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         Real Time Graphics Computer:     more books (87)
  1. 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly, 2006-11-17
  2. D.H.Eberly's3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) [Hardcover]2006) (2 edition) by D.H.Eberly., 2006
  3. D.H.Eberly's3D Game Engine Design, Second Edition(3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) [Hardcover]2006 by D.H.Eberly, 2005
  4. Real-Time Computer Graphics
  5. D.H.Eberly's 3DGameEngineDesign,SecondEdition(3DGameEngineDesign, Second Edition: A Practical Approach to Real-Time Computer Graphics(TheMorganKaufmannSeriesinInteractive3DTechnology)[Hardcover]2006 by D.H.Eberly, 2005
  6. Demo (Computer Programming): Interactivity, Multimedia, Subculture, Demoscene, Demogroup, Computer programming, Music, Drawing, Real- time computing, Computer ... graphics, Demo effect, Full screen effect
  7. GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics by Randima Fernando, 2004-04-01
  8. IEEE Iccv Workshop on Recognition, Analysis, and Tracking of Faces and Gestures in Real-Time Systems: 13 July 2001, Vancouver, B.C., Canada : Proceedings by IEEE Computer Engineering, PR&&&&, et all 2001-08
  9. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics by Randima Fernando, Mark J. Kilgard, 2003-03-08
  10. World War II: Frontline Command: Real-time Strategy, 3D Computer Graphics, World War II, The Bitmap Brothers, Focus Multimedia, Morale, Z: Steel Soldiers, Eurogamer, IGN, GameSpot
  11. Real-Time Rendering, Third Edition by Tomas Akenine-Moller, Eric Haines, et all 2008-07-31
  12. Amiga Real-Time 3D Graphics by Andrew Tyler, 1992-10
  13. Computer Graphics and Virtual Environments: From Realism to Real-Time by Mel Slater, Anthony Steed, et all 2001-10-08
  14. Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics) by Ron Fosner, 2003-01-14

1. Computer Graphics Systems Development Corp (CGSD) - Home Page
Builds high performance custom simulation and virtual reality systems.Category computers Virtual reality Hardware...... and patent services, publish the industry newsletter real time graphics and providea computer graphics Definition of the Day from The Dictionary of computer
http://www.cgsd.com/
CGSD Corporation builds high performance custom simulation and virtual reality systems. We also provide consulting and patent services, publish the industry newsletter Real Time Graphics and provide a specialized software product for color space manipulation. See the CGSD Projects page for news of some of our current projects, which include development of a texture library for simulation, development of a virtual cockpit with force and tactile feedback, and building the prototype of a device for three dimensional walking in virtual space - OmniTrek CGSD'S SITE MAP
Computer Graphics Definition of the Day
from The Dictionary of Computer Graphics and Virtual Reality ruled surface : A surface capable of being generated by sweeping a line through space, or a portion of such a surface.

Need directions?

email: rlatham@cgsd.com - President

2. Real-Time Algorithms And Intersection Test Methods For Computer Graphics
realtime Algorithms and Intersection Test Methods for computer graphics In real-time computer graphics applications, at least three major forces are in conflict, namely, rendering
http://www2.lib.chalmers.se/cth/diss/doc/9899/MollerTomas.html
Chalmers dissertations
Real-Time Algorithms and Intersection Test Methods for Computer Graphics
School of Electrical and Computer Engineering
Department of Computer Engineering
Postgraduate Programme in Computer Engineering
In real-time computer graphics applications, at least three major forces are in conflict, namely, rendering speed, the level of realism, and interactivity. Therefore this thesis focuses on real-time algorithms that enhance the realism while maintaining high rendering speed, and on fast intersection test methods in order to speed up, for example, collision detection, picking processes and ray tracing. The second part on intersection test methods starts with a paper that derives a new method for speeding up the primary ray intersections in a ray tracing program. The second paper presents a fast method for computing the intersection between a ray and a triangle, which is followed by a paper on determining whether two triangles overlap. The methods of the last two papers have applications in ray tracing, global illumination, picking processes, and in collision detection. The majority of the algorithms and methods presented in this thesis have been implemented and used in commercial software.

3. Real-Time Rendering Resources
to realtime computer graphics, by Dave Eberly (his code is online), 2000. 3D Games, Volume 1 real-time Rendering and
http://www.realtimerendering.com/
Real-Time Rendering
Last changed: April 2, 2003 This is the Web site for the book Real-Time Rendering , by and Eric Haines , ~880 pages, from A.K. Peters Ltd. , 2nd edition, ISBN 1568811829 list price $59. jump to links We are honored to learn that our 2nd Edition has been awarded a 2002 Front Line Award from Game Developer Magazine for product excellence and innovation. click to see larger image A quote from the January 2003 issue's awards article:
"I can't think of any higher praise for a book than the fact that it's always on my desk and within easy reach, and Real-Time Rendering, 2nd Edition is one of the few books that qualifies for that distinction. Real-Time Rendering provides thorough coverage of the current state of the art in real-time graphics, as well as case studies, appendices to help brush up your math skills, and a voluminous source bibliography. There's no doubt that this is a must-have volume for any graphics programmer." - Herb Marselas, Ensemble Studios You can order the book from Amazon and get free shipping, or from

4. CG2, Inc. - Specializing In Computer Generated Graphics
computer graphics Company committed to the development of high quality computer generated graphics. Providing software products and services in the areas of realtime 3D visualization, 3D geometric model development, real-time image generation, and simulation development. Demos available.
http://www.cg2.com/
Did you see us at ITEC 2002? Did you see us at ITEC 2002?

5. Electronic Visualization Laboratory At University Of Illinois At Chicago
A graduate research laboratory specializing in virtual reality and realtime interactive computer graphics; it is a joint effort of UIC's College of Engineering and School of Art and Design.
http://www.evl.uic.edu/EVL/
this uses a flash animation. please download flash now. Electronic Visualization Laboratory
University of Illinois at Chicago
Sorry, the page you're trying to reach is temporarily unavailable or the page may no longer exist. Please check the spelling of the URL to make sure the address is correct. Go to the Electronic Visualization Laboratory's home page. Error type 404 - Object Not Found info research art papers ... events

6. CGSD's List Of Related Web SitesCGSD's List Of Related Web Sites
of interactive, realtime 3D development tools, applications, and graphical userinterfaces. Evans and Sutherland computer Company - chip-level PC graphics to
http://www.cgsd.com/links/links.html
    CGSD's List of Simulation Graphics and Virtual Reality Sites
    Have a site you would like listed here? E-mail rlatham@cgsd.com
    CGSD Business Partners
    CyberEdge Information Services - Consulting for the marketing and application of VR, and home of Real Time Graphics columnist Ben Delaney TerraSim - Software for building real time terrain databases, using CGSD's Real Texture Library (R) Terrex - Software for building real time terrain databases, using CGSD's Real Texture Library (R) and Automatic Culture Generator (tm)
    Interesting Sites
    3-D Cafe
    - makes graphics accelerator chips
    - Dedicated to 3D Computer Graphics
    ATI
    - Makes 3-D graphics chips and boards
    Algorithm
    - Immersive Simulation Technologies for Entertainment and Training
    Binghamton University
    - Watson School of Engineering, simulator research and sponsor of the annual Flight and Driving Simulator Update short course for professionals
    CG
    Audition (tm) for demonstration of its E-Town Building Library.
    CGSD Corp.

7. Electronic Visualization Laboratory At University Of Illinois At Chicago
EVL is a graduate research laboratory specializing in virtual reality and realtime interactive computer graphics.
http://www.evl.uic.edu/home.html
this uses a flash animation. please download flash now. Electronic Visualization Laboratory
University of Illinois at Chicago
The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) is a graduate research laboratory specializing in virtual reality and real-time interactive computer graphics. A joint effort of UIC's College of Engineering and School of Art and Design, EVL represents the oldest formal collaboration between engineering and art, offering graduate degrees in electronic visualization (MFA, MS, PhD). Electronic Visualization is the art and science of creating images in electronic media and on virtual reality display devices. The primary goal of the Electronic Visualization graduate program is to further students' visual goals using the tools of advanced computer graphics, computer animation, interactive graphics, video, and virtual reality (VR).
Related research goals include scientific visualization, new methodologies for informal science and engineering education, paradigms for information display, distributed computing, sonification, human/computer interfaces, every-citizen interfaces, and abstract math visualization. EVL is also involved in evaluating VR as an educational tool.

8. Research On Real-Time Computer Graphics
research on realtime graphics. New work I am doing at the computergraphics Group at MIT. Image-based Object Representation. Image
http://www.gup.uni-linz.ac.at/~gs/research/
research
on
real-time
graphics
New work I am doing at the Computer Graphics Group at MIT.
Image-based Object Representation
Image-based object representations have the desirable property of being independent of the object's complexity both in terms of memory requirements and rendering complexity. Nonetheless, their demands on memory are usually quite high. The proposed object representation can do with as little as twenty to thirty images per object.
Layered Impostors
Image warping increases the set of viewpoints for which a single image can be used in image-based rendering. Layered impostors implement image warping with adaptive accuracy compatible with current texture-mapping hardware. They are based on the observation that pixels at similar depth move in a similar way during warping.
Nailboards
In the context of dynamic scenes impostors suffer from visibility errors, because no depth information is associated with object images. Nailboards overcome this problem by keeping the object's deviation from the impostor.
Hierarchical 3D Image Caching
Impostors can not only be used to replace individual objects but also arbitrary scene parts. By building a hierarchy over the static scene, frame-to-frame coherence can be exploited.

9. Envisage, Inc.
A Huntsvillebased software engineering firm specializing in the development of custom real-time 2D and 3D computer graphics systems. Company personnel are experts at tailoring commercial off-the-shelf (COTS) hardware and in-house developed software to create state-of-the-art visualization systems for both military and commercial applications.
http://www.envisage-inc.com/

10. CS448A: Real-Time Graphics Architectures
a part of almost every personal computer. students interested in building graphicssystems, as programmers interested in realtime graphics applications such
http://graphics.stanford.edu/courses/cs448a-01-fall/
CS448A: Real-Time Graphics Architectures
Kurt Akeley and Pat Hanrahan
Information
  • Gates Room B12, Mon, Wed from 2:30-3:45pm Readings
Teaching Assistant: Ian Buck
Assignments
Benchmarking Graphics Hardware
Final Project
Description
High-performance 3D graphics systems are now a part of almost every personal computer. In fact, the two major computational components of a PC are its main processor (CPU) and its graphics processor (now being referred to as the GPU). This course covers the architecture of graphics chips and systems. Topics include the key components of the graphics pipeline including the display, framebuffer, rasterization, texturing and geometry processing stages. More general topics include how graphics chips are different than main processors, and how to quantitatively model and evaluate graphics systems. Finally, we will cover trends in graphics hardware including programmable shading and ray tracing architectures. This course is targetted to both systems students interested in building graphics systems, as well as programmers interested in real-time graphics applications such as games. The class is open to students with a background in computer graphics or computer systems and architecture. It may be taken for 1 or 3 credits. For 1 credit, each student will be expected to attend all the lectures and participate in discussions. For 3 credits, two projects will be assigned. The first will be to analyze tradeoffs in graphics architectures, and the second will be to design part of a graphics system.

11. Brian Smits, U Of Utah Computer Science
University of Utah computer graphics, rendering, global illumination, and real time ray tracing.
http://www.cs.utah.edu/~bes/
Brian Smits
Brian Smits ( CV Pixar Animation Studios
1200 Park Ave
Emeryville CA 94608 Email: bes@acm.org
Phone: 510.752.3591
Home
Computer Science Last modified: Mon Nov 20 20:30:55 MST 2000 by Brian Smits

12. Pat Hanrahan
courses on Visualization and realtime graphics Architectures (with Kurt Akeley).I also taught the Image Synthesis course in the computer graphics sequence,.
http://graphics.stanford.edu/~hanrahan/
Pat Hanrahan
CANON USA Professor

Computer Graphics Laboratory

Computer Science
and Electrical Engineering Departments
School of Engineering

Stanford University

Gates Computer Science Building, Room 370 3B
Stanford, CA 94305-4070
(650) 723-0033 (fax)
hanrahan@cs.stanford.edu
(The best way to reach me)
For additional assistance contact Ada Glucksman
Teaching
This fall I will be teaching a new course on Advanced Rendering ; Last year I taught special-topic courses on Visualization and Real-Time Graphics Architectures (with Kurt Akeley). I also taught the Image Synthesis course in the computer graphics sequence, In the fall of 2000 and the winter of 2001, I taught a special topics course called Appearance Models for Computer Graphics and Vision . This was a two-quarter course offered jointly between Stanford and Berkeley. The first quarter was at Stanford and co-taught along with Henrik Wann Jensen, Steve Marschner and Szymon Rusinkiewicz. The second quarter was at Berkeley and taught primarily by Jitendra Malik. The previous winter quarter I taught a 2nd version of Experiments in Digital Television , which I also had taught the previous year along with Milton Chen, Philipp Slusallek and Serge Rutman, and in the fall quarter (1999) I taught a course on Interactive Workspaces with Terry Winograd and Armando Fox. In the recent past, I've taught a special topics course titled

13. Millipede Electronic Graphics
Millipede design and manufacture broadcast quality video plugin boards, analogue and CCIR601 serial digital, PAL and NTSC. Our in-house designed chipsets provide advanced processing features, such as real-time Alpha channel windowing. Millipede are Acorn computer specialists and our quick-to-program, studio friendly, hardware can be tailored to provide very cost effective broadcast video solutions.
http://www.millipede.co.uk/
Millipede Electronic Graphics
Millipede design and manufacture computer motherboards and specialist professional video processing hardware, specifically for the RISC OS operating system.
We support analogue and CCIR601 serial digital, PAL and NTSC. Our quick-to-program, studio friendly, hardware can be tailored to provide very cost effective broadcast video solutions.
This site is always under construction, but feel free to walk around!
Imago concept motherboard
Events
Latest news
Older news
Product information
Software
Documentation
  • User manuals Latest versions in Impression Publisher format
Links
  • Links - some useful, some not so useful

14. CMSC 491A/691A: Real-time Graphics And Procedural Techniques
included news articles on chips and boards, IEEE computer article on ATI Olano paper,Stanford RTSL paper; Demos of realtime effects in graphics lab.
http://www.csee.umbc.edu/~ebert/691/Au00/
CMSC 491A / 691A:
Real-time Graphics and Procedural Techniques
Computer Science and Electrical Engineering Department
University of Maryland Baltimore County
Autumn 2000
Time: MW 3:30-4:45pm ECS 022
Instructor: Dr. David S. Ebert 214 ECS ebert@umbc.edu Phone: (410)455-3541 Office Hours: M,W 1:00-1:50pm Description:
This course will cover state of the art techniques for generating realistic real-time graphics and procedural techniques for real-time graphics, visualization, and modeling. The class will cover topics ranging from realistic rendering techniques for games, next-generation PC graphics hardware, and game consoles ($400 supercomputers!) to non-photorealistic procedural techniques for enhancing visualization and simulating natural phenomena. The format for the course will be group discussions of papers, some lectures by the instructors, and student presentations of papers. The grading will be based on participation in class and class projects. Class projects may be done individually or in groups of two. Projects have the potential of leading to work that forms the basis of an Undergraduate Research Project, Master's project, or Ph.D. research topic.
Class Topics
A partial list of topics includes the following:
  • State of the art in graphics hardware (Weeks 1-2)
    • Latest hardware architectures for PCs
    • Latest hardware architectures for workstations
    • Latest hardware architectures for game consoles
  • Procedural shading techniques for PC graphics hardware(Weeks 3-5)
      vertex operations

15. Jason Doucette's Resume
realtime computer graphics, artificial intelligence, physics simulations, entertainment and educational software, screen shots and free downloads, traditional paper resume available on-line.
http://www.geocities.com/pro-k
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16. Frame LIG Home Page
360 1500
http://ligwww.epfl.ch/
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17. Real-Time Shading (front Matter)
Bill Mark is a research associate in the computer graphics laboratory at StanfordUniversity. He is codeveloping a system for real-time programmable shading
http://www.csee.umbc.edu/~olano/s2001c24/
SIGGRAPH 2001 Course 24 Notes
Real-Time Shading
September 11, 2001: update to chapter 13 Course Abstract: Procedural shading, long valued for off-line rendering and production animation, is just becoming possible on interactive graphics hardware. A wide spectrum of interactive applications are poised to use it scientific visualization, product design, game development, and more. This course (formerly titled "Approaches for Procedural Shading on Graphics Hardware") explains the variety of techniques behind shading on current and future graphics hardware. These range from full procedural shading on advanced specialized hardware to limited, yet still surprisingly flexible, shading on unextended OpenGL, to the latest in PC graphics accelerators. Participants will see several of the systems in action and will learn the basic techniques in a series of technology overviews. The course will conclude with a panel session allowing the speakers and audience to discuss the relative merits and pitfalls of the different methods.
Speaker Biographies
Marc Olano Member of Technical Staff
SGI Marc Olano is the technical lead and compiler architect for the OpenGL Shader project at SGI. Olano received his Ph.D. in computer science from the University of North Carolina in Chapel Hill under Anselmo Lastra. His dissertation was on a shading language for the PixelFlow graphics system, the first full procedural shading language to run on graphics hardware. In addition to his work on shading algorithms for current and future graphics hardware, he has also done research on shading models, rendering algorithms, model simplification and scientific visualization.

18. Compare Prices On 3D Game Engine Design A Practical Approach To
Book title 3D Game Engine Design A Practical Approach to realtime computer graphics . . . . Author David Eberly . . . . Number of sellers 4 . . . . Price range $47.00 - $70.00 . . . . Last updated Mar 19, 2003 . . . . (3d game engine design)
http://redirect-west.inktomi.com/click?u=http://www.pricegrabber.com/search_book

19. TU Berlin --- Dept. Of Computer Science
Department of computer Science. Research interests include computer graphics, computer vision, real time systems, robotics, computer architecture, logic design, data structures, functional and logic programming, scientific computing, communication, operating systems, neural networks, software engineering, theoretical computer science, formal specification, compiler construction, artificial intelligence, and knowledge based systems.
http://cs.tu-berlin.de/index-en.html
Zum 1. April 2001 wurde die Neugliederung der vollzogen.
In der neuen gehen die bisherigen Fachbereiche Elektrotechnik und Informatik auf. Das Folgende ist im Wesentlichen ein Informationsangebot des bisherigen Fachbereichs Informatik: Please note that most topics are still in German. ( = Available in English.) The Organization of the Dept. of Computer Science Staff, Students and Projects Dean and Administration of the Department
Academic Self-Government

Institutes and Special Fields
(Partly in
Studies and Teaching

Research

Reports

Women's Representative
...
Personal Pages
(Partly in
List of Projects

Postgraduate Fellowship Programs
Colloquium (Partly in Services Miscellaneous Links Computing Services Library of Computer Science Library of Statistics Employments offered (modified 3.4.2003) ... Imprint For comments please send a mail to: webmaster@cs.tu-berlin.de transmitted at 4/11/2003, 06:10

20. REAL-TIME INTEGRATION OF SYNTHETIC COMPUTER GRAPHICS INTO LIVE VIDEO
work is the realtime inte-. gration of synthetic computer graphics and video. real-time implies that the integration
http://www.fit.fraunhofer.de/~kansy/Publications/montpellier95.pdf

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