SAS 9.4 Companion for Windows, Fifth Edition
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The World of Interactive Media Systems and Applications Mobile, Cloud-Based Analytics, and User Engagement Are a Must
The world of interactive media systems and applications Mobile, cloud-based analytics, and user engagement are a must Sam B. Siewert December 10, 2013 Digital media is rapidly integrating with interactive systems and social networking. For example, television is now an experience that includes social networking for many viewers, who either use their smartphones on an ad-hoc basis or by using a device or social-networking tool provided by the cable or telecommunications network or content provider. Cable TV master facilities (headends) and digital artists need to evolve quickly to meet this growing demand to keep their content and services relevant. This article describes tools and methods for Linux® servers for digital media and interactive systems. Digital video and data-in-motion analytics have evolved quickly as cable systems have gone digital (nationwide and globally), as digital cinema has become ubiquitous with new features such as 3D, and as mobile digital media access has become available for smartphones and tablets. Just over a decade ago, most cable providers offered digital cable as well as high-definition and on-demand programming. The trend continues with social networking integration with digital cable and with Data Over Cable Service Interface Specification (DOCSIS), which provides Internet service over a cable modem. At the same time, Netflix, Hulu, Gaikai (a Sony subsidiary), NVIDIA Cloud, Gamasutra, and many other purely Internet-based content and interactive on-demand services or development networks have emerged (see Related topics for more). Cinema has evolved so that globally and in the United States, with the 3D Digital Cinema Initiative, most cinema is now entirely digital, and film is truly a thing of the past, along with vinyl records and tape. -
Granja De Render Para Proyectos De Diseño 3D
Universidad de las Ciencias Informáticas. Facultad Regional Granma. Título: Granja de render para proyectos de diseño 3D. Autora: Dallany Pupo Fernández. Ciudad de Manzanillo, junio 2012. “Año 54 de la Revolución”. RESUMEN En la actualidad, la realidad virtual se ha convertido en uno de los elementos más importantes en la industria del cine, gracias a ello, se puede apreciar en una pantalla, la simulación de un mundo real a través de uno virtual. El renderizado de animaciones en tres dimensiones necesita una gran capacidad de cálculo, pues requiere simular procesos físicos complejos, a esto se debe el elevado tiempo que tardan estas producciones en ser completadas. Las granjas de render han surgido como alternativa y solución para este problema. El presente trabajo se desarrolla producto a la inexistencia de una granja de render en la Facultad Regional Granma que dificulta la obtención de proyectos de diseño 3D en el menor tiempo posible. Palabras Claves: 3D, Granja de render, Realidad Virtual. II Índice de contenido INTRODUCCIÓN ......................................................................................................................................... 1 Desarrollo ...................................................................................................................................................... 3 Funcionamiento de la granja de render. ..................................................................................................... 4 Despliegue de la granja de render: ............................................................................................................ -
A Framework for Creating a Distributed Rendering Environment on the Compute Clusters
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 4, No. 6, 2013 A Framework for Creating a Distributed Rendering Environment on the Compute Clusters Ali Sheharyar Othmane Bouhali IT Research Computing Science Program and IT Research Computing Texas A&M University at Qatar Texas A&M University at Qatar Doha, Qatar Doha, Qatar Abstract—This paper discusses the deployment of existing depend on any other frame. In order to reduce the total render farm manager in a typical compute cluster environment rendering time, rendering of individual frames can be such as a university. Usually, both a render farm and a compute distributed to a group of computers on the network. An cluster use different queue managers and assume total control animation studio, a company dedicated to production of over the physical resources. But, taking out the physical animated films, typically has a cluster of computers dedicated resources from an existing compute cluster in a university-like to render the virtual scenes. This cluster of computers is called environment whose primary use of the cluster is to run numerical a render farm. simulations may not be possible. It can potentially reduce the overall resource utilization in a situation where compute tasks B. Objectives are more than rendering tasks. Moreover, it can increase the In a university environment, it can be complicated to do the system administration cost. In this paper, a framework has been rendering because many researchers do not have access to a proposed that creates a dynamic distributed rendering dedicated machine for rendering [6]. They do not have access environment on top of the compute clusters using existing render to a rendering machine for a long time as it may become farm managers without requiring the physical separation of the unavailable for other research use. -
Dr. Queue Com Blender Um Render Farm GNU
Dr. Queue com Blender Um Render Farm GNU Por Alexandre da Silva costa [email protected] 1 Este artigo tem como intuito ensinar como usar o consagrado software de animações, blender com o render farm Dr.queue. Render Farm é um conceito muito próximo do cluster, porém em um cluster as aplicações tem seus processos subdivididos pelas maquinas de uma rede, para que cada uma faça uma parte e entregue o resultado final, tornando o processamento de aplicações complexas muito mais rápidas . No caso do Render farm, não dividimos os processos de uma aplicação, mas sim os quadros de uma animação. Chamamos de quadro as imagens estáticas que serão exibidas, formando uma animação, assim como são feitos desenhos animados convencionais, que serão posteriormente unidas à um arquivo de vídeo que exibirá os mesmos em sequência . Os resultados praticos, se você tiver uma maquina que renderiza uma animação em 2 horas, se tiver outra identica, fara o mesmo serviço em aproximadamente 1 hora, se tiver 8 maquinas o serviço estara pronto em 7,5 minutos e assim por diante. Para quem não conhece, explicarei o que é renderização. Quando modelamos em um software em 3d usamos sistemas vetoriais para criar nossos modelos, como é feito em programas mais simples como inkscape ou corel Draw, porém em programas 3d usamos sistemas um pouco mais complexos, como opengl, que conseguem gerar vetores 3d para gerarmos nossos modelos, este tipo de técnica necessita de um processador e placa de vídeo razoável para que possamos criar modelos complexos, como seres humanos, animais, prédios, carros. -
Spring 2005 ISSN 1741-4229
IIRRMMAA INFORMATION RISK MANAGEMENT & AUDIT JOURNAL ◆ SPECIALIST ROUP OF THE ◆ JOURNAL A G BCS volume 15 number 1 spring 2005 ISSN 1741-4229 Programme for members’ meetings 2004 – 2005 Tuesday 7 September 2004 Computer Audit Basics 2: Auditing 16:00 for 16:30 Late afternoon the Infrastructure and Operations KPMG Thursday 7 October 2004 Regulatory issues affecting IT in the 10:00 to 16:00 Full day Financial Industry Old Sessions House Tuesday 16 November 2004 Networks Attacks – quantifying and 10:00 to 16:00 Full day dealing with future threats Chartered Accountants Hall Tuesday 18 January 2005 Database Security 16:00 for 16:30 Late afternoon BCS Tuesday 15 March 2005 IT Governance 10:00 to 16:00 Full day BCS – The Davidson Building, 5 Southampton Street, London WC2 7HA Tuesday 17 May 2005 Computer Audit Basics 3: CAATS 16:00 for 16:30 Late afternoon Preceded by IRMA AGM BCS – The Davidson Building, 5 Southampton Street, London WC2 7HA AGM precedes the meeting Please note that these are provisional details and are subject to change. The late afternoon meetings are free of charge to members. For full day briefings a modest, very competitive charge is made to cover both lunch and a full printed delegate’s pack. For venue map see back cover. Contents of the Journal Technical Briefings Front Cover Editorial John Mitchell 3 Chairman’s Corner Alex Brewer 5 The Down Under Column Bob Ashton 6 Statistical Risk Cluster Analysis for Network Segmentation Vasilios Katos 7 Preparing for Freedom of Information in the UK Jack Vivrett 12 IRMA Presentation, 17 May 2005 – Computer Audit Basics 3 16 BCS Matters Colin Thompson 17 Members’ Benefits 20 Membership Application 21 Management Committee 23 Advertising in the Journal 24 IRMA Venues Map 24 GUIDELINES FOR POTENTIAL AUTHORS The Journal publishes various types of article. -
Free and Open Source Software
Free and open source software Copyleft ·Events and Awards ·Free software ·Free Software Definition ·Gratis versus General Libre ·List of free and open source software packages ·Open-source software Operating system AROS ·BSD ·Darwin ·FreeDOS ·GNU ·Haiku ·Inferno ·Linux ·Mach ·MINIX ·OpenSolaris ·Sym families bian ·Plan 9 ·ReactOS Eclipse ·Free Development Pascal ·GCC ·Java ·LLVM ·Lua ·NetBeans ·Open64 ·Perl ·PHP ·Python ·ROSE ·Ruby ·Tcl History GNU ·Haiku ·Linux ·Mozilla (Application Suite ·Firefox ·Thunderbird ) Apache Software Foundation ·Blender Foundation ·Eclipse Foundation ·freedesktop.org ·Free Software Foundation (Europe ·India ·Latin America ) ·FSMI ·GNOME Foundation ·GNU Project ·Google Code ·KDE e.V. ·Linux Organizations Foundation ·Mozilla Foundation ·Open Source Geospatial Foundation ·Open Source Initiative ·SourceForge ·Symbian Foundation ·Xiph.Org Foundation ·XMPP Standards Foundation ·X.Org Foundation Apache ·Artistic ·BSD ·GNU GPL ·GNU LGPL ·ISC ·MIT ·MPL ·Ms-PL/RL ·zlib ·FSF approved Licences licenses License standards Open Source Definition ·The Free Software Definition ·Debian Free Software Guidelines Binary blob ·Digital rights management ·Graphics hardware compatibility ·License proliferation ·Mozilla software rebranding ·Proprietary software ·SCO-Linux Challenges controversies ·Security ·Software patents ·Hardware restrictions ·Trusted Computing ·Viral license Alternative terms ·Community ·Linux distribution ·Forking ·Movement ·Microsoft Open Other topics Specification Promise ·Revolution OS ·Comparison with closed -
Renderman for Artist 01
RenderMan For Artists #01 RenderMan Architecture Wanho Choi (wanochoi.com) The Road Ahead • Learning RenderMan is not easy or quick. However, it is not rocket science either. - Rudy Cortes - RenderMan for Artists wanochoi.com We will explore … • The RenderMan Shading Language Guide – Rudy Cortes and Saty Raghavachary • Rendering for Beginners: Image synthesis using RenderMan – Saty Raghavachary • Advanced RenderMan: Creating CGI for Motion Pictures – Anthony A. Apodaca and Larry Gritz • Essential RenderMan – Ian Stephenson • The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics – Steve Upstill • SIGGRAPH course notes – 1992, 1995, 2000, 2001, 2002, 2003, 2006 • pdf files from web • Etc. RenderMan for Artists wanochoi.com Rendering • What is rendering? – A series of works for determining the color and opacity value of a pixel – Scene (objects, lights, camera in 3D) Image (2D) • Rendering algorithms – Scanline – Ray tracing – Radiosity – etc. • Commercial renderers – RenderMan – Mental Ray – V-Ray – POV-Ray – FurryBall – etc. RenderMan for Artists wanochoi.com Ray Tracing Algorithm • A technique for generating an image by tracing the path of light through pixels in an image plane. RenderMan for Artists wanochoi.com RenderMan • A standard technical specification created by Pixar for 3D scene description – RiSpec: RenderMan Interface Specification • There are some RenderMan compliant renderers. – PRMan, AIR, Pixie, 3Delight, Aqsis, RenderDotC, BMRT, Mantra, etc. – It must meet all of the standard requirements laid out -
3D Computer-Generated Imaging and Technical Communication Classes Nikki Ann Agee University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2016-01-01 Animating Composition: 3D Computer-generated Imaging and Technical Communication Classes Nikki Ann Agee University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Rhetoric Commons Recommended Citation Agee, Nikki Ann, "Animating Composition: 3D Computer-generated Imaging and Technical Communication Classes" (2016). Open Access Theses & Dissertations. 795. https://digitalcommons.utep.edu/open_etd/795 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. ANIMATING COMPOSITION: 3D COMPUTER-GENERATED IMAGING & TECHNICAL COMMUNICATION CLASSES NIKKI A. AGEE Doctoral Program in Rhetoric and Writing Studies APPROVED: Beth Brunk-Chavez, PhD, Chair Lucia Dura, PhD Vince Burke, MFA Charles Ambler, Ph.D. Dean of the Graduate School Copyright © by Nikki A. Agee 2016 Dedication For Mom, Dad, and Nat, who love, support, and encourage me & For Beth and Helen, whose classes challenged me and changed my life Thank you. ANIMATING COMPOSITION: 3D COMPUTER-GENERATED IMAGING & TECHNICAL COMMUNICATION CLASSES by NIKKI A. AGEE, BA, MA DISSERTATION Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY English Department THE UNIVERSITY OF TEXAS AT EL PASO May 2016 Acknowledgements Many Obi Wans guided my passage through this project. I am most indebted to my dad, Douglas; my mom, Rosario; and my sister, Natalie. -
VU Rendering SS 2012
VU Rendering SS 2012 Unit 9: Renderman Overview 1. Pixar RenderMan / REYES • Highly complex software system used for a large portion of today's industrial CG work 2. Software shaders • Technology behind complex object appearance with simple basic geometry State of the Art in Graphics RenderMan Naming Confusion - RenderMan can be either one of three things: - RenderMan SL: The 3D scene description language defined by Pixar Inc. - RenderMan Interface: The interface between modelling and rendering - PRMan: The RenderMan-compliant hybrid scanline renderer sold by Pixar (REYES) - For a long time, Pixar PRMan was the only Rman- compliant system - BMRT was the first alternative (now defunct) What is Renderman? Maya Houdini Soft Image Render Man Interface PRMan Air RenderDC Aqsis RenderMan – The Product (PRMan) - Pixar Photorealistic RenderMan (PRMan) - Evolved gradually since 1982 / 84 from the Lucasfilm Renderer - Basically a sophisticated scanline renderer (can be bypassed) - Currently at release 16.0 - Displacements - Camera controls - Particles - Indirect illumination / GI - Hair & fur optimizations - SSS - Parallel network rendering - On demand raytracing PRMan Features - Displacements PRMan Features - Hair PRMan Features – Motion Blur REYES - “Render everything you ever saw” - REYES = software architecture - PRMan implements the REYES architecture REYES Assumptions and Goals 1 - High possible model complexity - Diverse types of primitives - Esp. data amplification primitives, such as fractals, procedural models etc. - Shading complexity - Complexity -
Volume 14, Number 4 August 1993
ISSN 1035-752 AUUG Inc. Newsletter Volume 14, Number 4 August 1993 Registered by Australia Post, Publication Number NBG6524 1 The AUUG incorporated Newsletter Volume 14 Number 4 August 1993 CONTENTS AUUG General Information ..................... 3 Editorial ........................... 5 AUUG Institutional Members ..................... 6 AUUG Management Committee Election Results ............... 8 AUUG President’s Page ....................... 9 AUUG Secretary’ s Report ...................... 11 Important Notification for Institutional Members ............... 14 AUUG’93 Update ......................... 15 AUUG Local Chapters AUUG Qeensland Chapter Update Mark White ...... 17 South Australian Chapter Michael Wagner ..... 17 AUUG Inc. - Victorian Chaper ................... 18 Update on AUUG Inc. - Victorian Chapter Activities Stephen Prince ..... 19 WAUG and Perth News Janet Jackson ...... 21 WAUG - June Meeting Review Adrian Booth ....... 21 WAUG- July Meeting Review Janet Jackson ..... 22 Impressions of SAGE-AU 93 Janet Jackson ..... 23 ACSnet Survey ......................... 27 AUUG Book Reviews ....................... 30 Wizard’s Bookshelf ........................ 35 Open System Publications ...................... 35 Prentice Hall Book Order Form .................... 36 WoodsLane Information ....................... 37 The Electronic Interviews Adrian Booth ..... 38 !AUUGN - from AUUGN Volume 1, Number 4 A brief note on UNIX System Performance Ian Johnstone et al. .... 43 The First Port is the Deepest Tony McGrath ..... 45 386BSD in the -
Analisis Kinerja Server Farm Untuk Menyelesaikan Proses Rendering Video
ANALISIS KINERJA SERVER FARM UNTUK MENYELESAIKAN PROSES RENDERING VIDEO Skripsi untuk memenuhi sebagian persyaratan mencapai derajat Sarjana S-1 Program Studi Teknik Informatika disusun oleh: PASA AGNI AHIMSA 09650019 PROGRAM STUDI TEKNIK INFORMATIKA FAKULTAS SAINS DAN TEKNOLOGI UNIVERSITAS ISLAM NEGERI SUNAN KALIJAGA YOGYAKARTA 2013 KATA PENGANTAR Alhamdulillahirabbil’alamiin, Puji syukur penulis panjatkan kepada Allah SWT karena dengan restu-Nya pelaksanaan dan penyusunan skripsi yang berjudul “Analisis Kinerja Server Farm untuk Menyelesaikan Proses Rendering Video” dapat diselesaikan sebagai persyaratan menyelesaikan Sarjana Strata Satu (S1) Jurusan Teknik Informatika, Fakultas Sains dan Teknologi Universitas Islam Negeri Sunan Kalijaga Yogyakarta. Penulisan skripsi ini tidak terlepas dari bantuan dan dukungan berbagai pihak. Oleh karena itu, ucapan terimakasih penulis sampaikan kepada : 1. Ibu dan Ayah tercinta, yang senantiasa mendoakan, memberikan motivasi dan semangat kepada penulis. 2. Bapak Prof. Dr. Akh Minhaji, selaku Dekan Fakultas Sains & Teknologi UIN Sunan Kalijaga. 3. Bapak Agus Mulyanto, M.Kom, selaku Ketua Program Studi Teknik Informatika Fakultas Sains & Teknologi UIN Sunan Kalijaga. 4. Bapak Imam Riadi, M.Kom selaku Dosen Pembimbing yang telah membantu terselesaikannya skripsi ini. 5. Sahabat-sahabat seperjuangan Teknik Informatika 2009, Khususnya Estu, Amey, Aziz, Ismi, Arum, Ridho, Ulin, Anik, Nabila, M.Syafrudin, S.Kom, Latif, dan semua rekan-rekan yang tergabung dalam Tim TIF 2009 Graduated S.Kom 2013, semoga kebersamaan ini senantiasa dilestarikan.Terimakasih atas ilmu serta suka dan dukanya. 6. Sesepuh KSl, Mas Setiya Budi,S.Kom, Mas M.H Mubarok,S.Kom, yang sudah v meluangkan waktu,pikiran,dan bandwidth untuk menemani ngoprek. Terimakasih atas dukungan,bantuan dan semangatnya. 7. Mas Mietsaq Husain, Selaku animator sekaligus Founder FliP Studio Semarang,terimakasih sekali atas bantuan, sharing ilmu dan tips berbisnis yang sudah diberikan. -
Development of Digital Arabic Content: Incubation Requirements and Training Needs
Distr. LIMITED E/ESCWA/ICTD/2010/Technical Paper.3 22 March 2010 ORIGINAL: ENGLISH DEVELOPMENT OF DIGITAL ARABIC CONTENT: INCUBATION REQUIREMENTS AND TRAINING NEEDS Prepared by Mr. Gabriel Deek United Nations New York, 2010 ________________________ Note: This document has been reproduced in the form in which it was received, without formal editing. The opinions expressed are those of the authors and do not necessarily reflect the views of ESCWA. 10-0106 Disclaimer: This document has been reproduced without formal editing. The views expressed in this paper are those of the authors and do not necessarily reflect the views of the United Nations Secretariat. Bibliographical and other references have not been verified. Mention of firm names and commercial products does not imply the endorsement of the Untied Nations. i CONTENTS Page Introduction ..................................................................................................................................... 1 Opportunity of E-Content incubators .............................................................................................. 10 Focus topics and applications for the development of Digital Content ........................................... 11 Infrastructure Needed ...................................................................................................................... 12 Training ........................................................................................................................................... 22 ii Introduction With the