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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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Proceedings ArticleDOI
Bruce Wallace1
01 Aug 1981
TL;DR: This paper presents several computer methods for assisting in the production of cartoon animation, both to reduce expense and to improve the overall quality.
Abstract: The task of assembling drawings and backgrounds together for each frame of an animated sequence has always been a tedious undertaking using conventional animation camera stands and has contributed to the high cost of animation production. In addition, the physical limitations that these camera stands place on the manipulation of the individual artwork levels restricts the total image-making possibilities afforded by traditional cartoon animation. Documents containing all frame assembly information must also be maintained.This paper presents several computer methods for assisting in the production of cartoon animation, both to reduce expense and to improve the overall quality.Merging is the process of combining levels of artwork into a final composite frame using digital computer graphics. The term “level” refers to a single painted drawing (cel) or background. A method for the simulation of any hypothetical animation camera set-up is introduced. A technique is presented for reducing the total number of merges by retaining merged groups consisting of individual levels which do not change over successive frames. Lastly, a sequence-editing system which controls precise definition of an animated sequence, is described. Also discussed is the actual method for merging any two adjacent levels and several computational and storage optimizations to speed the process.

77 citations

Proceedings ArticleDOI
19 May 2004
TL;DR: This paper presents a simple approach for rendering isosurfaces of a scalar field using the vertex programming capability of commodity graphics cards, and guarantees the absence of T-junctions by satisfying local bounds in the authors' nested error basis.
Abstract: This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex programming capability of commodity graphics cards, we transfer the cost of computing an isosurface from the Central Processing Unit (CPU), running the main application, to the Graphics Processing Unit (GPU), rendering the images. We consider a tetrahedral decomposition of the domain and draw one quadrangle (quad) primitive per tetrahedron. A vertex program transforms the quad into the piece of isosurface within the tetrahedron (see Figure 2). In this way, the main application is only devoted to streaming the vertices of the tetrahedra from main memory to the graphics card. For adaptively refined rectilinear grids, the optimization of this streaming process leads to the definition of a new 3D space-filling curve, which generalizes the 2D Sierpinski curve used for efficient rendering of triangulated terrains. We maintain the simplicity of the scheme when constructing view-dependent adaptive refinements of the domain mesh. In particular, we guarantee the absence of T-junctions by satisfying local bounds in our nested error basis. The expensive stage of fixing cracks in the mesh is completely avoided. We discuss practical tradeoffs in the distribution of the workload between the application and the graphics hardware. With current GPU's it is convenient to perform certain computations on the main CPU. Beyond the performance considerations that will change with the new generations of GPU's this approach has the major advantage of avoiding completely the storage in memory of the isosurface vertices and triangles.

77 citations

Patent
04 Feb 2011
TL;DR: In this paper, the authors describe a system that enables a user to execute, operate and interact with a software application such as a video game, on a client wherein the software application is executing on a remote server.
Abstract: Features are described herein that may be used to implement a system that enables a user to execute, operate and interact with a software application, such as a video game, on a client wherein the software application is executing on a remote server. The features enable the system to be implemented in an optimized fashion. For example, one feature entails intercepting graphics commands generated by the software application that are directed to a graphics application programming interface (API), manipulating the intercepted graphics commands to produce manipulated graphics commands that are reduced in size as compared to the intercepted graphics commands, and transferring the manipulated graphics commands from the server to the client for rendering thereon.

77 citations

Book
30 Sep 2005
TL;DR: John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this updated and expanded fourth edition of Mathematics for Computer Graphics.
Abstract: John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this updated and expanded fourth edition. The first four chapters revise number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, transforms, interpolation, 3D curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, and the last two chapters provide an introduction to differential and integral calculus, with an emphasis on geometry. Mathematics for Computer Graphics covers all of the key areas of the subject, including:Number setsAlgebraTrigonometryCoordinate systemsTransformsQuaternionsInterpolationCurves and surfacesAnalytic geometryBarycentric coordinatesGeometric algebraDifferential calculusIntegral calculusThis fourth edition contains over 120 worked examples and over 270 illustrations, which are central to the authors descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software and setting the scene for further reading of more advanced books and technical research papers.

77 citations

Patent
07 Jun 2012
TL;DR: In this article, an input device for processing video information has an input unit (112) for receiving the video information having low dynamic range [LDR] video data and a video processor (113) for generating a display signal for display in a LDR display mode or HDR display mode.
Abstract: A device for processing video information has an input unit (112) for receiving the video information having low dynamic range [LDR] video data and/or high dynamic range [HDR] video data, and a video processor (113) for generating a display signal for display in a LDR display mode or HDR display mode. Graphics data is processed for generating an overlay for overlaying the video data. The input unit receives graphics processing control data comprised in the video information, the graphics processing control data including at least one HDR processing instruction for overlaying the graphics data in the HDR display mode. The video processor is constituted for adapting the processing when overlaying the graphics data in dependence on the specific display mode and the HDR processing instruction. Advantageously the source of the video information is enabled to control the processing of graphics in HDR display mode via the HDR processing instruction.

77 citations


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