This document provides an overview of computer graphics programming and OpenGL. It discusses common uses of computer graphics such as games, simulations, and medical imaging. It then explains core graphics concepts like the graphics pipeline, 2D and 3D coordinates, projections, and RGB color space. The document also covers OpenGL specifications, functions, data types, and related APIs.
The social media post documents Robin Deering's research on the topic of sexism and gender discrimination in Hollywood. It includes links to several news articles about barriers against female directors/producers, employment discrimination and pay gaps, and unfair standards faced by actresses. The post also contains images that Robin Deering captured or found online relating to women in film and entertainment.
The document discusses sexism and gender discrimination in Hollywood. It references barriers faced by female directors and producers, employment discrimination and pay gaps, and unfair standards imposed on actresses. Research links are provided relating to these issues as well as actresses speaking out about sexism in Hollywood.
Source code : https://github.com/tritmt/TrainingMarch2017
Content week 02:
Render Pipeline
The difference between a CPU and GPU
Shader Languages
Shading Language used in Unity
First Shader
Shader Property
Shader data types and precision
ShaderLab Syntax
Vertex and Fragment shaders
Fragment Shader : Simple Color
Fragment Shader : ColorUV
Fragment Shader : Simple Texture
Fragment Shader : Multi Texture
Vertex Shader : Waves
ShaderLab built-in values
Exercise 01 : Shader GrayScale
Exercise 02 : Shader Brightness - Contrast
Exercise 03 : Terrain
Exercise 04 : Shader Blur (option)
Computer graphics are pictures and films created using computers. Usually, the term refers to computer-generated image data created with help from specialized graphical hardware and software. It is a vast and recent area in computer science.
Computer graphics involves two main pipelines - the geometry pipeline and imaging pipeline. The geometry pipeline involves modeling, transformations, and hidden surface elimination to represent 3D objects. The imaging pipeline involves rasterization, texture mapping, and composition to produce 2D images from the 3D representations. Key algorithms in computer graphics include rasterization to convert 3D objects to pixels, texture mapping to add surface detail, and shading models like Gouraud and Phong shading to add lighting effects. The course covers basic graphics concepts and definitions as well as the graphics pipeline through examples of processing a 3D scene.
Motion Capture Technology Computer Graphics
What is is, How its works, Types of it, Modern world usages and EA sports Motion CAP studio.
Video of EA Sports MotionCap Studio CANADA.
This document provides an overview of computer graphics programming and OpenGL. It discusses common uses of computer graphics such as games, simulations, and medical imaging. It then explains core graphics concepts like the graphics pipeline, 2D and 3D coordinates, projections, and RGB color space. The document also covers OpenGL specifications, functions, data types, and related APIs.
The social media post documents Robin Deering's research on the topic of sexism and gender discrimination in Hollywood. It includes links to several news articles about barriers against female directors/producers, employment discrimination and pay gaps, and unfair standards faced by actresses. The post also contains images that Robin Deering captured or found online relating to women in film and entertainment.
The document discusses sexism and gender discrimination in Hollywood. It references barriers faced by female directors and producers, employment discrimination and pay gaps, and unfair standards imposed on actresses. Research links are provided relating to these issues as well as actresses speaking out about sexism in Hollywood.
Source code : https://github.com/tritmt/TrainingMarch2017
Content week 02:
Render Pipeline
The difference between a CPU and GPU
Shader Languages
Shading Language used in Unity
First Shader
Shader Property
Shader data types and precision
ShaderLab Syntax
Vertex and Fragment shaders
Fragment Shader : Simple Color
Fragment Shader : ColorUV
Fragment Shader : Simple Texture
Fragment Shader : Multi Texture
Vertex Shader : Waves
ShaderLab built-in values
Exercise 01 : Shader GrayScale
Exercise 02 : Shader Brightness - Contrast
Exercise 03 : Terrain
Exercise 04 : Shader Blur (option)
Computer graphics are pictures and films created using computers. Usually, the term refers to computer-generated image data created with help from specialized graphical hardware and software. It is a vast and recent area in computer science.
Computer graphics involves two main pipelines - the geometry pipeline and imaging pipeline. The geometry pipeline involves modeling, transformations, and hidden surface elimination to represent 3D objects. The imaging pipeline involves rasterization, texture mapping, and composition to produce 2D images from the 3D representations. Key algorithms in computer graphics include rasterization to convert 3D objects to pixels, texture mapping to add surface detail, and shading models like Gouraud and Phong shading to add lighting effects. The course covers basic graphics concepts and definitions as well as the graphics pipeline through examples of processing a 3D scene.
Motion Capture Technology Computer Graphics
What is is, How its works, Types of it, Modern world usages and EA sports Motion CAP studio.
Video of EA Sports MotionCap Studio CANADA.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, and more. For each term the student provides a short definition from an online source as well as a description of how the term relates to their own video game production work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document contains a glossary of terms related to video game design. It provides definitions for terms like alpha, beta, demo, gold (in reference to game versions), debugging, automation, collision detection, and others. Each term definition includes a short explanation and link to an online source. For some terms, the document also describes how the term relates to the author's own game production practice, such as releasing different versions to test for bugs.
The document is a glossary produced by a student at Salford City College for a BTEC Extended Diploma in Games Design unit on sound for computer games. It contains definitions of 27 key video game design and development terms, with each definition citing a source URL. For many terms, the student provides examples of how the term relates to their own game production practice.
This document contains a glossary of terms related to video game design produced by a student named Joshua Meyer. It includes 20 terms with short definitions sourced from online references. For many terms, Meyer provides examples of how the terms relate to his own video game production practice, such as using demos to test games before purchasing, and how physics mechanics can create interesting gameplay. The glossary covers topics such as video game testing, game engines, animation, and artificial intelligence pathfinding.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of over 30 terms organized into categories like "Video Games/Video Game Testing", "Game Engines", and "Concept". For each term, the student provided a short definition from an online source along with their own description of how the term relates to their video game production practice.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
The document is a glossary of terms related to video game design and development. It contains definitions of terms like alpha, beta, debug, vertex shader, physics, and more. For each term, it provides a short definition and, where possible, describes how the term relates to the creator's own video game production practice.
1. The document is a glossary of terms related to video game design produced by a student at Salford City College.
2. It contains definitions of over 30 terms like alpha, beta, debug, collision detection, and pathfinding.
3. For each term, the student provided a short definition from an online source as well as a description of how the term relates to their own video game production work.
This document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms gathered from online sources with URLs cited. For many terms, the student provides examples of how the term relates to their own video game production work, such as using collision detection to make a character fall over when bumping into things.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
The document discusses graphics processing units (GPUs) and their role in computer graphics. It explains that GPUs are needed to translate binary data from the CPU into images on a monitor, as CPUs fail for high-end graphics work. It then covers the components of a graphics card, techniques like anti-aliasing and shaders, and APIs like OpenGL and DirectX. Finally, it discusses applications of GPUs in areas like gaming, design, movies, and medicine.
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of 27 key terms, sourced from online references. For each term, the student provides a short definition and links it to their own production practice, such as developing a game character or debugging scripting errors.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development. It provides researched definitions from online sources for terms like demo, beta, alpha, pre-alpha, gold, debug, vertex shader, pixel shader, and more. For each term, it also describes how the term relates to the author's own video game production practice, and includes an image or video to illustrate the term.
Cna yuo raed tihs?
Ever wondered how?
Imagine, every pixel, every color, every detail harmoniously coming together to present this very message. If you're intrigued by how this digital canvas works, then prepare to be intrigued even further.
Are you the aspiring game developer, craving a solid foundation in GUI intricacies?
Or perhaps, a budding designer yearning to unravel the screen's layout with a more discerning eye?
Or maybe you're the tech enthusiast, eager to decode the magic behind every pixel.
Well, you're in for a treat!
GDSC KIIT proudly presents our latest Huddle Tech Talk that promises to quench your curiosity. Allow us to introduce:
"Graphics Pipelining: How Your Computer Creates Amazing Pictures, a Peek Behind the Screen"
Event Details:
Date: August 27, 2023
Time: 10:30 am - 12:00 pm
Venue: C-WL-101, Campus 14, KIIT University
If you're interested in decoding how modern displays work and unraveling the way all the layers come together to present this screen to you, then this event is for you. Don't miss out on understanding the very medium through which you're engaging with this message.
So, mark your calendar, set your sights on the screen, and prepare to be captivated in a way that only GDSC KIIT can deliver.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms sourced from online references. The student provides context for each term and how it relates to their own game production practice, such as releasing demo and beta versions, using debugging techniques, and including collision detection.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, and more. For each term the student provides a short definition from an online source as well as a description of how the term relates to their own video game production work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document contains a glossary of terms related to video game design. It provides definitions for terms like alpha, beta, demo, gold (in reference to game versions), debugging, automation, collision detection, and others. Each term definition includes a short explanation and link to an online source. For some terms, the document also describes how the term relates to the author's own game production practice, such as releasing different versions to test for bugs.
The document is a glossary produced by a student at Salford City College for a BTEC Extended Diploma in Games Design unit on sound for computer games. It contains definitions of 27 key video game design and development terms, with each definition citing a source URL. For many terms, the student provides examples of how the term relates to their own game production practice.
This document contains a glossary of terms related to video game design produced by a student named Joshua Meyer. It includes 20 terms with short definitions sourced from online references. For many terms, Meyer provides examples of how the terms relate to his own video game production practice, such as using demos to test games before purchasing, and how physics mechanics can create interesting gameplay. The glossary covers topics such as video game testing, game engines, animation, and artificial intelligence pathfinding.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of over 30 terms organized into categories like "Video Games/Video Game Testing", "Game Engines", and "Concept". For each term, the student provided a short definition from an online source along with their own description of how the term relates to their video game production practice.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
The document is a glossary of terms related to video game design and development. It contains definitions of terms like alpha, beta, debug, vertex shader, physics, and more. For each term, it provides a short definition and, where possible, describes how the term relates to the creator's own video game production practice.
1. The document is a glossary of terms related to video game design produced by a student at Salford City College.
2. It contains definitions of over 30 terms like alpha, beta, debug, collision detection, and pathfinding.
3. For each term, the student provided a short definition from an online source as well as a description of how the term relates to their own video game production work.
This document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms gathered from online sources with URLs cited. For many terms, the student provides examples of how the term relates to their own video game production work, such as using collision detection to make a character fall over when bumping into things.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
The document discusses graphics processing units (GPUs) and their role in computer graphics. It explains that GPUs are needed to translate binary data from the CPU into images on a monitor, as CPUs fail for high-end graphics work. It then covers the components of a graphics card, techniques like anti-aliasing and shaders, and APIs like OpenGL and DirectX. Finally, it discusses applications of GPUs in areas like gaming, design, movies, and medicine.
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of 27 key terms, sourced from online references. For each term, the student provides a short definition and links it to their own production practice, such as developing a game character or debugging scripting errors.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development. It provides researched definitions from online sources for terms like demo, beta, alpha, pre-alpha, gold, debug, vertex shader, pixel shader, and more. For each term, it also describes how the term relates to the author's own video game production practice, and includes an image or video to illustrate the term.
Cna yuo raed tihs?
Ever wondered how?
Imagine, every pixel, every color, every detail harmoniously coming together to present this very message. If you're intrigued by how this digital canvas works, then prepare to be intrigued even further.
Are you the aspiring game developer, craving a solid foundation in GUI intricacies?
Or perhaps, a budding designer yearning to unravel the screen's layout with a more discerning eye?
Or maybe you're the tech enthusiast, eager to decode the magic behind every pixel.
Well, you're in for a treat!
GDSC KIIT proudly presents our latest Huddle Tech Talk that promises to quench your curiosity. Allow us to introduce:
"Graphics Pipelining: How Your Computer Creates Amazing Pictures, a Peek Behind the Screen"
Event Details:
Date: August 27, 2023
Time: 10:30 am - 12:00 pm
Venue: C-WL-101, Campus 14, KIIT University
If you're interested in decoding how modern displays work and unraveling the way all the layers come together to present this screen to you, then this event is for you. Don't miss out on understanding the very medium through which you're engaging with this message.
So, mark your calendar, set your sights on the screen, and prepare to be captivated in a way that only GDSC KIIT can deliver.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms sourced from online references. The student provides context for each term and how it relates to their own game production practice, such as releasing demo and beta versions, using debugging techniques, and including collision detection.
Similar to Unity advanced computer graphics week 03 (20)
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
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KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
3. Z-buffering
Z-buffering, also known as depth buffering, is a technique in computer graphics
programming that is used to determine whether an object (or part of an object) is
visible in a scene. It can be implemented either in hardware or software, and is
used to increase rendering efficiency.