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         Real Time Graphics Computer:     more books (87)
  1. Real-Time Cameras by Mark Haigh-Hutchinson, 2009-04-14
  2. Real-Time Volume Graphics by Klaus Engel, Markus Hadwiger, et all 2006-07-24
  3. Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) by Christer Ericson, 2005-01-05
  4. Real-time 3D Graphics for the Atari S. T.: A Practical Guide to 68000 Assembler Programming by Andrew Tyler, 1991-04-30
  5. C++ Real-Time 3d Graphics by Andrew Tyler, 1994-03
  6. Real-Time Shading by Marc Olano, Wolfgang Heidrich, 2002-07
  7. 3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM) by Alan Watt, Fabio Policarpo, 2000-12-15
  8. Real-time 3D Character Animation with Visual C++ by Nik Lever, 2002-01-22
  9. GPU-BASED REAL-TIME SOLID VOXELIZATION FOR VOLUMEGRAPHICS: Theory and Practice: Volume Modeling andVolumetric Collision Detection by Duoduo Liao, 2009-07-05
  10. Real-Time Computer Vision (Publications of the Newton Institute)
  11. Distributed Simulation and Real-Time Applications (Ds-RT 2001): 5th IEEE International
  12. 3D Games, Volume 2: Animation and Advanced Real-time Rendering by Alan Watt, Fabio Policarpo, 2003-04-06
  13. Real-Time Cinematography for Games (Game Development Series) by Brian Hawkins, 2005-01-28
  14. Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio by Allen R. Partridge, Allen Partridge, 2001-11-20

21. SIGGRAPH Computer Graphics Newsletter - Real-Time Interactive Graphics - May 99
at an application of interactive realtime graphics systems for which the same kindof real-time technology can Could it be that computer technology can help
http://www.siggraph.org/publications/newsletter/v33n2/columns/fraser.html

DETAILS
COLUMNS
CONTRIBUTIONS
a a a
REAL-TIME INTERACTIVE GRAPHICS
Vol.33 No.2 May 1999 ACM SIGGRAPH
How Real-Time Technology Can Improve the Quality of Life
Glen Fraser
SOFTIMAGE Inc. Scott S.Fisher
Telepresence Research Inc.
May 99 Columns
Real-Time Interactive Graphics

In the February issue, we looked at an application of interactive real-time graphics systems for entertainment.  Previous columns have dealt with interactive gaming, simulation and other areas.  In this column, we present two articles about ways in which the same kind of real-time technology can be applied with the goal of improving quality of life. “How’s your health?” There is no doubt that physical and mental health help form a foundation on which to build a happy, satisfying life.  People who suffer from phobias or other “anxiety disorders” are often painfully aware of the impact these can have on their happiness and their lives.  For some, activities which most of us don’t think twice about — like driving a car to work or being flown to a favorite vacation spot — can be seemingly insurmountable obstacles to personal fulfillment.  Could it be that computer technology can help people surmount some of these fears? In our first article, Mark and Brenda Wiederhold — both medical professionals from southern California — give us a look at some of the work being done in this area. Sometimes mental stress, fatigue and depression are caused by physical pain.  Cancer patients frequently suffer excessive pain and this only adds to the psychological trauma of the whole experience.  In Japan, Dr. Hiroshi Oyama and others at the National Cancer Center Hospital and the Mitsubishi Electric Corporation are working to help relieve some of this stress.  They are developing a “wellness system” to try to ease some of the anxiety and stress that cancer patients experience, by allowing them to virtually experience a natural environment, from the convenience of their bedside.  Our second article describes this ongoing effort, and some of their initial findings.

22. Institute For System Programing
Offers research and programming in compiler technology and program analysis, computer graphics and visualization, real time systems, discrete mathematics, and parallel computing.
http://www.ispras.ru/

News
April 8th 2003
Gelato Strategy Council has approved ISPRAS's membership in Gelato

The Institute for System Programming (ISP) of the Russian Academy of Sciences (RAS) was founded on January 25, 1994, from the departments of System Programming and Numerical Software, formerly of the Institute for Cybernetics Problems of the RAS. ISP RAS is embodied in the Division of Mathematical Sciences of the RAS under the guidance of the Presidium of the RAS. Our address: 109004, Moscow, B. Kommunisticheskaya, 25

23. SIGGRAPH Computer Graphics Newsletter - Real-Time Interactive Graphics - Novembe
there are only a limited number of real options available Some of their time may bespent designing the the user by displaying the appropriate graphics and sound
http://www.siggraph.org/publications/newsletter/v33n4/columns/realtime.html

DETAILS
COLUMNS
CONTRIBUTIONS
ARCHIVE
REAL-TIME INTERACTIVE GRAPHICS
Vol.33 No.4 November 1999 ACM SIGGRAPH
Real-time Interactive Storytelling
Scott S.Fisher
Telepresence Research Inc. Glen Fraser
SOFTIMAGE Inc.
November 99 Columns
Real-Time Interactive Graphics

During a recent vacation in Vancouver, I was randomly selected off the street by a TV crew, and asked (presumably as a member of the general public) a series of questions related to computing for an upcoming show. After talking about the Internet, peripherals and so on, I was posed the final question - "what do you think computers will be able to do in five years?" I was somewhat surprised that the first thing that came into my head was neither real-time ray-tracing nor one billion polygons per second but rather, "I really hope that computers will become better tools for storytelling." By profession, I am a software developer, and have worked on various creative and visual computing tools that can relate to storytelling - tools such as virtual reality, motion capture, virtual sets, real-time viewing and high-level animation. By hobby, I enjoy a number of creative pursuits. I dabble in computer animation and music. But my favorite and most satisfying creative pastime is writing - poems and stories. I find it a challenge to come up with good stories, and the process of writing brings me a lot of pleasure. I’m no longer a big computer game fanatic, but in my teens I would hang around arcades, pouring my hard earned paper-route or busboy money into the games. I remember my excitement when Dragon’s Lair first came out, and how awe-struck I was at its hand-drawn cel animation and new style of gameplay. Compared to most games (then as well as now), it greatly limits the player’s options for interaction - in fact, the player actually had no control over the path taken through the game - but these constraints allowed it to use a much more compelling "look" to tell its story. Fortunately for my wallet, I probably enjoyed watching others play more than I enjoyed playing myself. Many of us wanted to see the whole story, how it would "end up" - and if we weren’t good enough (or rich enough) to save the princess with our own hands, we could at least choose to stand on our tip-toes and watch over the bigger guys’ shoulders.

24. William Dolson & Associates Home Page
Provides software and systems engineering services, specializing in realtime, video, image processing and computer graphics. Includes service details and portfolios.
http://www.wdolson.com/
Software and Systems Engineering Consultants Use Our 30 Years of Experience and Technical Expertise to Reduce Your Critical Time-To-Market #71 County Road AO27
Estancia, NM 87016
505.400.4485 cell
505.384.0632 fax support@wdolson.com
http://www.wdolson.com

25. OpenGL - High Performance 2D/3D Graphics
The official site for OpenGL information.Category computers Programming graphics Libraries OpenGL...... to use Cg to create effects never before available for realtime applications. 03Phong shading is one of the most common lighting models in computer graphics.
http://www.opengl.org/
Quick Links Current News Recent News OpenGL Overview ARB Documentation API Specifications OpenGL 1.2 Extensions Implementations Books Tutorials/Classes Sample code Rendering tricks Feature Articles Technical FAQ Licensing OpenGL Logos Discussion Forums Job Classifieds OpenGL for games Windows software Linux software Mac software Accelerator boards Advertising Feedback www.opengl.org Developer Guide User Guide Site Map Search:
Home Recent News
Developers
About OpenGL Documentation ... Feedback
Can Web3D (interactive 3D worlds) become popular on the web or mobile devices? Yes, if there are good and easy authoring tools Yes, but only in niche markets like education or virtual museums Maybe, but someone has to show me good examples first Unlikely, VRML never caught on before and new enhanced formats probably won't now No, there is no compelling reason for interactive 3D on the web or mobile devices
View previous polls

OpenGL Current Headlines News Type: General Developer Cg/OpenGL real-time animated stereograms
This Cg/OpenGL demo shows real-time stereograms. It uses fragment programs (only for new NVidia FX and ATI 9000 line of video cards) giving it smooth depth ranges and animated stereograms generated interactively from a 3D scene z-buffer. You can create your own stereograms from any custom depth map, tile image or 3D scene. Options are also available for controling the depth factor, stripe width and inverting the depth.
Avid Xpress Pro with Avid Mojo for OpenGL real-time fx

The Matrix Reloaded 3D Screensaver v1.51 includes heaps of new options including configurable colours, 3D code movement and more. Star Trek 3D Starships Screensaver displays ships from Star Trek warping around the universe in glorious OpenGL 3D!

26. Real-Time Robot Motion Planning Using Rasterizing Computer Graphics Hardware - L
Update) Lengyel, J. and Reichert, M. and Donald, BR and Greenberg, DP, real TimeRobot Motion Planning Using Rasterizing computer graphics Hardware, In Proc.
http://citeseer.nj.nec.com/lengyel90realtime.html
Real-Time Robot Motion Planning Using Rasterizing Computer Graphics Hardware (1990) (Make Corrections) (38 citations)
Jed Lengyel, Mark Reichert, Bruce R. Donald, Donald P. Greenberg Computer Graphics
Home/Search
Context Related View or download:
dartmouth.edu/~brd/pa
animation.ps.gz
cornell.edu/pubs/1990/LRDG90a.ps.gz

dartmouth.edu/~brd/Te
... animation.ps.gz
Cached: PS.gz PS PDF DjVu ... Help
From: dartmouth.edu/~brd/papers (more)
From: dartmouth.edu/~brd/Teaching/An
Homepages: J.Lengyel M.Reichert
B.Donald
D.Greenberg ... (Update Links) Rate this article: (best) Comment on this article (Enter summary) Abstract: We present a real-time robot motion planner that is fast andcomplete to a resolution. The technique is guaranteed to find a path if one exists at the resolution, and all paths returned are safe. The planner can handle any polyhedral geometry of robot and obstacles, including disjoint and highly concave unions of polyhedra. The planner uses standard graphics hardware to rasterize configuration space obstacles into a series of bitmap slices, and then uses dynamic programming to create a... (Update) Context of citations to this paper: More ...where a key problem is how to plan the motion of moving robots. A good overview of motion planning in robotics is given by [17] proposes a robot motion planner that rasterizes configuration space obstacles into a series of bitmap slices, and then use dynamic

27. Real-Time Integration Of Synthetic Computer Graphics Into Live Video Scenes - Ka
realtime Integration Of Synthetic computer graphics Into Live Video Scenes (1995)(Make Corrections) (2 citations) Klaus Kansy, Thomas Berlage, et al.
http://citeseer.nj.nec.com/kansy95realtime.html
Real-Time Integration Of Synthetic Computer Graphics Into Live Video Scenes (1995) (Make Corrections) (2 citations)
Klaus Kansy, Thomas Berlage, et al.
Home/Search
Context Related View or download:
zeus.gmd.de/hci/pro
montpellier.ps.gz
fit.gmd.de/hci/proj
montpellier.ps.gz ... Montpellier.pdf
Cached: PS.gz PS PDF DjVu ... Help
From: zeus.gmd.de/pag bkpublications (more)
From: zeus.gmd.de/pag bkpublications
Homepages: K.Kansy T.Berlage
HPSearch
(Update Links)
Rate this article: (best) Comment on this article (Enter summary) Abstract: <E-1> In commercials and motion pictures, computer graphics is often used to achieve<E-406> special effects, e.g., adding synthetic dinosaurs in "Jurassic Park". This process<E-405> usually implies special camera equipment and a careful and time consuming post<E-425> processing of single frames. We consider a simplified scenario, where synthetic<E-400> objects are added automatically to a live scene in real-time. Reference points are<E-431> identified interactively in the first image and... (Update) Context of citations to this paper: More the user is arrived at his final position On the output side the following fields are involved: 2D projection, 3D projection [4]

28. Computer Graphics And Virtual Environments: From Realism To Real-Time - Addison
Science). computer graphics and Virtual Environments From realismto realtime. Mel Slater Anthony Steed Yiorgos Chrysanthou. ISBN
http://www.aw.com/catalog/academic/product/1,4096,0201624206,00.html
Find Your Rep Publish with Us Customer Service Careers ... Statistics
ABOUT THIS PRODUCT Description Table of Contents Features Appropriate Courses RELATED TITLES Advanced Topics in Computer Graphics (Computer Science) Computer Graphics and Virtual Environments: From Realism to Real-Time Mel Slater
Anthony Steed
Yiorgos Chrysanthou

ISBN: 0-201-62420-6
Publisher: Addison-Wesley
Format: Cloth; 570 pp
Published: 10/08/2001
Status: Instock
US: $55.00
You Save: $5.50 (10% off) Our Price: $49.50 Add to Cart Instructor Exam Copy Description This book provides a clear tutorial guide to essential concepts in computer graphics, including state-of-the-art techniques and novel applications such as virtual reality and other forms of 3D interaction. Providing a rich source of exampleswith which to experiment, and encouraging the development of programming skills, this book is ideal for anyone interested in the study of computer graphics. AW Higher Education Group , a division of Pearson Education , a Pearson . E-mail webmaster@awl.com

29. Real Time Multimedia: Human Driven Computer Graphics By Nathaniel Bobbitt
PULL ANIME. VISUAL PARADIGMS. 3D PROJECT Projects; Haptics; Tears Roses; Sanctuary; Ascent; DescentGrief; Review; Web Presence; VRML.VISUAL
http://www.geocities.com/researchtriangle/lab/8693/
  • PULL ANIME
  • VISUAL PARADIGMS
  • 3-D PROJECT
  • 30. Dissertation: "A Virtual World For An Autonomous Underwater Vehicle"
    Chapter 5. ThreeDimensional real-time computer graphics. Chapter Chapter5. Three-Dimensional real-time computer graphics. Chapter
    http://www.stl.nps.navy.mil/~brutzman/dissertation/
    Don Brutzman
    Code UW/Br, Naval Postgraduate School
    Monterey California 93943-5000 USA
    831.656.2149 office, 831.656.3679 fax
    brutzman@nps.navy.mil
    http://web.nps.navy.mil/~brutzman/dissertation/ Dissertation Abstract . A critical bottleneck exists in Autonomous Underwater Vehicle (AUV) design and development. It is tremendously difficult to observe, communicate with and test underwater robots, because they operate in a remote and hazardous environment where physical dynamics and sensing modalities are counterintuitive. An underwater virtual world can comprehensively model all salient functional characteristics of the real world in real time. This virtual world is designed from the perspective of the robot, enabling realistic AUV evaluation and testing in the laboratory. 3D real-time graphics are our window into that virtual world. Visualization of robot interactions within a virtual world permits sophisticated analyses of robot performance that are otherwise unavailable. Sonar visualization permits researchers to accurately "look over the robot's shoulder" or even "see through the robot's eyes" to intuitively understand sensor-environment interactions. Distribution of underwater virtual world components enables scalability and real-time response. The IEEE Distributed Interactive Simulation (DIS) protocol is used for compatible live interaction with other virtual worlds. Network access allows individuals remote access. This is demonstrated via Multicast Backbone (MBone) collaboration with others and World-Wide Web (WWW) access to pertinent archived images, papers, datasets, software, sound clips, text and any other computer-storable media.

    31. Projects / Games - Jason Doucette's Resume - Real Time Computer Graphics, Physic
    Download Algebra computer Program v2.1 (90KB for the bad (lack of) user interfaceand graphics. as an example that I can program a realtime physics simulation
    http://www.jasondoucette.com/games.html
    Back to Main Resume Page
    Name Description Time Commenced System Full Tilt
    Space Harrier Clone

    Arkanoid '97

    Spring Theory
    ...
    Gravity
    Arcade-Style Racing Game
    3D Arcade Shooter
    Arkanoid Clone
    Spring Physics
    Space Invaders Clone
    Volume Pixel Technology Graphical User Interface Font Designing Utility DOS Directory Navigation Utility Anti-Gravity Simulation Algebra Teaching Assistant Gravity Simulation February 21, 1999 July 17, 1998 April 7, 1997 December 5, 1996 August 16, 1996 August 15, 1995 February 15, 1995 October, 1994 Late 1993 Early 1993 January 25, 1992 F ULL T ILT Full Tilt is a 3D sprite-based racing game designed and created for my final year project ( COMP 4983 ) at Acadia University The project commenced from scratch on February 21, 1999 and was finished on April 30, 1999, a period of ten weeks . This time span includes the proposal, design, implementation and testing of the final product, as well as the documentation. I chose to program Full Tilt because I have been an avid Out-Run fan since the game showed up in the arcades in 1986. It is popular enough that it is still found in arcades today, 13 years after its release. Classic arcade titles such as

    32. Real-Time Computer Graphics - Jason Doucette's Resume - Physics Simulations, Dem
    Jason Doucette's Resume Homepage, realtime Software Rendered ComputerGraphics and Demo Effects. Screen Shots, Free Samples and Downloads.
    http://www.jasondoucette.com/graphics.html
    Back to Main Resume Page
    The following graphic samples are all software. They all run real-time , even on a class machine ( on which most of these were programmed ). None of the following effects are created via 3D graphic accelerators. All the effects, included tweaked VGA modes, hi-color modes, and other video card tricks are 100% software.
    All code is original and self-taught . Pictures are shrunk down from the actual screen shots. All effects, including hi-color effects, run under standard VGA. Some run under any Mode-X resolution ( up to 360x480, 376x564 and 640x400 W IRE M ESH Wire Mesh 3D Glasses
    Download 3dglasses.zip (56KB) Anti-Aliased Lines
    Download antialiasing.zip (20KB)
    P OLYGON Polygon Tunnel
    Download polygontunnel.zip (14KB) Light-Source w/ Shadow 3D Parameterization
    Download lightsourceshadow.zip (16KB)
    Download 3dparameterization.zip (297KB)
    T EXTURE M APPING Texture Mapping Texture Mapping
    w/ Color Quantized Fade
    Download texturemapping.zip (23KB) Download texturemappingfade.zip (78KB) Texture Mapped Tunnel Rotation, Scaling, Mip-Mapping

    33. Integration Of Multidimensional Interaction Devices In Real-Time Computer Graphi
    2000). Distributed graphics Integration of Multidimensional InteractionDevices in realtime computer graphics Applications. Authors
    http://www.eg.org/EG/CGF/volume19/issue3/cgf423.html
    Computer Graphics Forum
    Volume 19, Issue 3 (August 2000)
    Distributed Graphics:
    Integration of Multidimensional Interaction Devices in Real-Time Computer Graphics Applications
    Authors:
    Department Visualization and Virtual Reality, Fraunhofer Institute for Computer Graphics, Darmstadt, Germany Abstract:
    Modern CAD/CAM and Virtual Reality applications cannot be imagined without the new class of interaction devices allowing the user direct interaction with computer generated scenes. Integrating such devices into existing or newly developed software is a complex task for a number of reasons. The set of devices is very heterogeneous in functionality and data formats. Most devices are difficult to handle by inexperienced users or need careful handling and calibration. After reviewing a number of existing systems, a novel approach to this problem is presented. A device interface that allows the flexible, hardware independent configuration and error robust operation, even reconfiguration and exchanges of interaction devices during operation, will be introduced. The system structure is discussed and novel communication protocols reducing latency are invented.

    34. CS497: Real Time Computer Graphics
    CS497 real time computer graphics. Fall 2001 200315 Tue/Thu in106B3 Engineering Hall Many of the most common computer graphics
    http://graphics.cs.uiuc.edu/~garland/class/realtime/
    CS 497 Schedule Projects Links
    CS497: Real Time Computer Graphics
    Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed. Please read the Course Syllabus for more details.
    Announcements
    November 8 Class dedicated to term project proposals. October 25 No class October 25 Second project is due. October 9 The second project begins today. October 3 Project demos this evening at 5:00 in 1265 DCL. October 2 Project 1 due by 5:00 pm. September 6 The first project begins today. August 23 First day of class.
    Quick Links
  • Class schedule and readings
  • Syllabus and policies
  • Projects
  • Links to on-line resources ...
  • uiuc.class.cs497mjg
    Important Dates
    August 23 First day of class November 9 Final drop deadline December 11 Final projects due at 12:00. December 11 Final project demos at 1:30. Last modified: Thu Nov 29 09:09:15 CST 2001
  • 35. CS497: Real Time Computer Graphics
    CS497 real time computer graphics. Fall 2001 200315 Tue/Thu in106B3 Engineering Hall Prof. Michael Garland (Instructor) garland
    http://graphics.cs.uiuc.edu/~garland/class/realtime/syllabus.html
    CS 497 Schedule Projects Links
    CS497: Real Time Computer Graphics
    Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall Prof. Michael Garland (Instructor)
    garland@cs.uiuc.edu

    3215 DCL

    Andrea Whitesell (Secretary)
    whitesel@uiuc.edu

    3120 DCL

    Class Web site: http://graphics.cs.uiuc.edu/~garland/class/realtime/
    Overview
    CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed.
    Format
    Papers This course is a research seminar; it is focused on reading and understanding papers drawn from the research literature. We will generally cover 1-2 papers per class. These papers will be handed out in advance, and you will be expected to have read them before coming to class. For each paper, you will be expected to send me a brief summary prior to class. First, you should describe the key points of the paper in 2-3 sentences. Then, you should write down the biggest question you have about the paper; this may be something you didn't understand or that you feel the authors didn't adequately address. E-mail this little write-up to me at garland+summary@cs.uiuc.edu

    36. Graphics & Image Analysis Research (UNC-CH Computer Science)
    is the use of computer vision and computer graphics systems in a unified fashionto achieve highresolution imagery throughout the office and real-time 3D tele
    http://www.cs.unc.edu/Research/ProjectIndex/GraphicsImage.html
    Search our Site OTHER AREAS: Hardware Systems and Architectures Mathematical and Theoretical Computing Software Systems RELATED PAGES: Faculty Research Areas Index Research Area Descriptions Research Laboratories Graphics and Image Analysis Research
    These groups conduct a variety of research related to graphics and image analysis. For information on specific projects, visit the links below. Computational Geometry Group
    Group working on various computational geometry-related problems. Current projects include: Geometric Basis for Visualizing Time-Varying Volume Data, Geometry for Molecular Biology, Pseudo Triangulations, Gzstream Library, GIS. (Snoeyink, et al.) Effective Virtual Environments Project
    Development of technologies and techniques to make virtual environment systems more effective for doing real work. Current projects include: Advanced Real-Time Rendering, Avatar Reconstruction (ARISE), Passive Haptics, Redirected Walking, etc. (Brooks, Whitton) Geometric Algorithms for Modeling, Motion, and Animation Group (GAMMA)

    37. Research Project Summaries (UNC-CH Computer Science)
    IDRIVE Inserting Dynamic real Objects into Immersive Virtual Environments;real-time Global Illumination Tracking for Interactive computer graphics
    http://www.cs.unc.edu/Research/ProjectSummaries/
    Search our Site RESEACH AREAS: Graphics and Image Analysis Hardware Systems and Architectures Mathematical and Theoretical Computing Software Systems Research Project Summaries Online (pdf) versions of the one- and two-page summaries of many of our research projects are listed below. You will need Adobe Acrobat to view them. (Download the free Acrobat Reader from Adobe's Web site). Graphics and Image Analysis Research

    38. Generating Ray-Traced Imagery In Real-Time (MIT Computer Graphics Group)
    realtime ray-casting and ray-tracing Check out our several recent papers on this,posted here (search for Alex or Bala). Back to Seth Teller's homepage.
    http://graphics.lcs.mit.edu/~seth/raytracedimagery.html
    Real-time ray-casting and ray-tracing:
    Check out our several recent papers on this, posted here (search for Alex or Bala).
    Back to Seth Teller's homepage

    39. Frédo Durand
    range of pictorial styles in computer graphics, and to characterize, classify, andcapture this elusive notion of style. I also work on realtime rendering and
    http://graphics.lcs.mit.edu/~fredo/
    E-mail: fredo@lcs.mit.edu
    Assistant Professor
    Computer Graphics Group

    NE43-254, 200 Technology Sq.
    Massachusetts Institute of Technology
    Cambridge, MA 02139, USA
    Phone : (617) 253 7223
    Fax : (617) 253 4640
    Links
    My Computer Graphics links Researchers labs publications ... etc
    Research Interests
    My three main goals are pictorial style for non-photorealistic rendering, digital photography and video editing and enhancement, and real-time rendering. I a pply knowledge from the perception and visual art literatures to generate not only more realistic, but also more "effective" , more "expressive" and maybe more "beautiful" pictures. In particular, I develop computer graphics and image-processing techniques for the enhancement and editing of digital photographs and video. My long term goal is to broaden the range of pictorial styles in computer graphics, and to characterize, classify, and capture this elusive notion of style. I also work on real-time rendering and display acceleration. I want to develop flexible systems that can optimize their performance automatically and adapt to the rendering resources and to the input scene.

    40. VIS-SIM.ORG - [ Technical Info : Real-Time Graphics : Publications ]
    that bring to life computer graphics echnology, making it easy for anyone to understand.This is a great place to start for understanding realtime rending (on
    http://www.vis-sim.org/db.asp?cat_ref=151

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