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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.


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Patent
28 Nov 1990
TL;DR: An object-oriented document management and production system in which documents are represented as collections of logical components, or "objects", that may be combined and physically mapped onto a page-by-page layout is presented in this article.
Abstract: An object-oriented document management and production system in which documents are represented as collections of logical components, or "objects", that may be combined and physically mapped onto a page-by-page layout. Stored objects are organized, accessed and manipulated through a database management system. At a minimum, objects contain basic information-bearing constituents such as text, image, voice or graphics. Objects may also contain further data specifying appearance characteristics, relationships to other objects, and access restrictions.

475 citations

Book
11 Jun 1999
TL;DR: PNG: The Definitive Guide is the first book devoted exclusively to teaching and documenting the important new format, PNG, an indispensable compendium for Web content developers and is chock full of examples, sample code, and practical hands-on advice.
Abstract: From the Publisher: PNG (Portable Network Graphics) is the next-generation graphics file format for the Web. Designed as an open-source format to replace GIF (which uses a proprietary compression scheme, for which software makers must pay a licensing fee), PNG is better, smaller, more extensible, and FREE. Already supported by major software like Macromedia Fireworks, Adobe Photoshop, and Microsoft Office 98, as well as Netscape Navigator and Microsoft Internet Explorer, PNG is the next big thing in computer graphics. Similar to the GIF and TIFF formats, but far better, PNG will soon become the preferred file format for color-critical web images and high-quality graphics interchange. Even for noncritical images, PNG will likely replace GIF as the standard web format. PNG supports lossless compression, variable transparency information, and a range of color depths. PNG also provides direct support for gamma correction, the cross-platform control of image "brightness," and transparency. PNG: The Definitive Guide addresses the needs of graphic designers who want to get the most out of the format and programmers who want to add full PNG-support to their own applications. Specifically, Roelofs covers implementing PNG with the libpng C library. The book includes explanations of important improvements with PNG, such as gamma correction and the standard color spaces for precise reproduction of image colors on a wide range of systems. PNG: The Definitive Guide is the first book devoted exclusively to teaching and documenting the important new format, PNG. It is an indispensable compendium for Web content developers and is chock full of examples, sample code, and practical hands-on advice.

472 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

Proceedings ArticleDOI
30 Apr 1997
TL;DR: This paper presents a set of interaction techniques for use in headtracked immersive virtual environments that can be used for object selection, object manipulation, and user navigation in virtual environments.
Abstract: This paper presents a set of interaction techniques for use in headtracked immersive virtual environments. With these techniques, the user interacts with the 2D projections that 3D objects in the scene make on his image plane. The desktop analog is the use of a mouse to interact with objects in a 3D scene based on their projections on the monitor screen. Participants in an immersive environment can use the techniques we discuss for object selection, object manipulation, and user navigation in virtual environments. CR Categories and Subject Descriptors: 1.3.6 [Computer Graphics]: Methodology and Techniques - InteractionTechniques; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - VirtualReality. Additional Keywords: virtual worlds, virtual environments, navigation, selection, manipulation.

449 citations


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