Results 281 to 290 of about 553,086 (355)
A shadow generation in real-time computer graphics [PDF]
This paper proposes a new algorithm for real-time shadow generation of a large gaming area, such as for flight simulators. A shadow generation should be improved for the reality of imagery, but its real-time implementation demands the large amount of hardware and the shortage of precision of fixed point calculation is easy to cause false shadow. Shadow
M Ogata, Y. Dohi
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Integration of Multidimensional Interaction Devices in Real‐Time Computer Graphics Applications
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.
Torsten Fröhlich, Marcus Roth
semanticscholar +4 more sources
Abstract The extraction of information from movie film and videotape has always been a very tedious process. Yet the usefulness of these media in biomedical research, behavioral science, industrial testing, etc., is apparent. We are developing a system, GALATEA, for the rapid extraction of data from film or video using interactive graphics.
Robert P. Futrelle, Mike Potel
semanticscholar +5 more sources
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Van der Waals Surfaces in Molecular Modeling: Implementation with Real-Time Computer Graphics
Science, 1983A method is described for generating van der Waals molecular surfaces with a real-time interactive calligraphic color display system. These surfaces maintain their proper representation during bond rotation and global transformations, and an interior atom removal method yields a comprehensible picture of the molecular surface for large molecules.
Paul A. Bash+4 more
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DYNAMIC FRACTURING OF 3D MODELS FOR REAL TIME COMPUTER GRAPHICS
This work proposes a method of fracturing one-sided 3D objects, in real time, using standard GPU shaders. Existing implementations include either pre-fracturing objects and replacing them at run-time, or precomputing the fracture patterns and using them to fracture the objects depending on user interaction. In this article we describe a novel method in
Yousif Ali Hassan Najim+2 more
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<title>Real Time Computer Graphics From Body Motion</title>
SPIE Proceedings, 1983This paper focuses on the recent emergence and development of real, time, computer-aided body tracking technologies and their use in combination with various computer graphics imaging techniques. The convergence of these, technologies in our research results, in an interactive display environment.
Scott S. Fisher, Ann Marion
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Computer graphics in real‐time docking with energy calculation and minimization
Journal of Computational Chemistry, 1985AbstractWe describe a real‐time docking method using molecular graphics and high‐speed calculation of the energy of interaction between a drug and a receptor. A three‐dimensional tabulation of the potential is computed prior to the docking experiment, and the total interaction energy is calculated and updated on the display screen in real‐time to ...
M. Levitt+3 more
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A Real-Time Stereoscopic Small-Computer Graphics Display System
A brief review of the principles of stereoscopy is given followed by a discussion of candidate methods for providing stereoscopic viewing of display data. An analog computer implementation of a stereoscopic graphics display system is described.
Herman H. Plott+2 more
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Aliasing and scintillation reduction in real-time computer graphics
Aliasing is unavoidable in real-time computer image generation due to the sampling processes occurring within the graphics hardware. In particular, aliasing produces scintillation effects and significant radiometric inaccuracy when targets are rendered at long range. This problem was alleviated some years ago by the development of a zoom anti-aliasing (
Timothy G. Sills
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Real-Time Rendering: Computer Graphics with Control Engineering
2017Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation.
Wong Gabriyel, Wang Jianliang
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