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Tom Davis

Bio: Tom Davis is an academic researcher. The author has contributed to research in topics: OpenGL & Graphics pipeline. The author has an hindex of 3, co-authored 4 publications receiving 1021 citations.

Papers
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Book
06 Aug 1999
TL;DR: The OpenGL Programming Guide, Third Edition as discussed by the authors provides a comprehensive and comprehensive information on OpenGL and the OpenGL Utility Library, including detailed explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.
Abstract: From the Publisher: OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images. The OpenGL Programming Guide, Third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax shows how to use those functions to create interactive applications and realistic color images. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, including: 3D texture mapping Multitexturing New pixel storage formats, including packed and reversed (BGRA) formats Specular lighting after texturing The OpenGL imaging subset New GLU routines and functionality Numerous code examples are provided to practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. The OpenGL Technical Library was originally developed by SGI and continues to evelove under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI. The OpenGL Programming Guide, Third Edition was written by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.

714 citations

Book
01 Feb 1993
TL;DR: OpenGL Programming Guide, Sixth Edition as discussed by the authors provides a comprehensive overview of the latest features of OpenGL Version 2.1, including using server-side pixel buffer objects for fast pixel rectangle download and retrieval and discussion of the sRGB texture format.
Abstract: OpenGL Programming Guide, Sixth EditionOpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.The OpenGL Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including:Using server-side pixel buffer objects for fast pixel rectangle download and retrievalDiscussion of the sRGB texture formatExpanded discussion of the OpenGL Shading LanguageThis edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

146 citations

Book
01 Dec 2001
TL;DR: The Official OpenGL Library brings together the two official texts from the OpenGL Architecture Review Board needed by all serious graphics programmers: OpenGL Programming Guide, 3/e, and OpenGL Reference Manual,3/e.
Abstract: From the Publisher: OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images. The Official OpenGL Library brings together the two official texts from the OpenGL Architecture Review Board needed by all serious graphics programmers: OpenGL Programming Guide, 3/e, and OpenGL Reference Manual, 3/e. These are known among graphics programmers as the ired booki and the iblue book.i This library enables programmers to gain a practical understanding of OpenGL, and shows them how to unlock its full potential.

1 citations


Cited by
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Journal ArticleDOI
TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Abstract: The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware. This survey should be of particular interest to researchers who are interested in using the latest GPGPU applications in their systems of interest.

1,998 citations

Book
14 Sep 2000
TL;DR: The patterns catalogued in this second volume of Pattern-Oriented Software Architectures (POSA) form the basis of a pattern language that addresses issues associated with concurrency and networking.
Abstract: From the Publisher: Designing application and middleware software to run in concurrent and networked environments is a significant challenge to software developers The patterns catalogued in this second volume of Pattern-Oriented Software Architectures (POSA) form the basis of a pattern language that addresses issues associated with concurrency and networking The book presents 17 interrelated patterns ranging from idioms through architectural designs They cover core elements of building concurrent and network systems: service access and configuration, event handling, synchronization, and concurrency All patterns present extensive examples and known uses in multiple programming languages, including C++, C, and Java The book can be used to tackle specific software development problems or read from cover to cover to provide a fundamental understanding of the best practices for constructing concurrent and networked applications and middleware About the Authors This book has been written by the award winning team responsible for the first POSA volume "A System of Patterns", joined in this volume by Douglas C Schmidt from University of California, Irvine (UCI), USA Visit our Web Page

1,012 citations

Journal ArticleDOI
TL;DR: This article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms, and improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree.
Abstract: The abundance and importance of complex 3-D data bases in major industry segments, the affordability of interactive 3-D rendering for office and consumer use, and the exploitation of the Internet to distribute and share 3-D data have intensified the need for an effective 3-D geometric compression technique that would significantly reduce the time required to transmit 3-D models over digital communication channels, and the amount of memory or disk space required to store the models. Because the prevalent representation of 3-D models for graphics purposes is polyhedral and because polyhedral models are in general triangulated for rendering, this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2,3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression.

738 citations

Book
03 May 2007
TL;DR: An introduction to Geometric Algebra that will give a strong grasp of its relationship to linear algebra and its significance for 3D programming of geometry in graphics, vision, and robotics is found.
Abstract: Within the last decade, Geometric Algebra (GA) has emerged as a powerful alternative to classical matrix algebra as a comprehensive conceptual language and computational system for computer science. This book will serve as a standard introduction and reference to the subject for students and experts alike. As a textbook, it provides a thorough grounding in the fundamentals of GA, with many illustrations, exercises and applications. Experts will delight in the refreshing perspective GA gives to every topic, large and small. -David Hestenes, Distinguished research Professor, Department of Physics, Arizona State University Geometric Algebra is becoming increasingly important in computer science. This book is a comprehensive introduction to Geometric Algebra with detailed descriptions of important applications. While requiring serious study, it has deep and powerful insights into GA's usage. It has excellent discussions of how to actually implement GA on the computer. -Dr. Alyn Rockwood, CTO, FreeDesign, Inc. Longmont, Colorado Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down. Features Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Presents effective approaches to making GA an integral part of your programming. Includes numerous drills and programming exercises helpful for both students and practitioners. Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter. About the Authors Leo Dorst is Assistant Professor of Computer Science at the University of Amsterdam, where his research focuses on geometrical issues in robotics and computer vision. He earned M.Sc. and Ph.D. degrees from Delft University of Technology and received a NYIPLA Inventor of the Year award in 2005 for his work in robot path planning. Daniel Fontijne holds a Master's degree in artificial Intelligence and is a Ph.D. candidate in Computer Science at the University of Amsterdam. His main professional interests are computer graphics, motion capture, and computer vision. Stephen Mann is Associate Professor in the David R. Cheriton School of Computer Science at the University of Waterloo, where his research focuses on geometric modeling and computer graphics. He has a B.A. in Computer Science and Pure Mathematics from the University of California, Berkeley, and a Ph.D. in Computer Science and Engineering from the University of Washington. * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing * Written by leaders in the field providing essential information on this new technique for 3D graphics * This full colour book includes a website with GAViewer, a program to experiment with GA

450 citations

Journal ArticleDOI
TL;DR: It is argued that high-quality molecular graphics need not be expensive, and OpenGL-based software has been used under X-Windows to implement these techniques, and the possibility of a simultaneous visualization of SDFs and other 3D fields, such as the electron density is discussed.
Abstract: Spatial distribution functions of atomic densities. SDFs, have been proposed as a natural starting point for analysis of local molecular structure in liquids and solutions. The local structure in these systems is often complex and this is reflected in the fact that SDFs can be difficult to visualize. Among the different methods that can be used to visualize SDFs we discuss 3D isodensity surfaces, cross-sections, and 'comic book' animations. We also discuss the possibility of a simultaneous visualization of SDFs and other 3D fields, such as the electron density. These techniques are all intended to emphasize and bring out aspects of SDFs that promote a further understanding of the local molecular structure. OpenGL-based software has been used under X-Windows to implement these techniques, and we argue that high-quality molecular graphics need not be expensive. Data from a molecular dynamics simulation of an equimolar binary mixture of water and acetonitrile have been used to illustrate the discussion.

410 citations