3D Engine Design for Virtual Globes
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Seamscape a Procedural Generation System for Accelerated Creation of 3D Landscapes
SeamScape A procedural generation system for accelerated creation of 3D landscapes Bachelor Thesis in Computer Science and Engineering Link to video demonstration: youtu.be/K5yaTmksIOM Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering Gothenburg, Sweden, June 2016 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. SeamScape A procedural generation system for accelerated creation of 3D landscapes Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén c Sebastian Ekman, 2016. c Anders Hansson, 2016. c Thomas Högberg, 2016. c Anna Nylander, 2016. c Alma Ottedag, 2016. -
Amd Filed: February 24, 2009 (Period: December 27, 2008)
FORM 10-K ADVANCED MICRO DEVICES INC - amd Filed: February 24, 2009 (period: December 27, 2008) Annual report which provides a comprehensive overview of the company for the past year Table of Contents 10-K - FORM 10-K PART I ITEM 1. 1 PART I ITEM 1. BUSINESS ITEM 1A. RISK FACTORS ITEM 1B. UNRESOLVED STAFF COMMENTS ITEM 2. PROPERTIES ITEM 3. LEGAL PROCEEDINGS ITEM 4. SUBMISSION OF MATTERS TO A VOTE OF SECURITY HOLDERS PART II ITEM 5. MARKET FOR REGISTRANT S COMMON EQUITY, RELATED STOCKHOLDER MATTERS AND ISSUER PURCHASES OF EQUITY SECURITIES ITEM 6. SELECTED FINANCIAL DATA ITEM 7. MANAGEMENT S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS ITEM 7A. QUANTITATIVE AND QUALITATIVE DISCLOSURE ABOUT MARKET RISK ITEM 8. FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA ITEM 9. CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING AND FINANCIAL DISCLOSURE ITEM 9A. CONTROLS AND PROCEDURES ITEM 9B. OTHER INFORMATION PART III ITEM 10. DIRECTORS, EXECUTIVE OFFICERS AND CORPORATE GOVERNANCE ITEM 11. EXECUTIVE COMPENSATION ITEM 12. SECURITY OWNERSHIP OF CERTAIN BENEFICIAL OWNERS AND MANAGEMENT AND RELATED STOCKHOLDER MATTERS ITEM 13. CERTAIN RELATIONSHIPS AND RELATED TRANSACTIONS AND DIRECTOR INDEPENDENCE ITEM 14. PRINCIPAL ACCOUNTANT FEES AND SERVICES PART IV ITEM 15. EXHIBITS, FINANCIAL STATEMENT SCHEDULES SIGNATURES EX-10.5(A) (OUTSIDE DIRECTOR EQUITY COMPENSATION POLICY) EX-10.19 (SEPARATION AGREEMENT AND GENERAL RELEASE) EX-21 (LIST OF AMD SUBSIDIARIES) EX-23.A (CONSENT OF ERNST YOUNG LLP - ADVANCED MICRO DEVICES) EX-23.B -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Hardware Developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020
Hardware developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020 E-CAM The European Centre of Excellence for Software, Training and Consultancy in Simulation and Modelling Funded by the European Union under grant agreement 676531 E-CAM Deliverable 7.9 Page ii Project and Deliverable Information Project Title E-CAM: An e-infrastructure for software, training and discussion in simulation and modelling Project Ref. Grant Agreement 676531 Project Website https://www.e-cam2020.eu EC Project Officer Juan Pelegrín Deliverable ID D7.9 Deliverable Nature Report Dissemination Level Public Contractual Date of Delivery Project Month 54(31st March, 2020) Actual Date of Delivery 6th July, 2020 Description of Deliverable Update on "Hardware Developments IV" (Deliverable 7.7) which covers: - Report on hardware developments that will affect the scientific areas of inter- est to E-CAM and detailed feedback to the project software developers (STFC); - discussion of project software needs with hardware and software vendors, completion of survey of what is already available for particular hardware plat- forms (FR-IDF); and, - detailed output from direct face-to-face session between the project end- users, developers and hardware vendors (ICHEC). Document Control Information Title: Hardware developments V ID: D7.9 Version: As of July, 2020 Document Status: Accepted by WP leader Available at: https://www.e-cam2020.eu/deliverables Document history: Internal Project Management Link Review Review Status: Reviewed Written by: Alan Ó Cais(JSC) Contributors: Christopher Werner (ICHEC), Simon Wong (ICHEC), Padraig Ó Conbhuí Authorship (ICHEC), Alan Ó Cais (JSC), Jony Castagna (STFC), Godehard Sutmann (JSC) Reviewed by: Luke Drury (NUID UCD) and Jony Castagna (STFC) Approved by: Godehard Sutmann (JSC) Document Keywords Keywords: E-CAM, HPC, Hardware, CECAM, Materials 6th July, 2020 Disclaimer:This deliverable has been prepared by the responsible Work Package of the Project in accordance with the Consortium Agreement and the Grant Agreement. -
AMD Codexl 1.7 GA Release Notes
AMD CodeXL 1.7 GA Release Notes Thank you for using CodeXL. We appreciate any feedback you have! Please use the CodeXL Forum to provide your feedback. You can also check out the Getting Started guide on the CodeXL Web Page and the latest CodeXL blog at AMD Developer Central - Blogs This version contains: For 64-bit Windows platforms o CodeXL Standalone application o CodeXL Microsoft® Visual Studio® 2010 extension o CodeXL Microsoft® Visual Studio® 2012 extension o CodeXL Microsoft® Visual Studio® 2013 extension o CodeXL Remote Agent For 64-bit Linux platforms o CodeXL Standalone application o CodeXL Remote Agent Note about installing CodeAnalyst after installing CodeXL for Windows AMD CodeAnalyst has reached End-of-Life status and has been replaced by AMD CodeXL. CodeXL installer will refuse to install on a Windows station where AMD CodeAnalyst is already installed. Nevertheless, if you would like to install CodeAnalyst, do not install it on a Windows station already installed with CodeXL. Uninstall CodeXL first, and then install CodeAnalyst. System Requirements CodeXL contains a host of development features with varying system requirements: GPU Profiling and OpenCL Kernel Debugging o An AMD GPU (Radeon HD 5000 series or newer, desktop or mobile version) or APU is required. o The AMD Catalyst Driver must be installed, release 13.11 or later. Catalyst 14.12 (driver 14.501) is the recommended version. See "Getting the latest Catalyst release" section below. For GPU API-Level Debugging, a working OpenCL/OpenGL configuration is required (AMD or other). CPU Profiling o Time-Based Profiling can be performed on any x86 or AMD64 (x86-64) CPU/APU. -
Opengl ES, XNA, Directx for WP8) Plan
Mobilne akceleratory grafiki Kamil Trzciński, 2013 O mnie Kamil Trzciński http://ayufan.eu / [email protected] ● Od 14 lat zajmuję się programowaniem (C/C++, Java, C#, Python, PHP, itd.) ● Od 10 lat zajmuję się programowaniem grafiki (OpenGL, DirectX 9/10/11, Ray-Tracing) ● Od 6 lat zajmuję się branżą mobilną (SymbianOS, Android, iOS) ● Od 2 lat zajmuję się mobilną grafiką (OpenGL ES, XNA, DirectX for WP8) Plan ● Bardzo krótko o historii ● Mobilne układy graficzne ● API ● Programowalne jednostki cieniowania ● Optymalizacja ● Silniki graficzne oraz silniki gier Wstęp Grafika komputerowa to dziedzina informatyki zajmująca się wykorzystaniem technik komputerowych do celów wizualizacji artystycznej oraz wizualizacji rzeczywistości. Bardzo często grafika komputerowa jest kojarzona z urządzeniem wspomagającym jej generowanie - kartą graficzną, odpowiedzialna za renderowanie grafiki oraz jej konwersję na sygnał zrozumiały dla wyświetlacza 1. Historia Historia Historia kart graficznych sięga wczesnych lat 80-tych ubiegłego wieku. Pierwsze karty graficzne potrafiły jedynie wyświetlać znaki alfabetu łacińskiego ze zdefiniowanego w pamięci generatora znaków, tzw. trybu tekstowego. W późniejszym okresie pojawiły się układy, wykonujące tzw. operacje BitBLT, pozwalające na nałożenie na siebie 2 różnych bitmap w postaci rastrowej. Historia Historia #2 ● Wraz z nadejściem systemu operacyjnego Microsoft Windows 3.0 wzrosło zapotrzebowanie na przetwarzanie grafiki rastrowej dużej rozdzielczości. ● Powstaje interfejs GDI odpowiedzialny za programowanie operacji związanych z grafiką. ● Krótko po tym powstały pierwsze akceleratory 2D wyprodukowane przez firmę S3. Wydarzenie to zapoczątkowało erę graficznych akceleratorów grafiki. Historia #3 ● 1996 – wprowadzenie chipsetu Voodoo Graphics przez firmę 3dfx, dodatkowej karty rozszerzeń pełniącej funkcję akceleratora grafiki 3D. ● Powstają biblioteki umożliwiające tworzenie trójwymiarowych wizualizacji: Direct3D oraz OpenGL. Historia #3 Historia #4 ● 1999/2000 – DirectX 7.0 dodaje obsługę: T&L (ang. -
Catalyst™ Software Suite Version 9.5 Release Notes
Catalyst™ Software Suite Version 9.5 Release Notes This release note provides information on the latest posting of AMD’s industry leading software suite, Catalyst™. This particular software suite updates both the AMD Display Driver, and the Catalyst™ Control Center. This unified driver has been further enhanced to provide the highest level of power, performance, and reliability. The AMD Catalyst™ software suite is the ultimate in performance and stability. For exclusive Catalyst™ updates follow Catalyst Maker on Twitter. This release note provides information on the following: z Web Content z AMD Product Support z Operating Systems Supported z New Features z Performance Improvements z Resolved Issues for the Windows Vista Operating System z Resolved Issues for the Windows XP Operating System z Resolved Issues for the Windows 7 Operating System z Known Issues Under the Windows Vista Operating System z Known Issues Under the Windows XP Operating System z Known Issues Under the Windows 7 Operating System z Installing the Catalyst™ Vista Software Driver z Catalyst™ Crew Driver Feedback ATI Catalyst™ Release Note Version 9.5 1 Web Content The Catalyst™ Software Suite 9.5 contains the following: z Radeon™ display driver 8.612 z HydraVision™ for both Windows XP and Vista z HydraVision™ Basic Edition (Windows XP only) z WDM Driver Install Bundle z Southbridge/IXP Driver z Catalyst™ Control Center Version 8.612 Caution: The Catalyst™ software driver and the Catalyst™ Control Center can be downloaded independently of each other. However, for maximum stability and performance AMD recommends that both components be updated from the same Catalyst™ release. -
Comparison of Spherical Cube Map Projections Used in Planet-Sized Terrain Rendering
FACTA UNIVERSITATIS (NIS)ˇ Ser. Math. Inform. Vol. 31, No 2 (2016), 259–297 COMPARISON OF SPHERICAL CUBE MAP PROJECTIONS USED IN PLANET-SIZED TERRAIN RENDERING Aleksandar M. Dimitrijevi´c, Martin Lambers and Dejan D. Ranˇci´c Abstract. A wide variety of projections from a planet surface to a two-dimensional map are known, and the correct choice of a particular projection for a given application area depends on many factors. In the computer graphics domain, in particular in the field of planet rendering systems, the importance of that choice has been neglected so far and inadequate criteria have been used to select a projection. In this paper, we derive evaluation criteria, based on texture distortion, suitable for this application domain, and apply them to a comprehensive list of spherical cube map projections to demonstrate their properties. Keywords: Map projection, spherical cube, distortion, texturing, graphics 1. Introduction Map projections have been used for centuries to represent the curved surface of the Earth with a two-dimensional map. A wide variety of map projections have been proposed, each with different properties. Of particular interest are scale variations and angular distortions introduced by map projections – since the spheroidal surface is not developable, a projection onto a plane cannot be both conformal (angle- preserving) and equal-area (constant-scale) at the same time. These two properties are usually analyzed using Tissot’s indicatrix. An overview of map projections and an introduction to Tissot’s indicatrix are given by Snyder [24]. In computer graphics, a map projection is a central part of systems that render planets or similar celestial bodies: the surface properties (photos, digital elevation models, radar imagery, thermal measurements, etc.) are stored in a map hierarchy in different resolutions. -
Deliverable 7.7 Deliverable Type: Report Delivered in June, 2019
Hardware developments IV E-CAM Deliverable 7.7 Deliverable Type: Report Delivered in June, 2019 E-CAM The European Centre of Excellence for Software, Training and Consultancy in Simulation and Modelling Funded by the European Union under grant agreement 676531 E-CAM Deliverable 7.7 Page ii Project and Deliverable Information Project Title E-CAM: An e-infrastructure for software, training and discussion in simulation and modelling Project Ref. Grant Agreement 676531 Project Website https://www.e-cam2020.eu EC Project Officer Juan Pelegrín Deliverable ID D7.7 Deliverable Nature Report Dissemination Level Public Contractual Date of Delivery Project Month 44(31st May, 2019) Actual Date of Delivery 25th June, 2019 Description of Deliverable Update on "Hardware Developments III" (Deliverable 7.5) which covers: - Report on hardware developments that will affect the scientific areas of inter- est to E-CAM and detailed feedback to the project software developers (STFC); - discussion of project software needs with hardware and software vendors, completion of survey of what is already available for particular hardware plat- forms (CNRS); and, - detailed output from direct face-to-face session between the project end- users, developers and hardware vendors (ICHEC). Document Control Information Title: Hardware developments IV ID: D7.7 Version: As of June, 2019 Document Status: Accepted by WP leader Available at: https://www.e-cam2020.eu/deliverables Document history: Internal Project Management Link Review Review Status: Reviewed Written by: Alan Ó Cais(JSC) Contributors: Jony Castagna (STFC), Godehard Sutmann (JSC) Authorship Reviewed by: Jony Castagna (STFC) Approved by: Godehard Sutmann (JSC) Document Keywords Keywords: E-CAM, HPC, Hardware, CECAM, Materials 25th June, 2019 Disclaimer:This deliverable has been prepared by the responsible Work Package of the Project in accordance with the Consortium Agreement and the Grant Agreement. -
ATI Radeon™ HD 2000 Series Technology Overview
C O N F I D E N T I A L ATI Radeon™ HD 2000 Series Technology Overview Richard Huddy Worldwide DevRel Manager, AMD Graphics Products Group Introducing the ATI Radeon™ HD 2000 Series ATI Radeon™ HD 2900 Series – Enthusiast ATI Radeon™ HD 2600 Series – Mainstream ATI Radeon™ HD 2400 Series – Value 2 ATI Radeon HD™ 2000 Series Highlights Technology leadership Cutting-edge image quality features • Highest clock speeds – up to 800 MHz • Advanced anti-aliasing and texture filtering capabilities • Highest transistor density – up to 700 million transistors • Fast High Dynamic Range rendering • Lowest power for mobile • Programmable Tessellation Unit 2nd generation unified architecture ATI Avivo™ HD technology • Superscalar design with up to 320 stream • Delivering the ultimate HD video processing units experience • Optimized for Dynamic Game Computing • HD display and audio connectivity and Accelerated Stream Processing DirectX® 10 Native CrossFire™ technology • Massive shader and geometry processing • Superior multi-GPU support performance • Enabling the next generation of visual effects 3 The March to Reality Radeon HD 2900 Radeon X1950 Radeon Radeon X1800 X800 Radeon Radeon 9700 9800 Radeon 8500 Radeon 4 2nd Generation Unified Shader Architecture y Development from proven and successful Command Processor Sha S “Xenos” design (XBOX 360 graphics) V h e ade der Programmable r t Settupup e x al Z Tessellator r I Scan Converter / I n C ic n s h • New dispatch processor handling thousands of Engine ons Rasterizer Engine d t c r e r u x ar e c t f -
AMD Codexl 1.8 GA Release Notes
AMD CodeXL 1.8 GA Release Notes Contents AMD CodeXL 1.8 GA Release Notes ......................................................................................................... 1 New in this version .............................................................................................................................. 2 System Requirements .......................................................................................................................... 2 Getting the latest Catalyst release ....................................................................................................... 4 Note about installing CodeAnalyst after installing CodeXL for Windows ............................................... 4 Fixed Issues ......................................................................................................................................... 4 Known Issues ....................................................................................................................................... 5 Support ............................................................................................................................................... 6 Thank you for using CodeXL. We appreciate any feedback you have! Please use the CodeXL Forum to provide your feedback. You can also check out the Getting Started guide on the CodeXL Web Page and the latest CodeXL blog at AMD Developer Central - Blogs This version contains: For 64-bit Windows platforms o CodeXL Standalone application o CodeXL Microsoft® Visual Studio®