The document discusses texturing in OpenGL. It explains that textures are used to add visual detail to 3D graphics by mapping images onto surfaces. The key steps for using a texture are: 1) load the texture, 2) map it onto a polygon, 3) draw the polygon. Additional topics covered include texture coordinates, filtering modes, wrapping modes, blending textures for transparency effects, and using TGA images with an alpha channel for transparency. Code examples are provided for basic texture mapping and blending textures to achieve transparency.
The document discusses various OpenGL graphics techniques including viewports, depth buffering, handling input, using 3D models, drawing primitives, fog, displaying text, collision detection, picking objects, lens flares, and particle systems. Specifically, it provides code examples for setting the viewport, depth testing, handling keyboard input, loading and drawing 3D models, drawing spheres and cylinders using GLU functions, applying fog, displaying text, approximating collision detection using spheres, picking objects using the picking matrix, creating lens flares using the projection matrix, and generating particle systems for effects like dust and fire.
This document discusses techniques for creating skyboxes and terrain in OpenGL graphics. It explains how to create a skydome using skybox textures and then generate terrain by mapping height data from a heightmap texture onto a grid and rendering it with additional textures. Methods are provided for scaling, translating and drawing the terrain as well as querying the heightmap to position the camera above the terrain. Advanced techniques discussed include using quad trees for efficient searching, multitexturing, adding detail textures, and raycasting against the terrain.
The document describes a geometry shader-based approach to bump mapping that has several advantages over traditional CPU-based approaches. The geometry shader constructs an object-to-texture space mapping for each triangle, allowing lighting computations to be done efficiently in texture space in the pixel shader. It addresses issues like texture mirroring and lighting discontinuities. Examples and Cg source code are provided to illustrate the technique.
CS 354 Transformation, Clipping, and CullingMark Kilgard
This document summarizes a lecture on graphics transformations, clipping, and culling. It discusses how vertex positions are transformed from object space to normalized device coordinates space using the modelview and projection matrices. It also covers generalized clipping against the view frustum and user-defined clip planes, as well as back face culling. The lecture provides examples of translation, rotation, scaling, orthographic, and perspective transformations.
Computer graphics mini project on bellman-ford algorithmRAJEEV KUMAR SINGH
This is PPT of Computer graphics mini project on bellman-ford algorithm. The 6th sem Opengl Projects for VTU.
The projects demo about the Bellman-Ford algorithm, how it works using the OpenGL graphics library in MS Visual Studio.
You can get free source code for this mini projects from - http://www.openglprojects.in/2012/06/mini-project-on-bellman-ford-algorithm.html
This document provides an overview of graphics programming in C using Turbo C++. It outlines the course content which includes drawing points, lines, polygons, circles and filling areas. It also discusses geometric transformations in 2D and 3D as well as line clipping algorithms. It provides details on setting up the integrated development environment and creating a graphics header file to initialize and exit graphics mode. It includes code examples to display a single point on the screen by approximating pixel coordinates as integers.
The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card's architecture.
The document discusses various OpenGL graphics techniques including viewports, depth buffering, handling input, using 3D models, drawing primitives, fog, displaying text, collision detection, picking objects, lens flares, and particle systems. Specifically, it provides code examples for setting the viewport, depth testing, handling keyboard input, loading and drawing 3D models, drawing spheres and cylinders using GLU functions, applying fog, displaying text, approximating collision detection using spheres, picking objects using the picking matrix, creating lens flares using the projection matrix, and generating particle systems for effects like dust and fire.
This document discusses techniques for creating skyboxes and terrain in OpenGL graphics. It explains how to create a skydome using skybox textures and then generate terrain by mapping height data from a heightmap texture onto a grid and rendering it with additional textures. Methods are provided for scaling, translating and drawing the terrain as well as querying the heightmap to position the camera above the terrain. Advanced techniques discussed include using quad trees for efficient searching, multitexturing, adding detail textures, and raycasting against the terrain.
The document describes a geometry shader-based approach to bump mapping that has several advantages over traditional CPU-based approaches. The geometry shader constructs an object-to-texture space mapping for each triangle, allowing lighting computations to be done efficiently in texture space in the pixel shader. It addresses issues like texture mirroring and lighting discontinuities. Examples and Cg source code are provided to illustrate the technique.
CS 354 Transformation, Clipping, and CullingMark Kilgard
This document summarizes a lecture on graphics transformations, clipping, and culling. It discusses how vertex positions are transformed from object space to normalized device coordinates space using the modelview and projection matrices. It also covers generalized clipping against the view frustum and user-defined clip planes, as well as back face culling. The lecture provides examples of translation, rotation, scaling, orthographic, and perspective transformations.
Computer graphics mini project on bellman-ford algorithmRAJEEV KUMAR SINGH
This is PPT of Computer graphics mini project on bellman-ford algorithm. The 6th sem Opengl Projects for VTU.
The projects demo about the Bellman-Ford algorithm, how it works using the OpenGL graphics library in MS Visual Studio.
You can get free source code for this mini projects from - http://www.openglprojects.in/2012/06/mini-project-on-bellman-ford-algorithm.html
This document provides an overview of graphics programming in C using Turbo C++. It outlines the course content which includes drawing points, lines, polygons, circles and filling areas. It also discusses geometric transformations in 2D and 3D as well as line clipping algorithms. It provides details on setting up the integrated development environment and creating a graphics header file to initialize and exit graphics mode. It includes code examples to display a single point on the screen by approximating pixel coordinates as integers.
The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card's architecture.
This document provides an introduction to graphics programming in C. It discusses setting up graphics using GCC, basic concepts of graphics programming in C, common graphics functions like line(), circle(), rectangle(), and text functions like outtext() and outtextxy(). It also includes a short example program to demonstrate drawing various shapes and text.
This document provides an example of using Java 3D to create a 3D checkers board scene. It includes code to:
1) Create a windowed Java application with a Canvas3D panel to display the 3D scene
2) Build the 3D scene graph with objects like a checkered floor, floating sphere, lights and sky background
3) Add viewpoint controls to allow orbiting around the scene
The document contains programs for computer graphics concepts like drawing lines, circles, ellipses and implementing transformations using C programming language. It includes 27 programs - programs to draw lines using different algorithms, programs to draw circles using midpoint, polynomial and Bresenham's algorithm, programs to draw ellipses using different methods and programs to implement 2D transformations like translation, rotation, scaling, reflection, shearing on graphics objects. The programs take input coordinates, draw the graphics primitives and implement the transformations.
The document discusses setting up 3D scenes in OpenGL using matrices. It states that to see a 3D scene, you need to set up the camera, projection, and world matrix. The camera and projection matrices are singletons that apply to all objects, while the world matrix is set separately for each object. It explains the camera matrix sets the camera position and orientation, while the projection matrix handles perspective vs orthographic projections. The world matrix transforms individual objects by scaling, rotating, and translating them. It provides an example of drawing objects by setting their world matrix before rendering.
The document summarizes the key components of a 3D game project including waypoints to guide enemy pathing, a player object with health and power tracking, and GUI elements to display stats. It includes instructions on setting up waypoints and enemies to follow the paths, attaching a player controller and script to track stats, implementing scaling GUI, and creating power-ups to increase player stats by triggering collisions.
2D Graphics. Description of 2D graphic operations in Qt4. In this Chapter, you can learn how to handle the graphic scenes, views, and items in the Qt program.
The document introduces OpenGL and GLUT (OpenGL Utility Toolkit). It discusses that OpenGL is a graphics library for rendering 2D and 3D graphics, while GLUT provides a windowing and input framework. It then covers OpenGL fundamentals like rendering primitives, transformations, lighting and texture mapping. The goals are to demonstrate enough OpenGL to create interactive 3D graphics and introduce advanced topics. Sample code shows basic GLUT and OpenGL usage.
This document discusses graphics and game development in Java ME. It covers the class hierarchy for graphics elements, using the Canvas class to draw graphics, handling events, and using the Game API including the GameCanvas class, layers, sprites and animation. Key topics include drawing with the Graphics object, coordinates, repainting, handling input events, implementing a game loop to control frame rate, and using the LayerManager and Sprite classes to implement layers and sprite animation.
This file contains all the practicals with output regarding GTU syllabus. so it will help to IT and Computer engineering students. It is really knowledgeable so refer these for computer graphics practicals.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
This document provides information about graphics functions in C. It begins by explaining graphics modes and how images are displayed on screens using pixels. It then provides details on the initgraph() function which initializes the graphics system. The rest of the document summarizes many common graphics functions like line(), rectangle(), circle(), putpixel(), getpixel() and more, explaining what they do and their parameters.
Deeplearn.js is a deep learning library that runs models in the browser using WebGL acceleration. It represents models as computation graphs of nodes and tensors. Kernels are implemented to run operations on GPUs or CPUs. The library can import models from TensorFlow and allows both training and inference. Future work includes directly importing TensorFlow models and improving demos.
The document discusses approaches for reducing driver overhead in OpenGL applications. It introduces several OpenGL APIs that can be used to achieve this, including persistent mapped buffers for dynamic geometry, multi-draw indirect for batching draw calls, and packing 2D textures into arrays. Speakers then provide details on implementing these techniques and the performance improvements they provide, such as reducing overhead by 5-10x and allowing an order of magnitude more unique objects per frame. Bindless textures and sparse textures are also covered as advanced methods for further optimizing texture handling and memory usage.
Fourth part of the Course "Java Open Source GIS Development - From the building blocks to extending an existing GIS application." held at the University of Potsdam in August 2011
The Ring programming language version 1.7 book - Part 63 of 196Mahmoud Samir Fayed
This document describes how to create 3D graphics in Ring using RingOpenGL and RingAllegro. It provides code for rendering a textured 3D cube and then multiple rotating textured cubes. The code loads textures, initializes OpenGL, handles events, and renders the cubes by drawing quads and applying rotations and translations. It shows how to create and manage an OpenGL context in Ring for basic 3D graphics.
openFrameworks uses openGL to draw graphics. openGL is a standard API for 3D graphics that is implemented by most operating systems and video cards. OF classes like ofTexture, ofLight, ofMaterial, ofVbo, and ofFbo provide wrappers for common openGL objects to simplify their use. Shaders allow custom programs to run on the GPU for effects processing.
This document discusses lighting techniques in OpenGL, including:
- Setting up light sources by defining light properties like ambient, diffuse, specular intensities and position.
- Defining material properties like ambient, diffuse, specular colors and shininess for objects.
- The importance of normals for calculating how light interacts with surfaces.
- Examples of implementing directional, spot and other types of lights.
- Techniques for generating shadows by re-drawing objects projected onto a shadow plane.
The document provides an overview of various computer graphics and OpenGL concepts including cube maps, texture mapping, lighting, blending, shadowing, fog, blurring, cameras, clipping, reflection, particles systems, loaders for 3D objects, terrain generation, and sound engines. It also includes code snippets and explanations for implementing concepts like lighting, blending, shadow mapping, and simple particle systems in OpenGL. The document serves as a short introductory course covering essential topics for OpenGL graphics programming.
This document provides an introduction to graphics programming in C. It discusses setting up graphics using GCC, basic concepts of graphics programming in C, common graphics functions like line(), circle(), rectangle(), and text functions like outtext() and outtextxy(). It also includes a short example program to demonstrate drawing various shapes and text.
This document provides an example of using Java 3D to create a 3D checkers board scene. It includes code to:
1) Create a windowed Java application with a Canvas3D panel to display the 3D scene
2) Build the 3D scene graph with objects like a checkered floor, floating sphere, lights and sky background
3) Add viewpoint controls to allow orbiting around the scene
The document contains programs for computer graphics concepts like drawing lines, circles, ellipses and implementing transformations using C programming language. It includes 27 programs - programs to draw lines using different algorithms, programs to draw circles using midpoint, polynomial and Bresenham's algorithm, programs to draw ellipses using different methods and programs to implement 2D transformations like translation, rotation, scaling, reflection, shearing on graphics objects. The programs take input coordinates, draw the graphics primitives and implement the transformations.
The document discusses setting up 3D scenes in OpenGL using matrices. It states that to see a 3D scene, you need to set up the camera, projection, and world matrix. The camera and projection matrices are singletons that apply to all objects, while the world matrix is set separately for each object. It explains the camera matrix sets the camera position and orientation, while the projection matrix handles perspective vs orthographic projections. The world matrix transforms individual objects by scaling, rotating, and translating them. It provides an example of drawing objects by setting their world matrix before rendering.
The document summarizes the key components of a 3D game project including waypoints to guide enemy pathing, a player object with health and power tracking, and GUI elements to display stats. It includes instructions on setting up waypoints and enemies to follow the paths, attaching a player controller and script to track stats, implementing scaling GUI, and creating power-ups to increase player stats by triggering collisions.
2D Graphics. Description of 2D graphic operations in Qt4. In this Chapter, you can learn how to handle the graphic scenes, views, and items in the Qt program.
The document introduces OpenGL and GLUT (OpenGL Utility Toolkit). It discusses that OpenGL is a graphics library for rendering 2D and 3D graphics, while GLUT provides a windowing and input framework. It then covers OpenGL fundamentals like rendering primitives, transformations, lighting and texture mapping. The goals are to demonstrate enough OpenGL to create interactive 3D graphics and introduce advanced topics. Sample code shows basic GLUT and OpenGL usage.
This document discusses graphics and game development in Java ME. It covers the class hierarchy for graphics elements, using the Canvas class to draw graphics, handling events, and using the Game API including the GameCanvas class, layers, sprites and animation. Key topics include drawing with the Graphics object, coordinates, repainting, handling input events, implementing a game loop to control frame rate, and using the LayerManager and Sprite classes to implement layers and sprite animation.
This file contains all the practicals with output regarding GTU syllabus. so it will help to IT and Computer engineering students. It is really knowledgeable so refer these for computer graphics practicals.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
This document provides information about graphics functions in C. It begins by explaining graphics modes and how images are displayed on screens using pixels. It then provides details on the initgraph() function which initializes the graphics system. The rest of the document summarizes many common graphics functions like line(), rectangle(), circle(), putpixel(), getpixel() and more, explaining what they do and their parameters.
Deeplearn.js is a deep learning library that runs models in the browser using WebGL acceleration. It represents models as computation graphs of nodes and tensors. Kernels are implemented to run operations on GPUs or CPUs. The library can import models from TensorFlow and allows both training and inference. Future work includes directly importing TensorFlow models and improving demos.
The document discusses approaches for reducing driver overhead in OpenGL applications. It introduces several OpenGL APIs that can be used to achieve this, including persistent mapped buffers for dynamic geometry, multi-draw indirect for batching draw calls, and packing 2D textures into arrays. Speakers then provide details on implementing these techniques and the performance improvements they provide, such as reducing overhead by 5-10x and allowing an order of magnitude more unique objects per frame. Bindless textures and sparse textures are also covered as advanced methods for further optimizing texture handling and memory usage.
Fourth part of the Course "Java Open Source GIS Development - From the building blocks to extending an existing GIS application." held at the University of Potsdam in August 2011
The Ring programming language version 1.7 book - Part 63 of 196Mahmoud Samir Fayed
This document describes how to create 3D graphics in Ring using RingOpenGL and RingAllegro. It provides code for rendering a textured 3D cube and then multiple rotating textured cubes. The code loads textures, initializes OpenGL, handles events, and renders the cubes by drawing quads and applying rotations and translations. It shows how to create and manage an OpenGL context in Ring for basic 3D graphics.
openFrameworks uses openGL to draw graphics. openGL is a standard API for 3D graphics that is implemented by most operating systems and video cards. OF classes like ofTexture, ofLight, ofMaterial, ofVbo, and ofFbo provide wrappers for common openGL objects to simplify their use. Shaders allow custom programs to run on the GPU for effects processing.
This document discusses lighting techniques in OpenGL, including:
- Setting up light sources by defining light properties like ambient, diffuse, specular intensities and position.
- Defining material properties like ambient, diffuse, specular colors and shininess for objects.
- The importance of normals for calculating how light interacts with surfaces.
- Examples of implementing directional, spot and other types of lights.
- Techniques for generating shadows by re-drawing objects projected onto a shadow plane.
The document provides an overview of various computer graphics and OpenGL concepts including cube maps, texture mapping, lighting, blending, shadowing, fog, blurring, cameras, clipping, reflection, particles systems, loaders for 3D objects, terrain generation, and sound engines. It also includes code snippets and explanations for implementing concepts like lighting, blending, shadow mapping, and simple particle systems in OpenGL. The document serves as a short introductory course covering essential topics for OpenGL graphics programming.
Tutorial ini membahas tentang texture mapping dan blending texture. Texture mapping digunakan untuk memetakan gambar pada objek geometri 3D. Texture merupakan data segi empat yang berada pada bidang texture. Salah satu keuntungan texture mapping adalah detail visual berada pada citra bukan geometri. Blending texture digunakan untuk mencampur lebih dari satu texture.
The document discusses various techniques for improving OpenGL application performance, including using vertex buffer objects (VBOs) and vertex array objects (VAOs) to store vertex data in graphics memory. It provides an example of creating a cube using VBOs and VAOs to initialize vertex position and color data and load it into a VBO. Display lists are described as allowing geometry to be defined once and executed multiple times to improve performance for redrawing the same geometry. Frustum culling and scissoring are introduced as clipping techniques. General memory management techniques like avoiding frequent memory allocations in loops are also covered.
The document discusses mesh texturing in Blender, an open source 3D modeling software. It covers the basic interface, how to add textures to 3D models by mapping 2D images to the model's geometry, and how to export the textured 3D model as an OBJ file. The steps include selecting edges to mark seams, unwrapping the UV layout, adding a material and image texture in the node editor, and exporting the final textured 3D model.
Computer graphics involves the creation and manipulation of images through programming. There are four major operations in computer graphics: imaging, modeling, rendering, and animation. Computer graphics is used in many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces.
This document contains slides from an introductory OpenGL course. It begins with an overview of OpenGL and 3D graphics concepts. It then demonstrates how to draw basic polygons like triangles and quads using OpenGL functions. It also discusses projection and camera concepts in OpenGL. The document contains code for a simple function that draws a triangle and quad as an example of drawing the first polygons in OpenGL.
Presentation By daroko blog-where IT learners apply Skills in real business environment.
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This presentation will introduce you to color representation in computer graphics.
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Textures allow images to be mapped to materials to create detailed effects like wood grain or metal surfaces. Textures are applied in the material properties and can be dragged between mapping types. KeyShot supports various texture mapping types including planar, box, spherical, cylindrical, and UV coordinates projection. The interactive mapping tool allows fine-tuning texture position, rotation, scaling, and alignment on 3D models. Color, specular, bump, and opacity maps can be used to recreate realistic materials by replacing basic colors or adding surface details and transparency without complex modeling.
The document provides an introduction to OpenGL graphics and drawing primitives. It discusses that OpenGL is a cross-language, cross-platform API for 2D and 3D graphics. It then demonstrates how to draw various primitives like points, lines, triangles, quads, using functions like glBegin, glVertex, glEnd. Specific primitive types include GL_POINTS, GL_LINES, GL_TRIANGLES, GL_QUADS, GL_LINE_STRIP and their usage is explained.
This document outlines the process of converting 2D sketches into 3D models in Maya, including converting the 2D sketches into 3D forms, adding textures, rigging, lighting, and animating the models, then rendering them out as a final output that can be used for feature films, TV, games, videos, and other media. The process aims to bring 2D concepts to life in 3D.
Maya is 3D modeling and animation software that allows users to create 3D representations of objects and surfaces using mathematical data. It is used across many industries like computer games, movies, engineering and more to build 3D models and environments. The Maya interface has main tools, menus and panels like the shelf, channel box and attribute editor to manipulate 3D objects across the X, Y and Z axes.
3D modelling and animation using Autodesk mayaParvesh Taneja
This document provides a summary of a student project report on 3D modeling and animation using Autodesk Maya. The report includes chapters on the basics of 3D modeling and different types of modeling. It also covers an introduction to animation, various animation techniques, and an overview of Autodesk Maya software capabilities and system requirements.
The document provides an overview of the modeling and texturing process for a 3D model. It discusses using references to help with scale, dimensions, and later textures. For modeling, the objective was low poly count with multiple approaches. Texture creation involved unwrapping the 3D model and flattening it onto a 2D plane with overlapping to keep the texture size small. The final steps were attaching models to one mesh, applying the final texture, and exporting to a game engine for rendering with a total poly count of 2400.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
This document discusses texture mapping in computer graphics. Texture mapping involves applying 1D, 2D, or 3D images to geometric primitives. Textures can be used to simulate materials, reduce geometric complexity, perform image warping, and create reflections. Texture mapping works by flowing image and geometry data through separate pipelines that join at the rasterization stage. The document outlines steps for applying textures including specifying the texture, assigning texture coordinates to vertices, and setting texture parameters like wrapping and filtering modes.
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Edwin Catmull in 1974.
The document summarizes a lecture on texture mapping in computer graphics. It discusses topics like texture mapping fundamentals, texture coordinates, texture filtering including mipmapping and anisotropic filtering, wrap modes, cube maps, and texture formats. It also provides examples of texture mapping in games and an overview of the texture sampling process in the graphics pipeline.
Texture mapping is a process that maps a 2D texture image onto a 3D object's surface. This allows the 3D object to take on the visual characteristics of the 2D texture. The document discusses key aspects of texture mapping like how textures are represented as arrays of texels, how texture coordinates are assigned to map textures onto object surfaces, and techniques like mipmapping, filtering and wrapping that are used to render textures properly at different distances and orientations. OpenGL functions like glTexImage2D and glTexCoord are used to specify textures and texture coordinates for 3D rendering with texture mapping.
The document summarizes a multi-graph encoder method for clustering heterogeneous graphs. It presents the multi-graph encoder model which uses an autoencoder to learn a shared representation from multiple graph views. The encoder encodes each graph view into a shared latent space, then decodes and reconstructs the views. It is evaluated on synthetic and real-world datasets against other multi-view clustering methods, demonstrating improved performance in most cases. Key aspects of the model like its structure and number of layers are analyzed. While effective, limitations around stability and mathematical guarantees are noted for future improvement.
The document discusses OpenGL texturing. It describes how textures are loaded and applied to geometry. Textures are loaded using LoadTexture, which reads in texture data from a file. Textures are then enabled and bound. Texture parameters like filtering and wrapping modes are also set. Texture coordinates are assigned to vertices to map portions of the texture onto the geometry. When finished, textures can be cleaned up by deleting them to free memory.
Deferred rendering in WebGL requires techniques to work around limitations of the WebGL specification and browser support. Key steps include rendering position, normal, and texture data to textures in the first pass. Lighting is calculated and accumulated in the second pass before applying materials in the third pass. Support for multiple render targets, depth textures, and floating point textures varies by WebGL and browser capabilities. Deferred rendering is practical in WebGL if implementations account for browser and hardware support limitations.
This document discusses color and texture mapping in OpenGL. It explains that glColor sets the color state and colors are linearly interpolated along vertices. It then defines different OpenGL texture types including 1D, 2D, 3D, cube map, and array textures. It describes how glTexImage2D creates a texture from image data and sets the texture state. Finally, it briefly mentions texture filtering, wrapping, mipmapping, and providing example code.
Texture synthesis aims to produce new texture samples from an example that are similar but not repetitive. It analyzes the example using a CNN to compute gram matrices representing the texture at different layers, then synthesizes new textures by passing noise through the CNN and minimizing differences from the example's gram matrices. Style transfer extends this to merge the texture of one image onto the content of another by matching gram matrices between layers to transfer style while preserving content. It has been shown that style and content are separable in CNN representations. Style transfer can be viewed as a type of domain adaptation between content and style domains.
1. The document presents an image segmentation algorithm that uses local thresholding in the YCbCr color space.
2. It computes local thresholds for each pixel by calculating the mean and standard deviation of neighboring pixels in a 3x3 mask. The threshold is used to label each pixel as 1 or 0.
3. The algorithm was tested on images with objects indistinct and distinct from the background. It performed well in segmenting objects from the background in both cases. There is potential to improve performance for blurred images.
This document describes the implementation of an Arkanoid game using JOGL. It discusses the key classes used, including BouncingBallRenderer which contains the main display and collision detection logic. The collision detection works by incrementing the ball's position each frame based on its direction, and checking for collisions with boundaries and bricks. When collisions occur, the ball direction is adjusted and bricks can be broken. The game ends when all bricks are broken or lives reach zero. Keyboard and mouse input control the paddle. Additional features include textures, scoring, and background color options.
This document discusses textures in 3D graphics. It covers the basic steps to apply textures to 3D models, including creating texture objects, loading texture images, setting texture parameters, specifying texture coordinates for vertices, enabling texture mapping, and drawing the scene. Examples are provided to demonstrate texturing a simple cube geometry. The document also provides information on topics like mipmapping, wrapping and filtering modes, and using bitmap files for textures.
This document provides an introduction to computer vision and discusses several key concepts. It describes common computer vision applications such as image recognition, object detection, image segmentation, video analysis, style transfer, and generating new images. It then explains how deep learning and neural networks are used for image classification. The document outlines the process of feature extraction using convolutional neural networks, which involve filtering images with convolution kernels to extract visual features like lines, colors and textures, detecting those features with ReLU, and condensing the images with maximum pooling. It discusses concepts like convolution and pooling windows, strides, and padding used in this process.
Using CNTK's Python Interface for Deep LearningDave DeBarr - PyData
The document provides an overview of using CNTK (Cognitive Toolkit) for deep learning in Python. It discusses topics like machine learning, deep learning, neural networks, gradient descent, and examples using logistic regression and multi-layer perceptrons. It also covers installing CNTK and related tools on Azure virtual machines to access GPUs for faster computation. Key steps outlined are downloading required software, configuring the Nvidia driver, running examples notebooks, and the basic principles of backpropagation for training neural networks.
This document describes the design and implementation of a 3D graphics rasterizer with texture mapping and shading capabilities on an FPGA. Key aspects include:
1. The rasterizer implements the main components of the 3D graphics pipeline including vertex shader, pixel shader, triangle setup engine, and rasterization engine.
2. Texture mapping and shading are supported through a "slim shader" design that divides triangles into strips and gates unnecessary shading and texturing to improve performance.
3. Address alignment logic is used to reduce power consumption by identifying overlapping texture requests and only fetching unique texels from memory each cycle.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
The document describes a graphics editor program that simulates the MS Paint application. It uses OpenGL for graphics rendering and GLUT for creating windows and rendering scenes. Key features implemented include tools for drawing shapes, images, and text. OpenGL functions are used for rendering while GLUT functions handle window creation and events. The design section covers header files, OpenGL/GLUT functions, and user-defined functions for tasks like drawing, erasing, and filling shapes. Implementation details are provided for various drawing algorithms and user interface elements.
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
WWDC 2024 Keynote Review: For CocoaCoders AustinPatrick Weigel
Overview of WWDC 2024 Keynote Address.
Covers: Apple Intelligence, iOS18, macOS Sequoia, iPadOS, watchOS, visionOS, and Apple TV+.
Understandable dialogue on Apple TV+
On-device app controlling AI.
Access to ChatGPT with a guest appearance by Chief Data Thief Sam Altman!
App Locking! iPhone Mirroring! And a Calculator!!
Hand Rolled Applicative User ValidationCode KataPhilip Schwarz
Could you use a simple piece of Scala validation code (granted, a very simplistic one too!) that you can rewrite, now and again, to refresh your basic understanding of Applicative operators <*>, <*, *>?
The goal is not to write perfect code showcasing validation, but rather, to provide a small, rough-and ready exercise to reinforce your muscle-memory.
Despite its grandiose-sounding title, this deck consists of just three slides showing the Scala 3 code to be rewritten whenever the details of the operators begin to fade away.
The code is my rough and ready translation of a Haskell user-validation program found in a book called Finding Success (and Failure) in Haskell - Fall in love with applicative functors.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
Malibou Pitch Deck For Its €3M Seed Roundsjcobrien
French start-up Malibou raised a €3 million Seed Round to develop its payroll and human resources
management platform for VSEs and SMEs. The financing round was led by investors Breega, Y Combinator, and FCVC.
What to do when you have a perfect model for your software but you are constrained by an imperfect business model?
This talk explores the challenges of bringing modelling rigour to the business and strategy levels, and talking to your non-technical counterparts in the process.
Liberarsi dai framework con i Web Component.pptxMassimo Artizzu
In Italian
Presentazione sulle feature e l'utilizzo dei Web Component nell sviluppo di pagine e applicazioni web. Racconto delle ragioni storiche dell'avvento dei Web Component. Evidenziazione dei vantaggi e delle sfide poste, indicazione delle best practices, con particolare accento sulla possibilità di usare web component per facilitare la migrazione delle proprie applicazioni verso nuovi stack tecnologici.
14 th Edition of International conference on computer visionShulagnaSarkar2
About the event
14th Edition of International conference on computer vision
Computer conferences organized by ScienceFather group. ScienceFather takes the privilege to invite speakers participants students delegates and exhibitors from across the globe to its International Conference on computer conferences to be held in the Various Beautiful cites of the world. computer conferences are a discussion of common Inventions-related issues and additionally trade information share proof thoughts and insight into advanced developments in the science inventions service system. New technology may create many materials and devices with a vast range of applications such as in Science medicine electronics biomaterials energy production and consumer products.
Nomination are Open!! Don't Miss it
Visit: computer.scifat.com
Award Nomination: https://x-i.me/ishnom
Conference Submission: https://x-i.me/anicon
For Enquiry: Computer@scifat.com
How Can Hiring A Mobile App Development Company Help Your Business Grow?ToXSL Technologies
ToXSL Technologies is an award-winning Mobile App Development Company in Dubai that helps businesses reshape their digital possibilities with custom app services. As a top app development company in Dubai, we offer highly engaging iOS & Android app solutions. https://rb.gy/necdnt
Everything You Need to Know About X-Sign: The eSign Functionality of XfilesPr...XfilesPro
Wondering how X-Sign gained popularity in a quick time span? This eSign functionality of XfilesPro DocuPrime has many advancements to offer for Salesforce users. Explore them now!
3. that appears in a video game needs to be textured; this includes everything from plants
to people. If things aren’t textured well, your game just won’t look right.
6. How to use a Texture?
• How to use a Texture?
1. Load the texture
2. Map it into a polygon
3. Draw the polygon
7. How to use a Texture?
• How to use a Texture?
1. Load the texture
2. Map it into a polygon
3. Draw the polygon
• How to use a Texture? (OpenGL)
1. Specify textures in texture objects
2. Set texture filter
3. Set texture function
4. Set texture wrap mode
5. Set optional perspective correction hint
6. Bind texture object
7. Enable texturing
8. Supply texture coordinates for vertex
• How OpenGL store images?
– One image per texture object
– May be shared by several graphics contexts
21. Texturing Functions
• Generate texture names
glGenTextures(n, *texIds);
• Create texture objects with texture data and state
glBindTexture(target, id);
• Bind textures before using
glBindTexture(target, id);
• Define a texture image from an array of texels in CPU memory
glTexImage2D(target, level, components, w, h, border, format, type,
*texels);
• Texel colors are processed by pixel pipeline
– pixel scales, biases and lookups can be done
22. Filter Modes
• Filter modes control how pixels are minified or magnified. Generally a color is
computed using the nearest texel or by a linear average of several texels.
• The filter type, above is one of GL_TEXTURE_MIN_FILTER or GL_TEXTURE_MAG_FILTER.
• The mode is one of GL_NEAREST, GL_LINEAR, or special modes for mipmapping.
Mipmapping modes are used for minification only, and have values of:
– GL_NEAREST_MIPMAP_NEAREST
– GL_NEAREST_MIPMAP_LINEAR
– GL_LINEAR_MIPMAP_NEAREST
– GL_LINEAR_MIPMAP_LINEAR
24. Wrapping Mode
• Wrap mode determines what should happen if a texture coordinate lies outside of the [0,1] range.
• If the GL_REPEAT wrap mode is used, for texture coordinate values less than zero or greater than
one, the integer is ignored and only the fractional value is used.
• If the GL_CLAMP wrap mode is used, the texture value at the extreme (either 0 or 1) is used.
• Example:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
texture
GL_REPEAT
wrapping
GL_CLAMP
wrapping
s
t
28. Something to pay attention for
• The image must be 24 bit (RGB)
• The image extension should be .bmp
• The image dimensions must be a power of 2 (2, 4, 8, 16, 32, 64, ..etc.)
– If dimensions of image are not power of 2 then scale:
• gluScaleImage(format, w_in, h_in, type_in, *data_in, w_out, h_out,
type_out, *data_out);
*_in is for source image
*_out is for destination image
• White color should be assigned before drawing a textured object by setting:
glColor3f(1,1,1);
• You should call: glBindTexture(GL_TEXTURE_2D, textureID) between glBegin() and
glEnd()
35. Blending
• You can blend objects using:
– glBlendFunc(GLenum sfactor, GLenum dfactor);
• sfactor: is the source blend factor
• dfactor: is the destination blend factor
• Transparency is implemented using:
– “GL_SRC_ALPHA” for the source
– “GL_ONE_MINUS_SRC_ALPHA” for the destination
36. Blending
• You can blend objects using:
– glBlendFunc(GLenum sfactor, GLenum dfactor);
• sfactor: is the source blend factor
• dfactor: is the destination blend factor
• Transparency is implemented using:
– “GL_SRC_ALPHA” for the source
– “GL_ONE_MINUS_SRC_ALPHA” for the destination
54. Something to pay attention for, again
• The image must be 24 bit (RGB)
• The image extension should be .bmp
• The image dimensions must be a power of 2 (2, 4, 8, 16, 32, 64, ..etc.) or scale.
• White color should be assigned before drawing a textured object by setting:
glColor3f(1,1,1);
• You should call: glBindTexture(GL_TEXTURE_2D, textureID) between
glBegin() and glEnd()
• Additional stuff when you use transparency with .tga
– The image must be 32 bit (RGB)
– The image extension should be .tga
– In InitGL(), You must load .tga files LAST
– In DrawGLScene(), you must draw the transparent objects LAST
56. Texture Tilling
Tiling is a very simple effect that creates a repeating pattern of
an image on the surface of a primitive object
57. Texture Tilling
Using a small image to cover a large surface makes tiling a useful way to increase the
performance of your textures and decrease the size of your image files.
58. Texture Tilling, How to
Simply set the texture coordinates larger than 1
as many time as you want the texture to be tilled
63. Mipmapped Textures
• Mipmap allows for prefiltered texture maps of decreasing resolutions
• Lessens interpolation errors for smaller textured objects
• Declare mipmap level during texture definition
glTexImage*D(GL_TEXTURE_*D, level, …)
• GLU mipmap builder routines
gluBuild*DMipmaps()
64. 2D Texture and 3D Texture?
http://gamedev.stackexchange.com/questions/9668/what-are-3d-textures
65. 2D Texture and 3D Texture
• All we have used so far are 2D textures mapped on a 3D coordinates.
• So what’s a 3D texture?!
– 3D texture (or sometimes called “Volume textures”) works like regular 2D texture but it is truly
3D. 2D textures has UV coordinates, 3D has UVW coordinates
67. 2D Texture and 3D Texture
• 3D textures are used in:
– Textures mapped into a model vertices
– volumetric effects in games (fire, smoke, light rays, realistic fog)
– caching light for realtime global illumination (CryEngine for example)
– scientific (MRI, CT scans are saved into volumes)
68. 2D Texture and 3D Texture
• Watch Nvidia smoke box in a XFX 9600gt
– https://www.youtube.com/watch?v=9AS4xV-CK14
69. 2D Texture and 3D Texture
• Watch Global illumination in CryEngine 3 Tech Trailer (HD)
– https://www.youtube.com/watch?v=Pq39Xb7OdH8