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Showing papers on "Graphics published in 2002"


Journal ArticleDOI
TL;DR: This work built on another training-based super- resolution algorithm and developed a faster and simpler algorithm for one-pass super-resolution that requires only a nearest-neighbor search in the training set for a vector derived from each patch of local image data.
Abstract: We call methods for achieving high-resolution enlargements of pixel-based images super-resolution algorithms. Many applications in graphics or image processing could benefit from such resolution independence, including image-based rendering (IBR), texture mapping, enlarging consumer photographs, and converting NTSC video content to high-definition television. We built on another training-based super-resolution algorithm and developed a faster and simpler algorithm for one-pass super-resolution. Our algorithm requires only a nearest-neighbor search in the training set for a vector derived from each patch of local image data. This one-pass super-resolution algorithm is a step toward achieving resolution independence in image-based representations. We don't expect perfect resolution independence-even the polygon representation doesn't have that-but increasing the resolution independence of pixel-based representations is an important task for IBR.

2,576 citations


Journal ArticleDOI
TL;DR: In cases where animated graphics seem superior to static ones, scrutiny reveals lack of equivalence between animated and static graphics in content or procedures; the animated graphics convey more information or involve interactivity.
Abstract: Graphics have been used since ancient times to portray things that are inherently spatiovisual, like maps and building plans. More recently, graphics have been used to portray things that are metaphorically spatiovisual, like graphs and organizational charts. The assumption is that graphics can facilitate comprehension, learning, memory, communication and inference. Assumptions aside, research on static graphics has shown that only carefully designed and appropriate graphics prove to be beneficial for conveying complex systems. Effective graphics conform to the Congruence Principle according to which the content and format of the graphic should correspond to the content and format of the concepts to be conveyed. From this, it follows that animated graphics should be effective in portraying change over time. Yet the research on the efficacy of animated over static graphics is not encouraging. In cases where animated graphics seem superior to static ones, scrutiny reveals lack of equivalence between animated and static graphics in content or procedures; the animated graphics convey more information or involve interactivity. Animations of events may be ineffective because animations violate the second principle of good graphics, the Apprehension Principle, according to which graphics should be accurately perceived and appropriately conceived. Animations are often too complex or too fast to be accurately perceived. Moreover, many continuous events are conceived of as sequences of discrete steps. Judicious use of interactivity may overcome both these disadvantages. Animations may be more effective than comparable static graphics in situations other than conveying complex systems, for example, for real time reorientations in time and space.

1,647 citations


Proceedings ArticleDOI
01 Jul 2002
TL;DR: Examples of real-world applications that use Chromium to achieve good scalability on clusters of workstations are given, and other potential uses of this stream processing technology are described.
Abstract: We describe Chromium, a system for manipulating streams of graphics API commands on clusters of workstations. Chromium's stream filters can be arranged to create sort-first and sort-last parallel graphics architectures that, in many cases, support the same applications while using only commodity graphics accelerators. In addition, these stream filters can be extended programmatically, allowing the user to customize the stream transformations performed by nodes in a cluster. Because our stream processing mechanism is completely general, any cluster-parallel rendering algorithm can be either implemented on top of or embedded in Chromium. In this paper, we give examples of real-world applications that use Chromium to achieve good scalability on clusters of workstations, and describe other potential uses of this stream processing technology. By completely abstracting the underlying graphics architecture, network topology, and API command processing semantics, we allow a variety of applications to run in different environments.

727 citations


Book
10 Oct 2002
TL;DR: Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
Abstract: From the Publisher: Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices. KEY FEATURES: * Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. * Covers problems relevant for both 2D and 3D graphics programming. * Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. * Provides the math and geometry background you need to understand the solutions and put them to work. * Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. * Resources associated with the book are available at the companion Web site. Author Biography: Philip Schneider leads a modeling and dynamic simulation software group at Walt Disney Feature Animation. Prior to that, his work at Apple and Digital Equipment Corporation in 3D graphics ranged from low-level interfaces to graphics libraries and interactive applications. He holds an M.S. in Computer Science from the University of Washington. Dave Eberly is the president of Magic Software, Inc., a company known for its free source code and documentation for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design, co-author with Philip Schneider of Geometric Tools for Computer Graphics, and author of the forthcoming Game Physics (Spring 2003).

597 citations


Journal ArticleDOI
Abstract: The article reviews studies that explain the role of graphical displays in learning and synthesizes relevant findings into principles for effective graphical design. Three theoretical perspectives provide the framework that organizes the review: dual coding theory, visual argument, and conjoint retention. The three theories are compatible although they are based on different assumptions. Research suggests that graphics are effective learning tools only when they allow readers to interpret and integrate information with minimum cognitive processing. Learners’ characteristics, such as prior subject-matter knowledge, visuospatial ability, and strategies, influence graphic processing and interact with graphical design to mediate its effects. Future research should investigate the interplay between display and learner characteristics and how graphical design can address individual differences in learning from graphics.

342 citations


Proceedings ArticleDOI
01 Jul 2002
TL;DR: A new method for the visualization of two-dimensional fluid flow based on the advection and decay of dye is presented, which achieves a high performance by using standard features of graphics hardware.
Abstract: A new method for the visualization of two-dimensional fluid flow is presented. The method is based on the advection and decay of dye. These processes are simulated by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of background images. For the latter a sequence of filtered white noise images is used: filtered in time and space to remove high frequency components. Because all steps are done using images, the method is named Image Based Flow Visualization (IBFV). With IBFV a wide variety of visualization techniques can be emulated. Flow can be visualized as moving textures with line integral convolution and spot noise. Arrow plots, streamlines, particles, and topological images can be generated by adding extra dye to the image. Unsteady flows, defined on arbitrary meshes, can be handled. IBFV achieves a high performance by using standard features of graphics hardware. Typically fifty frames per second are generated using standard graphics cards on PCs. Finally, IBFV is easy to understand, analyse, and implement.

329 citations


Proceedings ArticleDOI
28 Oct 2002
TL;DR: New interactive techniques capable of handling a million items (effectively visible and manageable on screen) are described, as well as new animation techniques and non-standard graphical features such as stereovision and overlap count.
Abstract: Existing information visualization techniques are usually limited to the display of a few thousand items. This article describes new interactive techniques capable of handling a million items (effectively visible and manageable on screen). We evaluate the use of hardware-based techniques available with newer graphics cards, as well as new animation techniques and non-standard graphical features such as stereovision and overlap count. These techniques have been applied to two popular information visualizations: treemaps and scatter plot diagrams; but are generic enough to be applied to other 2D representations as well.

276 citations


Book
01 Jul 2002
TL;DR: This book emphasizes physical modeling of sound and focuses on real-world interactive sound effects and is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound.
Abstract: Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound It is written at an introductory level with mathematical foundations provided in appendices Links to code examples and sound files can be found on the Downloads/Updates tab

267 citations


Proceedings ArticleDOI
01 Sep 2002
TL;DR: In this paper, the authors present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware, using an extension of cellular automata known as the coupled map lattice.
Abstract: In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular automata known as the coupled map lattice (CML). CML represents the state of a dynamic system as continuous values on a discrete lattice. In our implementation we store the lattice values in a texture, and use pixel-level programming to implement simple next-state computations on lattice nodes and their neighbors. We apply these computations successively to produce interactive visual simulations of convection, reaction-diffusion, and boiling. We have built an interactive framework for building and experimenting with CML simulations running on graphics hardware, and have integrated them into interactive 3D graphics applications.

242 citations


Journal ArticleDOI
TL;DR: An object-level multiversioning approach to consistency maintenance in real-time collaborative graphic editors is proposed, which is novel in achieving intention preservation and convergence, in preserving the work concurrently produced by multiple users in the face of conflict, and in minimizing the number of object versions for conflict resolution.
Abstract: Real-time collaborative graphics editing systems allow a group of users to view and edit the same graphics document at the same time from geographically dispersed sites connected by communication networks Consistency maintenance in the face of concurrent accesses to shared objects is one of the core issues in the design of these types of systems In this article, we propose an object-level multiversioning approach to consistency maintenance in real-time collaborative graphic editors This approach is novel in achieving intention preservation and convergence, in preserving the work concurrently produced by multiple users in the face of conflict, and in minimizing the number of object versions for conflict resolution Major technical contributions of this work include a formal specification of a unique combined effect for an arbitrary group of conflict and compatible operations, a distributed algorithm for incremental creation of multiple object versions, a consistent object identification scheme for multiple object versions, and a convergent layering scheme for overlapping objects All algorithms and schemes presented in this article have been implemented in an Internet-based GRACE (graphics collaborative editing) system

238 citations


Proceedings ArticleDOI
17 Jun 2002
TL;DR: A new method to compare solid models based on shape distributions is described, which is the systematic technique for performing consistent, engineering content-based comparisons of CAD models produced by different CAD systems.
Abstract: Our recent work has described how to use feature and topology in-formation to compare 3-D solid models. In this work we describe a new method to compare solid models based on shape distributions. Shape distribution functions are common in the computer graphics and computer vision communities. The typical use of shape dis-tributions is to compare 2-D objects, such as those obtained from imaging devices (cameras and other computer vision equipment). Recent work has applied shape distribution metrics for compari-son of approximate models found in the graphics community, such as polygonal meshes, faceted representation, and Virtual Reality Modeling Language (VRML) models. This paper examines how to adapt these techniques to comparison of 3-D solid models, such as those produced by commercial CAD systems. We provide a brief review of shape matching with distribution functions and present an approach to matching solid models. First, we show how to ex-tend basic distribution-based techniques to handle CAD data that has been exported to VRML format. These extensions address specific geometries that occur in mechanical CAD data. Second, we describe how to use shape distributions to directly interrogate solid models. Lastly, we show how these techniques can be put together to provide a "query by example" interface to a large, het-erogeneous, CAD database: The National Design Repository. One significant contribution of our work is the systematic technique for performing consistent, engineering content-based comparisons of CAD models produced by different CAD systems.

Proceedings ArticleDOI
18 Nov 2002
TL;DR: A programming framework is developed and applied to a variety of problems, including matrix multiplication and 3-SAT, and it is believed that efficient use of graphics hardware will become increasingly important to high-performance computing on commodity hardware.
Abstract: Recently, graphics hardware architectures have begun to emphasize versatility, offering rich new ways to programmatically reconfigure the graphics pipeline. In this paper, we explore whether current graphics architectures can be applied to problems where general-purpose vector processors might traditionally be used. We develop a programming framework and apply it to a variety of problems, including matrix multiplication and 3-SAT. Comparing the speed of our graphics card implementations to standard CPU implementations, we demonstrate startling performance improvements in many cases, as well as room for improvement in others. We analyze the bottlenecks and propose minor extensions to current graphics architectures which would improve their effectiveness for solving general-purpose problems. Based on our results and current trends in microarchitecture, we believe that efficient use of graphics hardware will become increasingly important to high-performance computing on commodity hardware.

Book ChapterDOI
19 Aug 2002
TL;DR: This paper presents a consolidation of a method proposed by Fletcher and Kasturi, with a number of improvements to make it more suitable for graphics-rich documents.
Abstract: Text/graphics separation aims at segmenting the document into two layers: a layer assumed to contain text and a layer containing graphical objects. In this paper, we present a consolidation of a method proposed by Fletcher and Kasturi, with a number of improvements to make it more suitable for graphics-rich documents. We discuss the right choice of thresholds for this method, and their stability. We also propose a post-processing step for retrieving text components touching the graphics, through local segmentation of the distance skeleton.

Patent
25 Apr 2002
TL;DR: In this article, an environmental profile is determined based on whether or not another graphics pattern exists at the surroundings of each correction target cell included in the entered design layout data, and a target cell name is replaced with a prescribed cell name of correction pattern corresponding to the determined environmental profile by referencing a cell replacement table.
Abstract: In a pattern correction method, design layout data of a pattern designed by an automated layout unit is entered. An environmental profile is determined based on whether or not another graphics pattern exists at the surroundings of each correction target cell included in the entered design layout data. A target cell name is replaced with a prescribed cell name of correction pattern corresponding to the determined environmental profile by referencing a cell replacement table. An OPC correction pattern corresponding to the replaced cell name is imported from a cell library.

Patent
04 Jan 2002
TL;DR: In this paper, a system on a chip (SOC) of a portable device provides a first set of graphics data to a graphics controller, which then renders a second set of rendered graphics data and sends it to an external display interface.
Abstract: Systems and methods are provided for supporting an external display on a portable device. A system on a chip (SOC) of the portable device provides a first set of graphics data to a graphics controller. The embedded graphics controller renders the first set of graphics data for output using an LCD screen integrated with the portable device. The SOC renders a second set of graphics data and provides rendered graphics data to an external display interface. The external display interface formats the rendered graphics data for output on an external, remote display.

Patent
26 Apr 2002
TL;DR: In this paper, a technique for optimizing the delivery of a multiplicity of advertisements and other programming is providing by trading off full-motion video for other forms of high quality still images, text, graphics and audio.
Abstract: A technique for optimizing the delivery of a multiplicity of advertisements and other programming (402) is providing by trading off full-motion video (404) for other forms of high quality still images, text, graphics and audio (406). By creating a group of synchronized digital programming components (408), for example, still-frame video, audio, graphics, text, animation, and media objects, which combined (416) utilize less bandwidth than a standard digital programming segment of full-motion video with CD quality audio, a greater number of differentiable programming content options can be made available in the digital transmission stream (418). Because of the greatly expanded amount of differentiable content that can be created using the bandwidth tradeoff techniques, greater precision in targeting particular content, such as advertisements, to particular users is possible. The invention also contemplates the system requirements, both hardware and software, for a digital programming transmission center and for user's receiver, necessary to implement the bandwidth tradeoff methodology.

Patent
12 Sep 2002
TL;DR: In this paper, a triangular mesh consisting of triangle-shaped graphics primitives represented a subdivided triangular shape is presented for rendering in graphical displays, where each primitive shares defined vertices with adjoining triangles.
Abstract: The present invention renders a triangular mesh for employment in graphical displays. The triangular mesh comprises triangle-shaped graphics primitives. The triangle-shaped graphics primitives represent a subdivided triangular shape. Each triangle-shaped graphics primitive shares defined vertices with adjoining triangle-shaped graphics primitives. These shared vertices are transmitted and employed for the rendering of the triangle-shaped graphics primitives.

Journal ArticleDOI
TL;DR: The so-called pixel bar charts retain the intuitiveness of traditional bar charts while allowing very large data sets to be visualized in an effective way and a comparison to other well-known visualization techniques shows a number of clear advantages.
Abstract: Simple presentation graphics are intuitive and easy-to-use, but show only highly aggregated data presenting only a very small number of data values (as in the case of bar charts) and may have a high degree of overlap occluding a significant portion of the data values (as in the case of the x-y plots). In this article, the authors therefore propose a generalization of traditional bar charts and x-y plots, which allows the visualization of large amounts of data. The basic idea is to use the pixels within the bars to present detailed information of the data records. The so-called pixel bar charts retain the intuitiveness of traditional bar charts while allowing very large data sets to be visualized in an effective way. It is shown that, for an effective pixel placement, a complex optimization problem has to be solved. The authors then present an algorithm which efficiently solves the problem. The application to a number of real-world e-commerce data sets shows the wide applicability and usefulness of this new idea, and a comparison to other well-known visualization techniques (parallel coordinates and spiral techniques) shows a number of clear advantages.

Patent
29 Mar 2002
TL;DR: In this article, a graphical user interface (GUI) for an interactive video casting network can be provided that is capable of being customized per element or as a scene of one channel or universally on all channels.
Abstract: A graphical user interface (GUI) for an interactive video casting network can be provided that is capable of being customized per element or as a scene of one channel or universally on all channels. For example, a user can select a desired appearance (e.g., a skin or schema) of individual elements related to a channel, such as scroll bars, backgrounds, icons, GIFs, menus, and the like. Alternatively or in addition, a user may choose to customize the appearance of items/elements such as graphical overlays, pop-up screens, trigger indicators, buttons, interactive applications, web pages, and the like. Non-exhaustive and non-limiting examples of skin themes may include, space, travel, animals, architecture, cartoons, etc. The skins may include settings related to shapes, color and pattern schemes, graphics, animation, and other variations.

Journal ArticleDOI
TL;DR: This work proposes a solution to the problem of whether or not observed features, such as bumps, are “really there” as opposed to being artifacts of the natural sampling variability using the graphical technique of significance in scale space.
Abstract: An important problem in the use of density estimation for data analysis is whether or not observed features, such as bumps, are “really there” as opposed to being artifacts of the natural sampling variability Here we propose a solution to this problem, in the challenging two-dimensional case, using the graphical technique of significance in scale space Color and dynamic graphics form an important part of the visualization method

Journal ArticleDOI
TL;DR: A real-time surgical simulation system with soft-tissue modeling and multi-user, multi-instrument, networked haptics, which allows for the relatively easy introduction of patient-specific anatomy and supports many common file formats.
Abstract: We describe the implementation details of a real-time surgical simulation system with soft-tissue modeling and multi-user, multi-instrument, networked haptics. The simulator is cross-platform and runs on various Unix and Windows platforms. It is written in C++ with OpenGL for graphics; GLUT, GLUI, and MUI for user interface; and supports parallel processing. It allows for the relatively easy introduction of patient-specific anatomy and supports many common file formats. It performs soft-tissue modeling, some limited rigid-body dynamics, and suture modeling. The simulator interfaces to many different interaction devices and provides for multi-user, multi-instrument collaboration over the Internet. Many virtual tools have been created and their interactions with tissue have been implemented. In addition, a number of extra features, such as voice input/output, real-time texture-mapped video input, stereo and head-mounted display support, and replicated display facilities are presented.

Proceedings ArticleDOI
26 Jul 2002
TL;DR: A new parallel algorithm and system, GigaWalk, for interactive walkthrough of complex, gigabyte-sized environments that combines occlusion culling and levels-of-detail and uses two graphics pipelines with one or more processors.
Abstract: We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabyte-sized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines with one or more processors. GigaWalk uses a unified scene graph representation for multiple acceleration techniques, and performs spatial clustering of geometry, conservative occlusion culling, and load-balancing between graphics pipelines and processors. GigaWalk has been used to render CAD environments composed of tens of millions of polygons at interactive rates on systems consisting of two graphics pipelines. Overall, our system's combination of levels-of-detail and occlusion culling techniques results in significant improvements in frame-rate over view-frustum culling or either single technique alone.

Patent
28 Feb 2002
TL;DR: In this paper, an electronic album creation system that includes an album construction window having an open, blank electronic canvas defining an open raster space such that the space receives a wide variety of graphics, text, and photos in a random fashion.
Abstract: An electronic album creation system that includes: an album construction window having an open, blank electronic canvas defining an open raster space such that the raster space receives a wide variety of graphics, text, and photos in a random fashion; a portfolio window of selected displayed images; digital toolbars containing icons that represent artistic and operational functions; drag and drop selection means for placing unfinished templates within the electronic canvas; and personalized creative art tools that define a user's selective input for artistic composition, color, and placement in the electronic album.

Journal ArticleDOI
TL;DR: Much of the paper is devoted to presenting a detailed illustration of the method for the cost-revenue conceptual design of high-rise office buildings, including several examples.
Abstract: The paper presents a computer-based method for the multicriteria conceptual design of engineered artifacts. The proposed method involves genetic-based stochastic search, Pareto optimization, and color-filtered graphics. A multicriteria genetic algorithm broadly searches the governing body of design knowledge and identifies Pareto designs that are equal-rank optimal in the sense that each is not simultaneously dominated for all objective criteria by any other feasible design. Computer color filtering of the Pareto-optimal design set creates informative graphics that identify trade-off relationships between competing objective criteria, as well as design subsets having particular designer-specified attributes. Much of the paper is devoted to presenting a detailed illustration of the method for the cost-revenue conceptual design of high-rise office buildings, including several examples.

Patent
28 Feb 2002
TL;DR: In this paper, a graphics controller maintains a virtual display refresh list (VDRL) comprising a plurality of pointers to scan line segments in memory, which can be updated to point to the buffer location in memory that stores newly completed object frame.
Abstract: A graphics controller which performs display list-based video refresh operations that enable objects with independent frame rates to be efficiently assembled is disclosed. The graphics controller maintains a virtual display refresh list (VDRL) comprising a plurality of pointers to scan line segments in memory. The graphics controller also creates, maintains, and deletes draw display lists (DDLs) that comprise pointers to object display list subroutines (ODLs) that independently draw objects in memory. The ODLs may allocated one or more buffers in memory into which different frames of the objects are drawn. When an ODL has completed executing, the corresponding pointer in the DDL may be updated to point to the buffer location in memory that stores the newly completed object frame. The VDRL is maintained independently (and may be doubled-buffered) and is updated using the DDLs. Motion estimation may be performed by the graphics controller using the different frames of objects that are drawn into memory by the ODLs. The different object frames may also be animated by the graphics controller once they are drawn into memory. The object frames stored in memory may be compressed to conserve memory.

Patent
26 Mar 2002
TL;DR: In this paper, the authors present a set of features required by Internet related applications (e.g. browser, email client, instant messaging system) can be implemented in a graphics chip.
Abstract: Applications such as web-browsers, email clients are currently available on high-end devices such as personal computers, workstations and laptops. The Internet has started to also become available on thin client devices such as touch panel displays, TVs, mobile phones and other handheld devices. The technology currently available for these thin client devices cannot easily utilize the technology from the high-end devices with respect to graphics due to limits on the memory and CPU power available. To overcome this problem, it is necessary to recognize that thin client devices have limited display and display update requirements, and hence, a carefully chosen set of features required by Internet related applications (e.g. browser, email client, instant messaging system) can be implemented in a graphics chip. In particular, a graphics chip can operate in unison with a processing device which sends necessary object information to the graphics chip to display. The processing device fetches the markup language data, parses the markup language data and creates a table of objects. The graphics chip reads the properties of these objects, such as text, image, buttons, text field objects etc., and displays them on the display devices with the use of a number of graphics engines for processing text, image and geometry objects.

Journal ArticleDOI
TL;DR: This paper considers the ESPN K Zone system which uses computer-generated graphics to create a shaded, translucent box that outlines the strike zone boundaries for viewers, and develops a complex system that fuses high-end computer graphics with a sophisticated algorithm for calculating flight trajectories.
Abstract: During a baseball game, dramatic changes in lighting conditions and the movement of objects and players can result in a shifting pattern of light and color that makes it especially difficult to track a pitched ball. Further, several ballparks have a net in place behind home plate, which contributes further to the visual clutter that the image processing system must filter out when tracking the baseball. Meeting these challenges required developing a complex system that fuses high-end computer graphics with a sophisticated algorithm for calculating flight trajectories. The paper considers the ESPN K Zone system which uses computer-generated graphics to create a shaded, translucent box that outlines the strike zone boundaries for viewers. Behind the flashy graphics, K Zone-named after a synonym for the strike zone is a sophisticated computing system that monitors each pitch's trajectory.

Patent
19 Feb 2002
TL;DR: In this article, a method of graphics processing includes determining a non-depth conditional status and an occlusion status of a fragment, which may be used in culling occluded fragments before expending resources such as processing cycles and memory bus usage.
Abstract: A method of graphics processing includes determining a non-depth conditional status and an occlusion status of a fragment. Such a method may be used in culling occluded fragments before expending resources such as processing cycles and memory bus usage. In one example, a scratchpad stores depth values of robust fragments and is used for occlusion testing. Graphics architectures, and methods that include use of representative Z values, are also disclosed.

Journal ArticleDOI
TL;DR: This work has been exploring how augmented reality (AR) technology can create fundamentally new forms of remote collaboration for mobile devices and how this technology could improve the real world experience of doctors.
Abstract: We've been exploring how augmented reality (AR) technology can create fundamentally new forms of remote collaboration for mobile devices AR involves the overlay of virtual graphics and audio on reality Typically, the user views the world through a handheld or head-mounted display (HMD) that's either see-through or overlays graphics on video of the surrounding environment Unlike other computer interfaces that draw users away from the real world and onto the screen, AR interfaces enhance the real world experience For example, with this technology doctors could see virtual ultrasound information superimposed on a patient's body

Patent
Christopher A. Cull1, Yves Riel1, Pierre Gagnon1, Philippe Boisvert1, Jean Daigle1 
14 May 2002
TL;DR: In this paper, the control panels of a simulated complex system are displayed as a texture mask over a 3D visual representation of an environment in which the complex system is operating, and an active window underlying the visual display is used to track user inputs to control panels.
Abstract: Control panels of a simulated complex system are displayed as a texture mask over a three-dimensional visual representation of an environment in which the complex system is operating. The three-dimensional visual representation is displayed in an inactive window to a user practicing or training on the simulated system. An active window underlying the visual display is used to track user inputs to the control panels. Smart graphics translate the user inputs into data elements that are sent to a full-scope simulation, and simulation conditions are returned and used to update the display of the control panels and the visual representation of the environment.