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  1. There are many applications of computer graphics including entertainment (games, cinema, tv commercials and other advertising), design (architectural, manufacturing, ...), visualiza- tion (medical, scienti c, information), simulation (training), and much more.

  2. Computer graphics pipeline, basic concepts, theory, algorithms, and techniques •Modeling: representation choices of different models •Rendering: simulating light and shadow, camera control, visibility, discretization of models •HCI (human-computer interface): specialized I/O devices, graphical user interfaces

  3. The course and notes focus on four key topics: 1. Image Representation How digital images are represented in a computer. This ’mini’-topic explores different forms of frame-buffer for storing images, and also different ways of representing colour and key issues that arise in colour (Chapter 2) 2. Geometric Transformation

  4. The convention in these notes will follow that of OpenGL, placing the origin in the lower left corner, with that pixel being at location (0,0). Be aware that placing the origin in the upper left is another common convention. One of 2N intensities or colors are associated with each pixel, where N is the number of bits per pixel.

  5. Computer graphics pipeline, basic concepts, theory, algorithms, and techniques. Modeling: representation choices of different models. Rendering: simulating light and shadow, camera control, visibility, discretization of models. HCI (human-computer interface): specialized I/O devices, graphical user interfaces.

  6. Department of Computer Science Center for Visual Computing CSE328 Lectures Bresenham’s Algorithm • Set up loop computing d at x 1, y 1 for (x=x 1; x<=x 2; ) x++; d += 2dy; if (d >= 0) {y++; d –= 2dx; } drawpoint(x,y); • Pure integer math, and not much of it • So easy that it is built into one graphics instruction (for several points ...

  7. What you will learn in 6.837. Fundamentals of computer graphics algorithms. How to implement most of the applications just shown. How graphics APIs and the graphics hardware work. 14.

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