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Operator's Handbook Spindle Operator’S Handbook
SPINDLE Operator's Handbook Spindle Operator’s Handbook 2 Operator’s Handbook rev. 1, Spindle 3.0 Spindle Operator’s Handbook Contents Introduction . 5 Features . 5 License . 6 Building from source . 6 Acknowledgements . 6 I Loader and decruncher 7 1.1 Basic operation . 9 1.2 The load script . 10 1.3 Bank selection . 11 1.4 A humble trackmo . 12 1.5 Running Spin . 15 1.6 Labels and seeking . 16 1.7 Multi-side trackmos . 17 1.8 Directory art . 18 1.9 Advanced features . 18 II Effect linking framework 21 2.1 Overview . 23 2.2 Lifecycle . 25 2.3 The effect header . 26 2.4 Driver . 28 2.5 Early setup code . 29 2.6 Overlapping lifecycles . 30 2.7 Making a chain . 32 2.8 Music . 33 2.8.1 Installing a player . 33 2.8.2 Synchronisation . 34 2.9 Visualisation . 36 2.10 Labels, jumps, and loops . 39 Operator’s Handbook rev. 1, Spindle 3.0 3 Spindle Operator’s Handbook 2.11 Flip-disk parts . 41 2.12 Streaming data . 42 2.12.1 Streaming graphics . 42 2.12.2 Streaming music . 44 2.13 Effect debugging . 45 2.14 Using the reserved areas . 46 2.15 Methodology . 46 4 Operator’s Handbook rev. 1, Spindle 3.0 Spindle Operator’s Handbook Introduction Congratulations on your discovery of Spindle, the integrated linking, loading, and decrunching solution for trackmos and other data-intensive applications for the Commodore 64 and Commodore 1541 platform. The core of Spindle is a cutting-edge IRQ loader featuring extremely fast scattered loading and decrunching, a small RAM footprint, and state of the art serial transfer routines. -
(12) United States Patent (10) Patent No.: US 7,133,041 B2 Kaufman Et Al
US007133041B2 (12) United States Patent (10) Patent No.: US 7,133,041 B2 Kaufman et al. (45) Date of Patent: Nov. 7, 2006 (54) APPARATUS AND METHOD FOR VOLUME (56) References Cited PROCESSING AND RENDERING U.S. PATENT DOCUMENTS (75) Inventors: Arie E. Kaufman, Plainview, NY (US); 4,314,351 A 2f1982 Postel et al. Ingmar Bitter, Lake Grove, NY (US); 4,371,933 A 2, 1983 Bresenham et al. Frank Dachille, Amityville, NY (US); Kevin Kreeger, East Setauket, NY (Continued) (US); Baoquan Chen, Maple Grove, FOREIGN PATENT DOCUMENTS MN (US) EP O 216 156 A2 4f1987 (73) Assignee: The Research Foundation of State University of New York, Albany, NY (Continued) (US) OTHER PUBLICATIONS (*) Notice: Subject to any disclaimer, the term of this Knittel, G., TriangleCaster: extensions to 3D-texturing units for patent is extended or adjusted under 35 accelerated volume rendering, 1999, Proceedings of the ACM U.S.C. 154(b) by 742 days. SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, pp. 25-34.* (21) Appl. No.: 10/204,685 (Continued) PCT Fed: Feb. 26, 2001 (22) Primary Examiner Ulka Chauhan (86) PCT No.: PCT/USO1 (O6345 Assistant Examiner Said Broome (74) Attorney, Agent, or Firm Hoffmann & Baron, LLP S 371 (c)(1), (2), (4) Date: Jan. 9, 2003 (57) ABSTRACT (87) PCT Pub. No.: WOO1A63561 An apparatus and method for real-time Volume processing and universal three-dimensional rendering. The apparatus PCT Pub. Date: Aug. 30, 2001 includes a plurality of three-dimensional (3D) memory units; at least one pixel bus for providing global horizontal (65) Prior Publication Data communication; a plurality of rendering pipelines; at least one geometry bus; and a control unit. -
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. -
Luna Moth: Supporting Creativity in the Cloud
Pedro Alfaiate Instituto Superior Técnico / Luna Moth INESC-ID Inês Caetano Instituto Superior Técnico / INESC-ID Supporting Creativity in the Cloud António Leitão Instituto Superior Técnico / INESC-ID 1 ABSTRACT Algorithmic design allows architects to design using a programming-based approach. Current algo- 1 Migration from desktop application rithmic design environments are based on existing computer-aided design applications or building to the cloud. information modeling applications, such as AutoCAD, Rhinoceros 3D, or Revit, which, due to their complexity, fail to give architects the immediate feedback they need to explore algorithmic design. In addition, they do not address the current trend of moving applications to the cloud to improve their availability. To address these problems, we propose a software architecture for an algorithmic design inte- grated development environment (IDE), based on web technologies, that is more interactive than competing algorithmic design IDEs. Besides providing an intuitive editing interface which facilitates programming tasks for architects, its performance can be an order of magnitude faster than current aalgorithmic design IDEs, thus supporting real-time feedback with more complex algorithmic design programs. Moreover, our solution also allows architects to export the generated model to their preferred computer-aided design applications. This results in an algorithmic design environment that is accessible from any computer, while offering an interactive editing environment that inte- grates into the architect’s workflow. 72 INTRODUCTION programming languages that also support traceability between Throughout the years, computers have been gaining more ground the program and the model: when the user selects a component in the field of architecture. In the beginning, they were only used in the program, the corresponding 3D model components are for creating technical drawings using computer-aided design highlighted. -
Kinematics Study of Motion
Kinematics Study of motion Kinematics is the branch of physics that describes the motion of objects, but it is not interested in its causes. Itziar Izurieta (2018 october) Index: 1. What is motion? ............................................................................................ 1 1.1. Relativity of motion ................................................................................................................................ 1 1.2.Frame of reference: Cartesian coordinate system ....................................................................................................................................................................... 1 1.3. Position and trajectory .......................................................................................................................... 2 1.4.Travelled distance and displacement ....................................................................................................................................................................... 3 2. Quantities of motion: Speed and velocity .............................................. 4 2.1. Average and instantaneous speed ............................................................ 4 2.2. Average and instantaneous velocity ........................................................ 7 3. Uniform linear motion ................................................................................. 9 3.1. Distance-time graph .................................................................................. 10 3.2. Velocity-time -
Conservation Cores: Reducing the Energy of Mature Computations
Conservation Cores: Reducing the Energy of Mature Computations Ganesh Venkatesh Jack Sampson Nathan Goulding Saturnino Garcia Vladyslav Bryksin Jose Lugo-Martinez Steven Swanson Michael Bedford Taylor Department of Computer Science & Engineering University of California, San Diego fgvenkatesh,jsampson,ngouldin,sat,vbryksin,jlugomar,swanson,[email protected] Abstract power. Consequently, the rate at which we can switch transistors Growing transistor counts, limited power budgets, and the break- is far outpacing our ability to dissipate the heat created by those down of voltage scaling are currently conspiring to create a utiliza- transistors. tion wall that limits the fraction of a chip that can run at full speed The result is a technology-imposed utilization wall that limits at one time. In this regime, specialized, energy-efficient processors the fraction of the chip we can use at full speed at one time. Our experiments with a 45 nm TSMC process show that we can can increase parallelism by reducing the per-computation power re- 2 quirements and allowing more computations to execute under the switch less than 7% of a 300mm die at full frequency within an same power budget. To pursue this goal, this paper introduces con- 80W power budget. ITRS roadmap projections and CMOS scaling servation cores. Conservation cores, or c-cores, are specialized pro- theory suggests that this percentage will decrease to less than 3.5% cessors that focus on reducing energy and energy-delay instead of in 32 nm, and will continue to decrease by almost half with each increasing performance. This focus on energy makes c-cores an ex- process generation—and even further with 3-D integration. -
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. -
Simulating Humans: Computer Graphics, Animation, and Control
University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science 6-1-1993 Simulating Humans: Computer Graphics, Animation, and Control Bonnie L. Webber University of Pennsylvania, [email protected] Cary B. Phillips University of Pennsylvania Norman I. Badler University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/hms Recommended Citation Webber, B. L., Phillips, C. B., & Badler, N. I. (1993). Simulating Humans: Computer Graphics, Animation, and Control. Retrieved from https://repository.upenn.edu/hms/68 Reprinted with Permission by Oxford University Press. Reprinted from Simulating humans: computer graphics animation and control, Norman I. Badler, Cary B. Phillips, and Bonnie L. Webber (New York: Oxford University Press, 1993), 283 pages. Author URL: http://www.cis.upenn.edu/~badler/book/book.html This paper is posted at ScholarlyCommons. https://repository.upenn.edu/hms/68 For more information, please contact [email protected]. Simulating Humans: Computer Graphics, Animation, and Control Abstract People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object of interest and yet the most structurally complex. Their everyday movements are amazingly uid yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. -
Short Range Object Detection and Avoidance
Short Range Object Detection and Avoidance N.F. Jansen CST 2010.068 Traineeship report Coach(es): dr. E. García Canseco, TU/e dr. ing. S. Lichiardopol, TU/e ing. R. Niesten, Wingz BV Supervisor: prof.dr.ir. M. Steinbuch Eindhoven University of Technology Department of Mechanical Engineering Control Systems Technology Eindhoven, November, 2010 Abstract The scope of this internship is to investigate, model, simulate and experiment with a sensor for close range object detection for the purpose of the Tele-Service Robot (TSR) robot. The TSR robot will be implemented in care institutions for the care of elderly and/or disabled. The sensor system should have a supporting role in navigation and mapping of the environment of the robot. Several sensors are investigated, whereas the sonar system is the optimal solution for this application. It’s cost, wide field-of-view, sufficient minimal and maximal distance and networking capabilities of the Devantech SRF-08 sonar sensor is decisive to ultimately choose this sensor system. The positioning, orientation and tilting of the sonar devices is calculated and simulations are made to obtain knowledge about the behavior and characteristics of the sensors working in a ring. Issues surrounding the sensors are mainly erroneous ranging results due to specular reflection, cross-talk and incorrect mounting. Cross- talk can be suppressed by operating in groups, but induces the decrease of refresh rate of the entire robot’s surroundings. Experiments are carried out to investigate the accuracy and sensitivity to ranging errors and cross-talk. Eventually, due to the existing cross-talk, experiments should be carried out to decrease the range and timing to increase the refresh rate because the sensors cannot be fired more than only two at a time. -
Nvidia® Gelato™ 1.0 Hardware
NVIDIA GELATO PRODUCT OVERVIEW APRIL04v01 NVIDIA® GELATO™ 1.0 HARDWARE- Key to this doctrine of no compromises is Gelato’s new shading language incorporates a ACCELERATED FINAL-FRAME RENDERER Gelato’s use of NVIDIA graphics hardware. simple and streamlined syntax based on C, Gelato is breakthrough, rendering software Gelato uses the NVIDIA Quadro FX as a second making it familiar and easy for most from NVIDIA, designed with a new architecture floating-point processor, taking advantage of programmers to learn and allowing for state- that leverages advances in mainstream graphics the 3D engine in ways far beyond gameplay. of-the-art shader-specific types and hardware to accelerate film-quality rendering. Gelato is one of the first in a wave of software functions. Gelato ships with an extensive This software renderer takes advantage of the applications that use the graphics hardware as set of shader libraries and examples. programmability, precision, performance, and an off-line processor, a “floating-point Gelato is available with a world-class quality of NVIDIA Quadro® FX professional supercomputer on a chip,” and not simply to support package, backed by NVIDIA, graphics solutions to render imagery of manage the display. the global leader in 3D graphics. uncompromising quality at unheard-of speeds. FAST AND GETTING FASTER The annual support package includes Gelato offers all the features film and television all product updates and upgrades. customers demand today and is flexible and Gelato unleashes the processing power of the extensible enough to satisfy their future graphics hardware that currently sits idle on LOOKING TO THE FUTURE requirements. -
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. -
Plenoptic Imaging and Vision Using Angle Sensitive Pixels
PLENOPTIC IMAGING AND VISION USING ANGLE SENSITIVE PIXELS A Dissertation Presented to the Faculty of the Graduate School of Cornell University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Suren Jayasuriya January 2017 c 2017 Suren Jayasuriya ALL RIGHTS RESERVED This document is in the public domain. PLENOPTIC IMAGING AND VISION USING ANGLE SENSITIVE PIXELS Suren Jayasuriya, Ph.D. Cornell University 2017 Computational cameras with sensor hardware co-designed with computer vision and graph- ics algorithms are an exciting recent trend in visual computing. In particular, most of these new cameras capture the plenoptic function of light, a multidimensional function of ra- diance for light rays in a scene. Such plenoptic information can be used for a variety of tasks including depth estimation, novel view synthesis, and inferring physical properties of a scene that the light interacts with. In this thesis, we present multimodal plenoptic imaging, the simultaenous capture of multiple plenoptic dimensions, using Angle Sensitive Pixels (ASP), custom CMOS image sensors with embedded per-pixel diffraction gratings. We extend ASP models for plenoptic image capture, and showcase several computer vision and computational imaging applica- tions. First, we show how high resolution 4D light fields can be recovered from ASP images, using both a dictionary-based machine learning method as well as deep learning. We then extend ASP imaging to include the effects of polarization, and use this new information to image stress-induced birefringence and remove specular highlights from light field depth mapping. We explore the potential for ASPs performing time-of-flight imaging, and in- troduce the depth field, a combined representation of time-of-flight depth with plenoptic spatio-angular coordinates, which is used for applications in robust depth estimation.