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Topic

Graphics

About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.


Papers
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Patent
17 Mar 1999
TL;DR: In this paper, a system and method implemented in hardware are provided to optimize rendering of a computer graphics image, which may be displayed in an image frame comprising a number of tiles (e.g., a triangle).
Abstract: A system and method implemented in hardware are provided to optimize rendering of a computer graphics image, which may be displayed in an image frame comprising a number of tiles. The system and method determine each tile in the image frame touched by a geometry (e.g., a triangle). Graphics data for the geometry is selectively stored into a separate, corresponding portion of memory for each tile touched by the geometry. The graphics data stored in each portion of memory can be readily accessed and used to render a portion of the image in the respective tile of the image frame.

90 citations

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.

90 citations

Patent
01 Jun 2011
TL;DR: In this article, the authors present systems, methods and apparatuses for use in providing the playback of multimedia content, including multimedia rendering client devices coupled with a LAN, a simplified Internet browser that establishes a browser environment; establishing a network connection over the LAN between the client device and a remote server; operating, within the browser environment, a lightweight remote user interface (RUI) protocol client application that is operated with a JavaScript based graphics application program interface to a graphics protocol stack.
Abstract: The present embodiments provide systems, methods and apparatuses for use in providing the playback of content. Some of these embodiments provide methods of playing back multimedia content, comprising: implementing, on a multimedia rendering client device coupled with a LAN, a simplified Internet browser that establishes a browser environment; establishing a network connection over the LAN between the client device and a remote server; operating, within the browser environment, a lightweight remote user interface (RUI) protocol client application that is operated with a JavaScript based graphics application program interface to a graphics protocol stack of the client device; receiving graphics commands; implementing, through the RUI protocol client application in cooperation with the JavaScript based graphics application program interface, the graphics commands and generating graphics in accordance with the graphics commands; and displaying on the client device the graphics consistent with the graphics commands.

89 citations

Proceedings ArticleDOI
10 Oct 2004
TL;DR: A tool for real-time visualization of motion features in 2D image sequences through an eigenvector analysis of the spatio-temporal structure tensor at every pixel location that allows reliable velocity estimates as well as quality indicators for the obtained results.
Abstract: We present a tool for real-time visualization of motion features in 2D image sequences. The motion is estimated through an eigenvector analysis of the spatio-temporal structure tensor at every pixel location. This approach is computationally demanding but allows reliable velocity estimates as well as quality indicators for the obtained results. We use a 2D color map and a region of interest selector for the visualization of the velocities. On the selected velocities we apply a hierarchical smoothing scheme which allows the choice of the desired scale of the motion field. We demonstrate several examples of test sequences in which some persons are moving with different velocities than others. These persons are visually marked in the real-time display of the image sequence. The tool is also applied to angiography sequences to emphasize the blood flow and its distribution. An efficient processing of the data streams is achieved by mapping the operations onto the stream architecture of standard graphics cards. The card receives the images and performs both the motion estimation and visualization, taking advantage of the parallelism in the graphics processor and the superior memory bandwidth. The integration of data processing and visualization also saves on unnecessary data transfers and thus allows the real-time analysis of 320/spl times/240 images. We expect that on the newest generation of graphics hardware our tool could run in real time for the standard VGA format.

89 citations

Journal ArticleDOI
TL;DR: This work outfits the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion, and presents how it can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction.
Abstract: We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or comparable graphics APIs. It currently outperforms all other known graphics processing units (GPU)-based iso-surface extraction algorithms in direct rendering for sparse or large volumes, even those using the recently introduced geometry shader (GS) capabilites. To achieve this, we outfit the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion. After reformulation of MC as a data compaction and expansion process, the HP algorithm becomes the core of a highly efficient and interactive MC implementation. For graphics hardware lacking GSs, such as mobile GPUs, the concept of HP data expansion is easily generalized, opening new application domains in mobile visual computing. Further, to serve recent developments, we present how the HP can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction.

89 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023469
20221,141
2021208
2020349
2019355
2018399