GPU-Accelerated Path Rendering Talk
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Adobe Systems Incorporated 1998 Annual Report
AdobeAhead. 1998 ANNUAL REPORT 1998 ANNUAL @2 At Adobe, we consider the Internet age our greatest opportunity yet. In this revolutionary time, we’re building on our legacy of technological leadership in every market we serve. We’re developing future standards for the World Wide We’ve already set challenging Web. And we’re opening new possibilities for our long- precedents. Many of our flag- time customers, who are some of the most innovative ship solutions—such as Adobe® and passionate people in the world. PostScript® software, Adobe Photoshop® software, and Adobe Portable Document Format (PDF)—have changed not only the market- place but the way the world communicates. They have also served as catalysts for other new products, new markets, and new companies—business opportu- nities unimaginable 16 years ago when we first opened our doors. Adobe From magazines laid out with our professional design tools to television commercials enhanced by our visual effects software, Adobe technology touches what the world sees. While we are proud of that presence, we know it is merely the beginning. Our future extends far beyond visual communications to publishing houses, cor- porate offices, and government agencies where people are grappling with critical productivity issues that require sophisticated information-management solutions. As you read on, you’ll see that Adobe is not only provid- ing world-class technology and software solutions, but is fundamentally changing the way people do busi- ness. When it comes to meeting the demands of the Internet age, as well as the challenges that lie ahead, the best answers start with “A.” 3 Adobe ACHIEVEment In 1998, Adobe continued to help both its longtime and new customers make their ideas stand out in print and on the Internet—in every field from the enterprise to the design studio to the home. -
Programming Graphics Hardware Overview of the Tutorial: Afternoon
Tutorial 5 ProgrammingProgramming GraphicsGraphics HardwareHardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 Introduction to the Hardware Graphics Pipeline Cyril Zeller 9:30 Controlling the GPU from the CPU: the 3D API Cyril Zeller 10:15 Break 10:45 Programming the GPU: High-level Shading Languages Randy Fernando 12:00 Lunch Tutorial 5: Programming Graphics Hardware Overview of the Tutorial: Afternoon 12:00 Lunch 14:00 Optimizing the Graphics Pipeline Matthias Wloka 14:45 Advanced Rendering Techniques Matthias Wloka 15:45 Break 16:15 General-Purpose Computation Using Graphics Hardware Mark Harris 17:30 End Tutorial 5: Programming Graphics Hardware Tutorial 5: Programming Graphics Hardware IntroductionIntroduction toto thethe HardwareHardware GraphicsGraphics PipelinePipeline Cyril Zeller Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing 1999-2000: Transform and lighting 2001: Programmable vertex shader 2002-2003: Programmable pixel shader 2004: Shader model 3.0 and 64-bit color support PC graphics software architecture Performance numbers Tutorial 5: Programming Graphics Hardware Real-Time Rendering Graphics hardware enables real-time rendering Real-time means display rate at more than 10 images per second 3D Scene = Image = Collection of Array of pixels 3D primitives (triangles, lines, points) Tutorial 5: Programming Graphics Hardware Hardware Graphics Pipeline -
Improving Shadows and Reflections Via the Stencil Buffer
Improving Shadows and Reflections via the Stencil Buffer Mark J. Kilgard * NVIDIA Corporation “Slap textures on polygons, throw them at the screen, and let the depth buffer sort it out.” For too many game developers, the above statement sums up their approach to 3D hardware- acceleration. A game programmer might turn on some fog and maybe throw in some transparency, but that’s often the limit. The question is whether that is enough anymore for a game to stand out visually from the crowd. Now everybody’s using 3D hardware-acceleration, and everybody’s slinging textured polygons around, and, frankly, as a result, most 3D games look more or less the same. Sure there are differences in game play, network interaction, artwork, sound track, etc., etc., but we all know that the “big differentiator” for computer gaming, today and tomorrow, is the look. The problem is that with everyone resorting to hardware rendering, most games look fairly consistent, too consistent. You know exactly the textured polygon look that I’m talking about. Instead of settling for 3D hardware doing nothing more than slinging textured polygons, I argue that cutting-edge game developers must embrace new hardware functionality to achieve visual effects beyond what everybody gets today from your basic textured and depth-buffered polygons. Two effects that can definitely set games apart from the crowd are better quality shadows and reflections. While some games today incorporate shadows and reflections to a limited extent, the common techniques are fairly crude. Reflections in today’s games are mostly limited to “infinite extent” ground planes or ground planes bounded by walls. -
Adobe Systems Inc. Strategic Analysis and Recommendation David Cao University of Nebraska-Lincoln
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Honors Theses, University of Nebraska-Lincoln Honors Program 2018 Adobe Systems Inc. Strategic Analysis and Recommendation David Cao University of Nebraska-Lincoln Follow this and additional works at: https://digitalcommons.unl.edu/honorstheses Part of the Business Analytics Commons, and the Strategic Management Policy Commons Cao, David, "Adobe Systems Inc. Strategic Analysis and Recommendation" (2018). Honors Theses, University of Nebraska-Lincoln. 7. https://digitalcommons.unl.edu/honorstheses/7 This Article is brought to you for free and open access by the Honors Program at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors Theses, University of Nebraska-Lincoln by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. ADOBE SYSTEMS INC. STRATEGIC ANALYSIS AND RECOMMENDATION An Undergraduate Honors Thesis Submitted in Partial fulfillment of University Honors Program Requirements University of Nebraska-Lincoln By David Cao, BS Software Engineering College of Engineering 04/26/17 Faculty Mentor: Dr. Samuel Nelson, College of Business University of Nebraska-Lincoln 1 Abstract Adobe Systems Inc. is a dominant company in the software and creative industry. To provide a strategic recommendation for continued growth in the number of Creative Cloud subscribers, a strategic analysis was performed. This analysis comprised of looking at Adobe’s current market segments and market offerings, performing a SWOT analysis, performing a PEST analysis, examining Porter’s Five Forces regarding Adobe, and clarifying Adobe’s core competencies and competitive advantages. After this analysis, the strategic recommendation was made for Adobe to expand is Creative Cloud subscription options and increase its efforts in the education market. -
Directx 11 Extended to the Implementation of Compute Shader
DirectX 1 DirectX About the Tutorial Microsoft DirectX is considered as a collection of application programming interfaces (APIs) for managing tasks related to multimedia, especially with respect to game programming and video which are designed on Microsoft platforms. Direct3D which is a renowned product of DirectX is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. Audience This tutorial has been prepared for developers and programmers in multimedia industry who are interested to pursue their career in DirectX. Prerequisites Before proceeding with this tutorial, it is expected that reader should have knowledge of multimedia, graphics and game programming basics. This includes mathematical foundations as well. Copyright & Disclaimer Copyright 2019 by Tutorials Point (I) Pvt. Ltd. All the content and graphics published in this e-book are the property of Tutorials Point (I) Pvt. Ltd. The user of this e-book is prohibited to reuse, retain, copy, distribute or republish any contents or a part of contents of this e-book in any manner without written consent of the publisher. We strive to update the contents of our website and tutorials as timely and as precisely as possible, however, the contents may contain inaccuracies or errors. Tutorials Point (I) Pvt. Ltd. provides no guarantee regarding the accuracy, timeliness or completeness of our website or its contents including this tutorial. If you discover any errors on our website or in this tutorial, please notify us at [email protected] -
Desktop Publishing Pioneer Meeting: Day 1 Session 4 - Technology in the 1980S
Desktop Publishing Pioneer Meeting: Day 1 Session 4 - Technology in the 1980s Moderators by: Burt Grad David C. Brock Editor: Cheryl Baltes Recorded May 22, 2017 Mountain View, CA CHM Reference number: X8209.2017 © 2017 Computer History Museum Table of Contents TEX TECHNOLOGY .................................................................................................................. 5 FRAMEMAKER TECHNOLOGY ................................................................................................ 7 EARLY POSTSCRIPT DEVELOPMENT EFFORTS .................................................................11 POSTSCRIPT AND FONT TECHNOLOGY ..............................................................................12 COMMERCIAL POSTSCRIPT ..................................................................................................15 POSTSCRIPT VS. OTHER APPROACHES .............................................................................20 POSTSCRIPT, APPLE, AND ADOBE .......................................................................................22 HALF TONING AND POSTSCRIPT ..........................................................................................24 ADOBE ILLUSTRATOR TECHNOLOGY ..................................................................................25 LASERWRITER TECHNOLOGY ..............................................................................................26 FONT SELECTION ...................................................................................................................27 -
Adobe & Marketo Fast Facts
Adobe & Marketo Fast Facts Company Adobe is one of the largest software companies in Marketo, Inc., offers the leading Engagement Overview the world and is the global leader in creative, Platform that empowers marketers to create lasting digital document and digital experience solutions. relationships and grow revenue. Consistently Its diverse product line—which includes Adobe recognized as the industry's innovation pioneer, Creative Cloud, Adobe Document Cloud and Adobe Marketo is the trusted platform for thousands of Experience Cloud—enables customers to create CMOs thanks to its scalability, reliability, and groundbreaking digital content, deploy it across openness. Marketo is headquartered in San Mateo, media and devices, measure and optimize it over CA, with offices around the world, and serves as a time, and achieve greater business success. Only strategic partner to large enterprises and fast- Adobe gives everyone—from emerging artists to growing organizations across a wide variety of global brands—everything they need to design and industries. deliver exceptional digital experiences. Ticker Symbol NASDAQ: ADBE Privately held company Website www.adobe.com www.marketo.com Headquarters San Jose, CA San Mateo, CA CEO Shantanu Narayen Steve Lucas Employees 19,000+ worldwide 1,300+ worldwide Revenue Reported revenue of $7.3 billion in FY2017 Not disclosed History Founded in 1982; Went public in 1986 Founded in 2006; Acquired by Vista Equity Partners in 2016 Founders Chuck Geschke, John Warnock Phil Fernandez, Jon Miller, David Morandi Industry Position Adobe Experience Cloud gives companies Marketo is the leading provider of marketing everything they need to deliver well-designed, engagement, analytics and attribution software. -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.01.17..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................17 3 GLUT..............................................................................................................................................................32 4 GLU.................................................................................................................................................................35 5 Microsoft Windows Specifics........................................................................................................................38 6 Windows, Buffers, and Rendering Contexts...............................................................................................45 7 Interacting with the Window System, Operating System, and Input Devices........................................46 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................48 9 Transformations.............................................................................................................................................52 10 Clipping, Culling, -
High Performance Visualization Through Graphics Hardware and Integration Issues in an Electric Power Grid Computer-Aided-Design Application
UNIVERSITY OF A CORUÑA FACULTY OF INFORMATICS Department of Computer Science Ph.D. Thesis High performance visualization through graphics hardware and integration issues in an electric power grid Computer-Aided-Design application Author: Javier Novo Rodríguez Advisors: Elena Hernández Pereira Mariano Cabrero Canosa A Coruña, June, 2015 August 27, 2015 UNIVERSITY OF A CORUÑA FACULTY OF INFORMATICS Campus de Elviña s/n 15071 - A Coruña (Spain) Copyright notice: No part of this publication may be reproduced, stored in a re- trieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording and/or other- wise without the prior permission of the authors. Acknowledgements I would like to thank Gas Natural Fenosa, particularly Ignacio Manotas, for their long term commitment to the University of A Coru˜na. This research is a result of their funding during almost five years through which they carefully balanced business-driven objectives with the freedom to pursue more academic goals. I would also like to express my most profound gratitude to my thesis advisors, Elena Hern´andez and Mariano Cabrero. Elena has also done an incredible job being the lead coordinator of this collaboration between Gas Natural Fenosa and the University of A Coru˜na. I regard them as friends, just like my other colleagues at LIDIA, with whom I have spent so many great moments. Thank you all for that. Last but not least, I must also thank my family – to whom I owe everything – and friends. I have been unbelievably lucky to meet so many awesome people in my life; every single one of them is part of who I am and contributes to whatever I may achieve. -
Appendix a Fundamentals of the Graphics Pipeline Architecture
Appendix A Fundamentals of the Graphics Pipeline Architecture A pipeline is a series of data processing units arranged in a chain like manner with the output of the one unit read as the input of the next. Figure A.1 shows the basic layout of a pipeline. Figure A.1 Logical representation of a pipeline. The throughput (data transferred over a period of time) many any data processing operations, graphical or otherwise, can be increased through the use of a pipeline. However, as the physical length of the pipeline increases, so does the overall latency (waiting time) of the system. That being said, pipelines are ideal for performing identical operations on multiple sets of data as is often the case with computer graphics. The graphics pipeline, also sometimes referred to as the rendering pipeline, implements the processing stages of the rendering process (Kajiya, 1986). These stages include vertex processing, clipping, rasterization and fragment processing. The purpose of the graphics pipeline is to process a scene consisting of objects, light sources and a camera, converting it to a two-dimensional image (pixel elements) via these four rendering stages. The output of the graphics pipeline is the final image displayed on the monitor or screen. The four rendering stages are illustrated in Figure A.2 and discussed in detail below. Figure A.2 A general graphics pipeline. 202 Summarised we can describe the graphics pipeline as an overall process responsible for transforming some object representation from local coordinate space, to world space, view space, screen space and finally display space. These various coordinate spaces are fully discussed in various introductory graphics programming texts and, for the purpose of this discussion, it is sufficient to consider the local coordinate space as the definition used to describe the objects of a scene as specified in our program’s source code. -
NV RIVA TNT PO Sanford 5/1/98 11:49 AM Page 1
NV RIVA TNT PO sanford 5/1/98 11:49 AM Page 1 RIVA TNT Product Overview PRODUCT DESCRIPTION The RIVA TNT™ is the first integrated, 128-bit 3D processor that processes 2 pixels per-clock-cycle which enables single-pass multi-texturing and delivers a mind-blowing 250 million pixels-per-second fill rate. RIVA TNT’s (twin-texel) 32-bit color pipeline, 24-bit Z, 8-bit stencil buffer and per-pixel precision delivers unsur- passed quality and performance allowing developers to write standards-based applications with stunning visual effects and realism. The RIVA TNT offers industry-leading 2D and 3D performance, meeting all the requirements of the main- stream PC graphics market and Microsoft’s PC’98 and DirectX 6.0 initiatives.The RIVA TNT delivers the indus- try’s fastest Direct3D™ acceleration solution and also delivers leadership VGA, 2D and video performance enabling a range of applications from 3D games to DVD and video conferencing. A complete high performance OpenGL ICD is included in the standard software driver package. ARCHITECTURE HIGHLIGHTS RIVA TNT BLOCK DIAGRAM ■ 128-bit wide graphics engine and frame buffer ■ Massive 3.2GB/sec frame buffer bandwidth PCI/AGP architecture supporting up to 200MHz memory Demand-Driven Prefetcher Scatter-Gather Virtual DMA ■ 250 million pixels/sec peak fill rate Vertex Cache ■ 8 million triangles/sec peak Advanced Floating Point Setup Advanced Floating Point Setup ■ Large 12K on-chip cache & Pixel Processor & Pixel Processor Lighting Lighting ■ Texture Cache 10GFLOPS floating-point geometry processor -
RIVA TNT™ 128-Bit Twin Texel 3D Processor
NVD-002 TNT.m5 3/11/99 3:26 PM Page 1 RIVA TNT™ 128-bit TwiN Texel 3D Processor PRODUCT DESCRIPTION The RIVA TNT™ is the first integrated, 128-bit 3D processor that processes 2 pixels per-clock-cycle which enables single-pass multi-texturing and delivers a mind-blowing 180 million pixels-per-second fill rate. RIVA TNT’s (TwiN Texel) 32-bit color pipeline, 24-bit Z, 8-bit stencil buffer and per-pixel precision delivers unsurpassed quality and performance allowing developers to write standards- based applications with stunning visual effects and realism. The RIVA TNT offers industry-leading 3D and 2D performance, meeting all the requirements of the mainstream PC graphics market and Microsoft’s PC’98 and DirectX 6.0 initiatives. The RIVA TNT delivers the industry’s fastest Direct3D™ acceleration solution and leadership VGA, 2D and video performance enabling a range of applications from 3D games to DVD and video conferencing. A complete high performance OpenGL ICD is included in the standard software driver package. PRODUCT OVERVIEW CompellingVisual • World’s fastest 3D and • 16MB frame buffer 2D processor Quality • 32-bit color, •AGP2X Bus • 128-bit TwiN Texel • 24-bit Z-buffer, 8-bit • Complete DirectX 6.0 and architecture stencil OpenGL support • Single-pass multi- • Maximum 3D/2D • WHQL ceritified Windows 2000, texturing resolution of Windows NT 4.0, Windows NT 3.5, • Optimized Direct 1920 x 1200 @ 75Hz Windows 98, and Windows 95 3D acceleration display drivers NVD-002 TNT.m5 3/11/99 3:26 PM Page 2 RIVA TNT™ Tuner 16MB 128-bit TwiN Texel