with large information structures by dynam- In addition, a graphical mapping scheme for depicting table ically distorting the spatial layout of the structure according to contents has been developed for the most widespread kind the varying interest levels of its parts. The design of the Table of tables, the cases-by-variables table. The Table Lens fuses Lens technique has been guided by the particular properties symbolic and gaphical representations into a single coherent and uses of tables. view that can be fluidly adjusted by the user. This fusion and A second contribution of our work is the merging of graphical interactivity enables an extremely rich and natural style of representations directly into the process of table visualization direct manipulation exploratory data analysis. -
Computer Science and Software Engineering 1
Computer Science and Software Engineering 1 Computer Science and Software Engineering Software Engineering The focus of the software engineering curriculum, which leads to the bachelor of software engineering, is on the analysis, design, verification, validation, construction, application, and maintenance of software systems. The degree program prepares students for professional careers and graduate study with a balance of computer science theory and practical application of software engineering methodology using modern software engineering environments and tools. The curriculum is based on a strong core of topics including software modeling and design, construction, process and quality assurance, intelligent and interactive systems, networks, operating systems, and computer architecture. The curriculum also enriches each student’s general education with a range of courses from science, mathematics, the humanities and the social sciences. Through advanced elective courses, the curriculum allows students to specialize in core areas of computer science and software engineering. Engineering design theory and methodology, as they apply to software systems, form an integral part of the curriculum, beginning with the first course in computing and culminating with a comprehensive senior design project, which gives students the opportunity to work in one or more significant application domains. The curriculum also emphasizes oral and written communication skills, the importance of ethical behavior, and the need for continual, life-long learning. The overall educational objectives of the Software Engineering program are for graduates of the program to attain success in their chosen profession and/or post-undergraduate studies. The undergraduate Software Engineering program is accredited by the Engineering Accreditation Commission of ABET, http:// www.abet.org. -
Tesis Doctoral
TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic DEPARTAMENTO DE PERIODISMO Y COMUNICACIÓN AUDIOVISUAL Getafe, Enero de 2013 TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic Firma del Tribunal Calificador: Firma: Presidente: Vocal: Secretario: Calificación: Getafe, a de de Agradecimientos Soy consciente de que este es el capítulo de la tesis más difícil de escribir en el momento en el que los sentimientos desbordan la frialdad de las palabras. El largo camino hasta su conclusión discurre por un país en el que la mediocridad y el miedo se han apoderado de las ideas, la cultura y la dignidad para convertirlas en meras marionetas de un sistema fallido. Por ello, considero que ahora es más importante que nunca agradecer el apoyo y cariño de un grupo de personas maravillosas que han sido esenciales para concebir esta investigación. De este modo, agradezco, A mi incansable directora de tesis, la profesora Alejandra Wal- zer, por su comprensión, sus detalladas lecturas y recomendacio- nes y su calidad humanística. Su interés por el conocimiento más allá del determinismo de las disciplinas la honra como persona y como académica. Al profesor Javier López Izquierdo por haber creído en mí des- de la época de la licenciatura, por su amistad y por sus sabios con- sejos en el siempre pantanoso campo de la Narratología. A los profesores Pablo del Río y Amelia Álvarez por haberme mostrado la importancia de la cultura, el rigor y la ética profe- sional en el seno de una organización tan relevante como es la universidad. -
Army Acquisition Workforce Dependency on E-Mail for Formal
ARMY ACQUISITION WORKFORCE DEPENDENCY ON E-MAIL FOR FORMAL WORK COORDINATION: FINDINGS AND OPPORTUNITIES FOR WORKFORCE PERFORMANCE IMPROVEMENT THROUGH E-MAIL-BASED SOCIAL NETWORK ANALYSIS KENNETH A. LORENTZEN May 2013 PUBLISHED BY THE DEFENSE ACQUISITION UNIVERSITY PRESS PROJECT ADVISOR: BOB SKERTIC CAPITAL AND NORTHEAST REGION, DAU THE SENIOR SERVICE COLLEGE FELLOWSHIP PROGRAM ABERDEEN PROVING GROUND, MD PAGE LEFT BLANK INTENTIONALLY .ARMY ACQUISITION WORKFORCE DEPENDENCY ON E-MAIL FOR FORMAL WORK COORDINATION: FINDINGS AND OPPORTUNITIES FOR WORKFORCE PERFORMANCE IMPROVEMENT THROUGH E-MAIL-BASED SOCIAL NETWORK ANALYSIS KENNETH A. LORENTZEN May 2013 PUBLISHED BY THE DEFENSE ACQUISITION UNIVERSITY PRESS PROJECT ADVISOR: BOB SKERTIC CAPITAL AND NORTHEAST REGION, DAU THE SENIOR SERVICE COLLEGE FELLOWSHIP PROGRAM ABERDEEN PROVING GROUND, MD PAGE LEFT BLANK INTENTIONALLY ii Table of Contents Table of Contents ............................................................................................................................ ii List of Figures ................................................................................................................................ vi Abstract ......................................................................................................................................... vii Chapter 1—Introduction ................................................................................................................. 1 Background and Motivation ................................................................................................. -
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. -
Visualization in Multiobjective Optimization
Final version Visualization in Multiobjective Optimization Bogdan Filipič Tea Tušar Tutorial slides are available at CEC Tutorial, Donostia - San Sebastián, June 5, 2017 http://dis.ijs.si/tea/research.htm Computational Intelligence Group Department of Intelligent Systems Jožef Stefan Institute Ljubljana, Slovenia 2 Contents Introduction A taxonomy of visualization methods Visualizing single approximation sets Introduction Visualizing repeated approximation sets Summary References 3 Introduction Introduction Multiobjective optimization problem Visualization in multiobjective optimization Minimize Useful for different purposes [14] f: X ! F • Analysis of solutions and solution sets f:(x ;:::; x ) 7! (f (x ;:::; x );:::; f (x ;:::; x )) 1 n 1 1 n m 1 n • Decision support in interactive optimization • Analysis of algorithm performance • X is an n-dimensional decision space ⊆ Rm ≥ • F is an m-dimensional objective space (m 2) Visualizing solution sets in the decision space • Problem-specific ! Conflicting objectives a set of optimal solutions • If X ⊆ Rm, any method for visualizing multidimensional • Pareto set in the decision space solutions can be used • Pareto front in the objective space • Not the focus of this tutorial 4 5 Introduction Introduction Visualization can be hard even in 2-D Stochastic optimization algorithms Visualizing solution sets in the objective space • Single run ! single approximation set • Interested in sets of mutually nondominated solutions called ! approximation sets • Multiple runs multiple approximation sets • Different -
Visual Literacy of Infographic Review in Dkv Students’ Works in Bina Nusantara University
VISUAL LITERACY OF INFOGRAPHIC REVIEW IN DKV STUDENTS’ WORKS IN BINA NUSANTARA UNIVERSITY Suprayitno School of Design New Media Department, Bina Nusantara University Jl. K. H. Syahdan, No. 9, Palmerah, Jakarta 11480, Indonesia [email protected] ABSTRACT This research aimed to provide theoretical benefits for students, practitioners of infographics as the enrichment, especially for Desain Komunikasi Visual (DKV - Visual Communication Design) courses and solve the occurring visual problems. Theories related to infographic problems were used to analyze the examples of the student's infographic work. Moreover, the qualitative method was used for data collection in the form of literature study, observation, and documentation. The results of this research show that in general the students are less precise in the selection and usage of visual literacy elements, and the hierarchy is not good. Thus, it reduces the clarity and effectiveness of the infographic function. This is the urgency of this study about how to formulate a pattern or formula in making a work that is not only good and beautiful but also is smart, creative, and informative. Keywords: visual literacy, infographic elements, Visual Communication Design, DKV INTRODUCTION Desain Komunikasi Visual (DKV - Visual Communication Design) is a term portrayal of the process of media in communicating an idea or delivery of information that can be read or seen. DKV is related to the use of signs, images, symbols, typography, illustrations, and color. Those are all related to the sense of sight. In here, the process of communication can be through the exploration of ideas with the addition of images in the form of photos, diagrams, illustrations, and colors. -
Inviwo — a Visualization System with Usage Abstraction Levels
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL X, NO. Y, MAY 2019 1 Inviwo — A Visualization System with Usage Abstraction Levels Daniel Jonsson,¨ Peter Steneteg, Erik Sunden,´ Rickard Englund, Sathish Kottravel, Martin Falk, Member, IEEE, Anders Ynnerman, Ingrid Hotz, and Timo Ropinski Member, IEEE, Abstract—The complexity of today’s visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities. Index Terms—Visualization systems, data visualization, visual analytics, data analysis, computer graphics, image processing. F 1 INTRODUCTION The field of visualization is maturing, and a shift can be employing different layers of abstraction.