Computer Technology to Imitate Traditional Tie-Dye Patterns
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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. -
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. -
General Guide to the Science and Cosmos Museum
General guide to the Science and Cosmos Museum 1 Background: “Tenerife monts” and “Pico” near of Plato crater in the Moon PLANTA TERRAZA Terrace Floor 5 i 2 1 4 6 3 ASCENSOR 4 RELOJ DE SOL ECUATORIAL Elevator Analemmatic sundial i INFORMACIÓN 5 BUSTO PARLANTE Information “AGUSTÍN DE BETANCOURT” Agustín de Betancourt 1 PLAZA “AGUSTÍN DE talking bust BETANCOURT” Agustín de Betancourt 6 ZONA WI-FI Square Wi-Fi zone 2 ANTENA DE RADIOASTRONOMÍA Radioastronomy antenna 3 TELESCOPIO Telescope PLANTA BAJA Ground Floor WC 10 9 8 11 7 1 6 5 4 12 2 3 ASCENSOR Cosmos Lab - Creative Elevator Laboratory 1 EXPOSICIÓN 7 PLANETARIO Exhibition Planetarium 2 TALLER DE DIDÁCTICA 8 SALIDA DE EMERGENCIA Didactic Workshop Emergency exit 3 EFECTOS ÓPTICOS 9 MICROCOSMOS Optical illusions 10 SALÓN DE ACTOS 4 SALA CROMA KEY Assembly hall Chroma Key room 11 EXPOSICIONES TEMPORALES 5 LABERINTO DE ESPEJOS Temporary exhibitions Mirror Labyrinth 12 ZONA DE DESCANSO 6 COSMOS LAB - LABORATORIO Rest zone CREATIVO CONTENIDOS Contents 7 LA TIERRA The Earth 23 EL SOL The Sun 33 EL UNIVERSO The Universe 45 CÓMO FUNCIONA How does it work 72 EL CUERPO HUMANO The human body 5 ¿POR QUÉ PIRÁMIDES? Why pyramids? 1 Sacred places have often been con- ceived of as elevated spaces that draw the believer closer to the divi- nity. For this reason, once architec- tural techniques became sufficiently refined, mosques or cathedrals rai- sed their vaults, minarets, towers and spires to the sky. However, for thousands of years, the formula fa- voured by almost every culture was the pyramid. -
Introduction to Computer Graphics and Animation
NATIONAL OPEN UNIVERSITY OF NIGERIA COURSE CODE :CIT 371 COURSE TITLE: INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION 1 2 COURSE GUIDE CIT 371 INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION Course Team Mr. F. E. Ekpenyong (Writer) – NDA Course Editor Programme Leader Course Coordinator 3 NATIONAL OPEN UNIVERSITY OF NIGERIA National Open University of Nigeria Headquarters 14/16 Ahmadu Bello Way Victoria Island Lagos Abuja Office No. 5 Dar es Salaam Street Off Aminu Kano Crescent Wuse II, Abuja Nigeria e-mail: [email protected] URL: www.nou.edu.ng Published By: National Open University of Nigeria Printed 2009 ISBN: All Rights Reserved 4 CONTENTS PAGE Introduction………………………………………………………… 1 What you will Learn in this Course…………………………………. 1 Course Aims… … … … … … … … 4 Course Objectives……….… … … … … … 4 Working through this Course… … … … … … 5 The Course Material… … … … … … 5 Study Units… … … … … … … 6 Presentation Schedule… … … … … … … 7 Assessments… … … … … … … … 7 Tutor Marked Assignment… … … … … … 7 Final Examination and Grading… … … … … … 8 Course Marking Scheme… … … … … … … 8 Facilitators/Tutors and Tutorials… … … … … 9 Summary… … … … … … … … … 9 5 Introduction Computer graphics is concerned with producing images and animations (or sequences of images) using a computer. This includes the hardware and software systems used to make these images. The task of producing photo-realistic images is an extremely complex one, but this is a field that is in great demand because of the nearly limitless variety of applications. The field of computer graphics has grown enormously over the past 10–20 years, and many software systems have been developed for generating computer graphics of various sorts. This can include systems for producing 3-dimensional models of the scene to be drawn, the rendering software for drawing the images, and the associated user- interface software and hardware. -
Pattern, the Visual Mathematics: a Search for Logical Connections in Design Through Mathematics, Science, and Multicultural Arts
Rochester Institute of Technology RIT Scholar Works Theses 6-1-1996 Pattern, the visual mathematics: A search for logical connections in design through mathematics, science, and multicultural arts Seung-eun Lee Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Lee, Seung-eun, "Pattern, the visual mathematics: A search for logical connections in design through mathematics, science, and multicultural arts" (1996). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. majWiif." $0-J.zn jtiJ jt if it a mtrc'r icjened thts (waefii i: Tkirr. afaidiid to bz i d ! -Lrtsud a i-trio. of hw /'' nvwte' mfratWf trawwi tpf .w/ Jwitfl- ''','-''' ftatsTB liovi 'itcj^uitt <t. dt feu. Tfui ;: tti w/ik'i w cWii.' cental cj lniL-rital. p-siod. [Jewy anJ ./tr.-.MTij of'irttion. fan- 'mo' that. I: wo!'.. PicrdoTrKwe, wiifi id* .or.if'iifer -now r't.t/ry summary Jfem2>/x\, i^zA 'jX7ipu.lv z&ietQStd (Xtrma iKc'i-J: ffocub. The (i^piicaiom o". crWx< M Wf flrtu't. fifesspwn, Jiii*iaiin^ jfli dtfifi,tmi jpivxei u3ili'-rCi luvjtv-tzxi patcrr? ;i t. drifters vcy. Symmetr, yo The theoretical concepts of symmetry deal with group theory and figure transformations. Figure transformations, or symmetry operations refer to the movement and repetition of an one-, two , and three-dimensional space. (f_8= I lhowtuo irwti) familiar iltjpg . -
Cao Flyer.Pdf
Chaos and Order - A Mathematic Symphony Journey into the Language of the Universe! “The Universe is made of math.” — Max Tegmark, MIT Physicist Does mathematics have a color? Does it have a sound? Media artist Rocco Helmchen and composer Johannes Kraas try to answer these questions in their latest educational/entertainment full- dome show Chaos and Order - A Mathematic Symphony. The show captivates audiences by taking them on a journey into a fascinating world of sensuous, ever-evolving images and symphonic electronic music. Structured into four movements — from geometric forms, algo- rithms, simulations to chaos theory — the show explores breath- taking animated visuals of unprecedented beauty. Experience the fundamental connection between reality and mathematics, as science and art are fused together in this immer- sive celebration of the one language of our universe. Visualizations in Chaos and Order - A Mathematic Symphony Running time: 29, 40, or 51 minutes Year of production: 2012 Suitable for: General public 1st Movement - 2nd Movement - 3rd Movement - 4th Movement - Information about: Mathematical visualizations, fractals, music Form Simulation Algorithm Fractal Mesh cube N-body simulation Belousov- Mandelbrot set Public performance of this show requires the signing of a License Agreement. Static cube-array Simulated galaxy- Zhabotinsky cellular Secant Fractal Symmetry: superstructures automata Escape Fractal Kaleidoscope Rigid-body dynamics Evolutionary genetic Iterated function Chaos and Order - A Mathematic Symphony Voronoi -
Interactive Rendering in the Post-GPU Era
Interactive Rendering In The Post-GPU Era Matt Pharr Graphics Hardware 2006 Last Five Years • Rise of programmable GPUs – 100s/GFLOPS compute – 10s/GB/s bandwidth • Architecture characteristics have deeply influenced s/w and algorithm development • Revolution in interactive graphics as software has exploited new hardware Next Five Years: A Second Revolution • Continued GPU innovation • CPUs finally providing FLOPS as well – Don’t require nearly as much parallelism • Shared memory/high bandwidth interconnect enable flexible computation model • Future role of today's graphics APIs is unclear Overview • The transition to programmable GPUs and the importance of computation in interactive rendering • New heterogeneous architectures • Implications for graphics software – Implementation challenges and opportunities – Increasing importance of software to drive complex hardware • Longer-term trends and convergence? Offline Rendering 5 Years Ago Shrek (PDI/Dreamworks) Interactive 5 Years Ago Quake 3 (id Software) Modern Offline Rendering Madagascar (PDI/Dreamworks) Modern Interactive Rendering Project Gotham Racing Modern Offline Rendering Starship Troopers 2 (Tippett Studio) Modern Interactive Rendering I-8 (Insomniac Games) What’s Happened In The Last 5 Years? • GPUs have taken advantage of semiconductor trends to deliver performance • GPU strengths/weaknesses have sparked innovation in algorithms and software – Interactive graphics is about computation • Interactive is delivering near-offline quality 1,000,000x faster GPU Architecture Has Led -
|||GET||| Geometrical Kaleidoscope 1St Edition
GEOMETRICAL KALEIDOSCOPE 1ST EDITION DOWNLOAD FREE Boris Pritsker | 9780486812410 | | | | | A Mathematical Kaleidoscope In Sir David Brewster conducted experiments on light polarization by successive reflections between plates of glass and first noted "the circular arrangement of the images of a candle round a center, and the multiplication of the sectors formed by the extremities of the plates of glass". Seller Inventory xr Geometrical Kaleidoscope Dover Books on Mathematics. Page Count: Most kaleidoscopes are mass-produced from inexpensive materials, and intended as children's toys. In Stock. In his Treatise on the Kaleidoscope he described the Geometrical Kaleidoscope 1st edition form with an object cell:. Institutional Subscription. Buddhabrot Orbit trap Pickover stalk. Kaleidoscope Artistry. Condition: New. View on ScienceDirect. The volume is divided into sections on individual topics such as "Medians of a Triangle," and "Area of a Quadrilateral. All of these choices strike me as entirely reasonable and appropriate for a book at this level. Buy New Learn more about this copy. Updating Results. This triggered more experiments to find the conditions for the most beautiful and symmetrically perfect conditions. An early version had pieces of colored glass and other irregular objects fixed permanently and was admired by some Members of the Royal Society of Edinburghincluding Sir George Mackenzie who predicted its popularity. Brewster thought his instrument to be of great value in "all the ornamental arts" as a device that creates an "infinity of patterns". Published by Dover Publications This text does not deal with foundations or rigorous axiomatics; statements are proved, but are done so making cheerful use of reasonable inferences from diagrams. -
Current Practices in Quantitative Literacy © 2006 by the Mathematical Association of America (Incorporated)
Current Practices in Quantitative Literacy © 2006 by The Mathematical Association of America (Incorporated) Library of Congress Catalog Card Number 2005937262 Print edition ISBN: 978-0-88385-180-7 Electronic edition ISBN: 978-0-88385-978-0 Printed in the United States of America Current Printing (last digit): 10 9 8 7 6 5 4 3 2 1 Current Practices in Quantitative Literacy edited by Rick Gillman Valparaiso University Published and Distributed by The Mathematical Association of America The MAA Notes Series, started in 1982, addresses a broad range of topics and themes of interest to all who are in- volved with undergraduate mathematics. The volumes in this series are readable, informative, and useful, and help the mathematical community keep up with developments of importance to mathematics. Council on Publications Roger Nelsen, Chair Notes Editorial Board Sr. Barbara E. Reynolds, Editor Stephen B Maurer, Editor-Elect Paul E. Fishback, Associate Editor Jack Bookman Annalisa Crannell Rosalie Dance William E. Fenton Michael K. May Mark Parker Susan F. Pustejovsky Sharon C. Ross David J. Sprows Andrius Tamulis MAA Notes 14. Mathematical Writing, by Donald E. Knuth, Tracy Larrabee, and Paul M. Roberts. 16. Using Writing to Teach Mathematics, Andrew Sterrett, Editor. 17. Priming the Calculus Pump: Innovations and Resources, Committee on Calculus Reform and the First Two Years, a subcomit- tee of the Committee on the Undergraduate Program in Mathematics, Thomas W. Tucker, Editor. 18. Models for Undergraduate Research in Mathematics, Lester Senechal, Editor. 19. Visualization in Teaching and Learning Mathematics, Committee on Computers in Mathematics Education, Steve Cunningham and Walter S. -
Sun Bladetm 100 Workstation Just the Facts Copyrights
Sun BladeTM 100 Workstation Just the Facts Copyrights ©2001 Sun Microsystems, Inc. All Rights Reserved. Sun, Sun Microsystems, the Sun logo, Sun Blade, Solaris, StarOffice, Ultra, Java, Java 3D, iPlanet, OpenWindows, PGX24, PGX32, VIS, SunPCi, Sun Workstation, Solaris Resource Manager, Solstice, Solstice AutoClient, SunVTS, ShowMe, ShowMe TV, ShowMe How, AnswerBook, AnswerBook2, Sun OpenGL for Solaris, Sun StorEdge, SunMicrophone, SunATM, SunClient, SunSpectrum, SunSpectrum Platinum, SunSpectrum Gold, SunSpectrum Silver, SunSpectrum Bronze, and SunSolve are trademarks or registered trademarks of Sun Microsystems, Inc. in the United States and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. in the United States and other countries. Products bearing SPARC trademarks are based upon an architecture developed by Sun Microsystems, Inc. UNIX is a registered trademark in the United States and other countries, exclusively licensed through X/Open Company, Ltd. FireWire is a trademark of Apple Computer, Inc., used under license. OpenGL is a registered trademark of Silicon Graphics, Inc. Display PostScript and PostScript are trademarks of Adobe Systems, Incorporated, which may be registered in certain jurisdictions. Netscape is a trademark of Netscape Communications Corporation. Last update: 9/22/01 Just the Facts September 2001 2 Table of Contents Positioning............................................................................................................................................................5 -
Chapter 3 Application Software Chapter 3 Objectives Application
Chapter 3 Objectives Identify the widely used Define application software application software products and explain their key features Understand how system software interacts with Identify various products application software available as Web applications Identify the role of the user Describe the learning aids Chapter 3 interface available with many software applications Application Software Explain how to start a software application Next p. 3.2 Application Software Application Software What is application software? What are the categories of application software? To serve as a productivity/ • Programs that business tool perform specific To assist with tasks for users graphics and • Also called a multimedia projects software application or an To support application household activities, • Several reasons to for personal use application business, or for education software To facilitate communications Next Next p. 3.2 p. 3.2 Fig. 3-1 Application Software Application Software What is system software? What is an antivirus program? • Programs that • A utility that prevents, detects, and removes viruses control the from a computer’s memory or storage devices operations of the computer • Serves as the Some interface viruses between the destroy or user, the corrupt data application software, and the computer's hardware Next Next p. 3.3 Fig. 3-2 p. 3.3 Fig. 3-3 1 Application Software Application Software What is an application window? What is a menu? command • A rectangular • A menu Start menu area of the contains title bar screen that commands Accessories submenu displays a you can All Programs toolbar submenu program, data, select and/or information shortcut Imaging program menu command Next Start button Next Paint p. -
Trends and Developments in Computer Graphics
- 147 - THE GRAPHICS FUTURE IN SCIENTIFIC APPLICATIONS - Trends and developments in computer graphics - G. Enderle Kernforschungszentrum Karlsruhe Karlsruhe, West Germany ABSTRACT Computer graphics methods and tools are being used to a great extent in scientific research. The future develop• ment in this area will be influenced both by new hard• ware developments and by software advances. On the hardware sector, the development of the raster techno• logy will lead to the increased use of colour worksta• tions with more local processing power. Colour hardcopy devices for creating plots, slides, or movies will be available at a lower price than today. The first real 3D-workstations appear on the marketplace. One of the main activities on the software sector is the standard• ization of computer graphics systems, graphical files, and device interfaces. This will lead to more portable graphical application programs and to a common base for computer graphics education. 1. INTRODUCTION In a scientific environment, computer graphics are used for a broad spectrum of applications, on a large number of different graphical devices, and using a variety of graphics software. The main application areas are: - Data presentation: Data generated by experiments as well as by compu• ter simulations have to be presented in a way suitable for interpreta• tion by researchers. The presentations also serve for communications between different persons^'. - Modelling: The models used as input data for simulation programs are set up under visual control by the operator. The visual representation is an aid to control the validity of the models. Computer graphics also provide the basic tools for the communication with the interactive operator and for his guidance.