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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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Proceedings ArticleDOI
Richard G. Shoup1
01 Aug 1979
TL;DR: This paper describes a simple method for providing a limited but very useful real-time interactive animation capability on many existing frame buffer systems.
Abstract: Even a small amount of animation can greatly enhance graphic communication—particularly when it is desired to show change, movement, or a complex idea or relationship. In raster scan display systems, however, the cost of providing animation has usually been prohibitively high due to the large bandwidths involved in changing a picture rapidly. This paper describes a simple method for providing a limited but very useful real-time interactive animation capability on many existing frame buffer systems. Color table animation relies on changing only the colors of objects and areas present within a single, static picture via the frame buffer's color table RAM. Several variations of this technique are discussed and examples are given of such a capability in use for illustration, educational animation, and television graphics.

72 citations

Book
01 Jan 1996

72 citations

01 Jan 2016

72 citations

Proceedings ArticleDOI
09 Jul 2006
TL;DR: This paper compares the performance of two algorithms that are highly different in structure, implemented on both CPU and graphics hardware and extracts information about a preferred structure of optical flow algorithms for GPGPU based implementation.
Abstract: Since graphics cards have become programmable the recent years, numerous computationally intensive algorithms have been implemented on the now called General Purpose Graphics Processing Units (GPGPUs). While the results show that GPGPUs regularly outperform CPU based implementations, the question arose how optical flow algorithms can be ported to graphics hardware. To answer the question, the optimal algorithm structure to maximize the performance gained by using graphics cards has to be found. In this paper we compare the performance of two algorithms that are highly different in structure, implemented on both CPU and graphics hardware. Analyzing the results of the CPU and GPGPU implementation, we explore the mapping of the algorithms to the graphics hardware and thereof extract information about a preferred structure of optical flow algorithms for GPGPU based implementation.

72 citations

Proceedings Article
21 Nov 2001
TL;DR: Hardware-accelerated texture advection techniques to visualize the motion of particles in steady or time-varying vector fields given on Cartesian grids are presented and are especially useful for the interactive visualization of vector fields.
Abstract: We present hardware-accelerated texture advection techniques to visualize the motion of particles in steady or time-varying vector fields given on Cartesian grids. We propose an implementation of 2D texture advection which exploits advanced and programmable texture fetch and per-pixel blending operations on an nVidia GeForce 3. For 3D vector field visualization, we present an algorithm for SGI’s VPro, based on pixel textures and 3D textures. Moreover, we sketch how 3D texture advection could be implemented on future graphics boards that provide programmable fetch operations for 3D textures. Since all implementations exclusively use graphics hardware without intermediate data transfer to main memory, extremely high frame rates are achieved, e.g., up to 90 frames per second for advecting a calculatory number of one million particles in a 2D flow. The proposed techniques are especially useful for the interactive visualization of vector fields.

72 citations


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