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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
Marc Levoy1
15 Sep 1995
TL;DR: A software simulation that uses JPEG and MPEG-1 compression, and results for a variety of scenes showing polygon-assisted compression looks subjectively better for a fixed network bandwidth than compressing and sending the high-quality rendering.
Abstract: Recent advances in realtime image compression and decompression hardware make it possible for a high-performance graphics engine to operate as a rendering server in a networked environment. If the client is a low-end workstation or set-top box, then the rendering task can be split across the two devices. In this paper, we explore one strategy for doing this. For each frame, the server generates a high-quality rendering and a low-quality rendering, subtracts the two, and sends the difference in compressed form. The client generates a matching low quality rendering, adds the decompressed difference image, and displays the composite. Within this paradigm, there is wide latitude to choose what constitutes a high-quality versus low-quality rendering. We have experimented with textured versus untextured surfaces, fine versus coarse tessellation of curved surfaces, Phong versus Gouraud interpolated shading, and antialiased versus nonantialiased edges. In all cases, our polygon-assisted compression looks subjectively better for a fixed network bandwidth than compressing and sending the high-quality rendering. We describe a software simulation that uses JPEG and MPEG-1 compression, and we show results for a variety of scenes. CR Categories: I.4.2 [Computer Graphics]: Compression — Approximate methods I.3.2 [Computer Graphics]: Graphics Systems — Distributed/network graphics Additional keywords: client-server graphics, JPEG, MPEG, polygon-assisted compression

142 citations

Journal ArticleDOI
TL;DR: A framework for Visualization and Optimization and the Modeling Life-cycle is presented, with a focus on Hypermedia and Virtual Reality.
Abstract: Preface. 1. Introduction. I. A Framework for Visualization and Optimization. 2. People. 3. Text and Tables. 4. Graphics and Animation. 5. Sound and Touch. 6. Hypermedia and Virtual Reality. II. Visualization and the Modeling Life-cycle. 7. Conceptual Models. 8. Formulation. 9. Algorithm Execution. 10. Solution Analysis. III. Visualization for Optimization. 11. Text. 12. Hypertext. 13. Networks and Graphs. 14. Multiple Dimensions. 15. Animation. 16. Sound, Touch and Virtual Reality. 17. Visualization Tools. 18. Integration. 19. Research and Future Directions. Colophon. Bibliography. Author Index. Subject Index.

142 citations

Proceedings ArticleDOI
14 Jun 2020
TL;DR: This work proposes a differentiable sphere tracing algorithm that can effectively reconstruct accurate 3D shapes from various inputs, such as sparse depth and multi-view images, through inverse optimization and shows excellent generalization capability and robustness against various noises.
Abstract: We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the rendering process requires tremendous function queries, which is particularly problematic when the function is represented as a neural network. We optimize both the forward and backward pass of our rendering layer to make it run efficiently with affordable memory consumption on a commodity graphics card. Our rendering method is fully differentiable such that losses can be directly computed on the rendered 2D observations, and the gradients can be propagated backward to optimize the 3D geometry. We show that our rendering method can effectively reconstruct accurate 3D shapes from various inputs, such as sparse depth and multi-view images, through inverse optimization. With the geometry based reasoning, our 3D shape prediction methods show excellent generalization capability and robustness against various noises.

141 citations

Patent
31 Mar 1998
TL;DR: In this article, the attributes for a plurality of paint objects are defined in a hierarchy and can be stored on a memory device such as a computer hard drive, which is used in conjunction with special hardware including a high resolution computer monitor and high speed graphics imaging software.
Abstract: Graphics software for use in rendering an image on a computer display. The software is used in conjunction with special hardware including a high resolution computer monitor and high speed graphics imaging software. The software allows the user to create and manipulate paint objects that define the way images are modified by rendering tools such as a drawing tool or a titling tool. The attributes for a plurality of paint objects are defined in a hierarchy and can be stored on a memory device such as a computer hard drive. The organization into a hierarchy of the various attributes making up a complex object such as a paint stroke or a text body result in an ability to deal with branches of the hierarchy as persistable objects in their own right.

141 citations

Patent
05 Jan 2001
TL;DR: In this paper, a user interface for a radio frequency identification interrogation system is described, which interface may include graphics, sounds, lights, or combinations of the foregoing that provide information to a user in regard to the materials being interrogated.
Abstract: A user interface for a radio frequency identification interrogation system is disclosed, which interface may include graphics, sounds, lights, or combinations of the foregoing that provide information to a user in regard to the materials being interrogated.

141 citations


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