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    Overview of Computer Graphics and algorithms
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    Abstract:
    Computer Graphics (CG) is the art of rendering, and visualizing images on the computer screens. In three-dimensional (3D) CG, a scene is first modeled geometrically, typically using triangles, and the computer is then used to calculate what the scene will look like from a specific view point at a particular instant. In CG, one of the major goals is to create photo-realistic images in real time. In recent years, Volume Visualization (VV) has attracted the attention of many researchers. VV techniques have been used to analyze and render 3D datasets, obtained from a variety of sources including medical scanners, and results of simulation of physical and synthetic phenomena, on the computer screen. Volume Graphics (VG) has proven itself as an independent graphics technology. A common purpose of VG is to achieve photo realistic rendering. To achieve this, reflections, shadows, refraction and perspective projections are all necessary elements since they occur naturally in the natural environment.
    Keywords:
    Scientific visualization
    Real-time rendering
    3D rendering
    Computer animation rendering techniques geometric and solid modeling physically based modeling volume visualization scientific visualization real-time graphics multimedia cyberspace applications image based rendering virtual reality graphics hardware architecture data compression digital libraries computer vision computer graphics and the Internet. (part contents)
    Scientific visualization
    Real-time rendering
    Graphics software
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    One solution to obtaining a portable graphics architecture is presented. By abstracting the functionality present in most 3-D graphics systems and augmenting it with advanced rendering features, a highly portable, efficient, and modern graphics architecture for interactive 3-D graphics applications (including modeling, animation, and scientific visualization) is obtained. Using appropriate object-oriented design procedures ensures the efficiency, maintainability, and portability of the architecture. The design and implementation of the graphics system used to achieve this high degree of portability are described.< >
    Software portability
    Scientific visualization
    Maintainability
    Graphics software
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    Scientific visualization
    2D computer graphics
    Vector graphics
    Graphics software
    Computer graphics lighting
    Citations (0)
    Three-dimensional (3D) computer graphics hardware has emerged as an integral part of mainstream desktop PC systems. The aim of this paper is to describe the 3D graphics architecture at a level accessible to the general computational science community. We start with the generic 3D graphics rendering algorithm, the computational requirements of each of its steps, and the basic architectural features of 3D graphics processors. Then we survey the architectural features that have been implemented in or proposed for state-of-the-art graphics processors at the processor and system levels to enable faster and higherquality 3D graphics rendering. Finally, we describe a taxonomy of parallel 3D rendering algorithms that accelerate the performance of 3D graphics using parallel processing.
    Parallel rendering
    Tiled rendering
    2D computer graphics
    Graphics hardware
    Scientific visualization
    Alternate frame rendering
    Real-time rendering
    Texture memory
    Graphics software
    Citations (8)
    Computer Graphics (CG) is the art of rendering, and visualizing images on the computer screens. In three-dimensional (3D) CG, a scene is first modeled geometrically, typically using triangles, and the computer is then used to calculate what the scene will look like from a specific view point at a particular instant. In CG, one of the major goals is to create photo-realistic images in real time. In recent years, Volume Visualization (VV) has attracted the attention of many researchers. VV techniques have been used to analyze and render 3D datasets, obtained from a variety of sources including medical scanners, and results of simulation of physical and synthetic phenomena, on the computer screen. Volume Graphics (VG) has proven itself as an independent graphics technology. A common purpose of VG is to achieve photo realistic rendering. To achieve this, reflections, shadows, refraction and perspective projections are all necessary elements since they occur naturally in the natural environment.
    Scientific visualization
    Real-time rendering
    3D rendering
    Citations (2)
    Within the last few years the range of scientific applications for which computer graphics is used has become extremely large. However, not all scientists require the same level of computing power. Until recently the software interface to graphics display systems has been provided by the manufacturers of the hardware. This generated interest in the possibility of using graphics standards. Another important issue is related to the deluge of data generated by super-computers and high-volume data sources which make it impossible for users to have an overall knowledge of either the data structures or the application programs. Partial solutions can be found in emerging products providing an interactive computational environment for scientific visualization. Some of the characteristics required for graphics hardware are presented. From a hardware perspective, graphics computing involves the use of a graphical computer system with sufficient power and functionality that the user can manipulate and interact with displayed objects. To achieve such a level of performance computers are usually designed as networked workstations with access to local graphics capabilities. Finally, it is made clear that the main computer graphics applications are scientific activities. From high energy physics experiments with wireframe event displays up to medical imaging with interactive volume rendering, scientific visualization is not simply displaying data from data intensive sources. Fields of computer graphics like image processing, computer aided design, signal processing and user interfaces provide tools helping researchers to understand and steer scientific computation.
    Scientific visualization
    Workstation
    Graphics hardware
    Graphics software
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    Scientific visualization
    Statistical graphics
    2D computer graphics
    Graphics software
    Vector graphics
    Scientific visualization
    Statistical graphics
    Graphics software
    2D computer graphics
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    With the emergence of 3D graphics/arts assets commerce on the Internet, to protect their intellectual property and to restrict their usage have become a new design challenge. This paper presents a novel protection model for commercial graphics data by integrating digital rights management into the graphics processing unit and creating a digital rights enabled graphics processing system to defend against piracy of entertainment software and copyrighted graphics arts. In accordance with the presented model, graphics content providers distribute encrypted 3D graphics data along with their certified licenses. During rendering, when encrypted graphics data, e.g. geometry or textures, are fetched by a digital rights enabled graphics processing system, it will be decrypted. The graphics processing system also ensures that graphics data such as geometry, textures or shaders are bound only in accordance with the binding constraints designated in the licenses. Special API extensions for media/software developers are also proposed to enable our protection model. We evaluated the proposed hardware system based on cycle-based GPU simulator with configuration in line with realistic implementation and open source video game Quake 3D.
    Shader
    Digital rights management
    2D computer graphics
    Graphics software
    Computer Graphics Metafile
    Vector graphics
    OpenGL
    Citations (10)
    Recent innovations in computer hardware architecture---the arrival of multi-core CPUs, the generalization of graphics processing units (GPUs), and the imminent increase in bandwidth available between CPU and GPU cores---make a new era of interactive graphics possible. As a result of these changes, game consoles, PCs and laptops will have the potential to provide unprecedented levels of visual richness, realism, and immersiveness, making interactive graphics a compelling killer app for these modern computer systems. However, current graphics programming models and APIs, which were conceived of and developed for the previous generation of GPU-only rendering pipelines, severely hamper the type and quality of imagery that can be produced on these systems. Fulfilling the promise of programmable graphics---the new era of cooperatively using the CPU, GPU, and complex, dynamic data structures to efficiently synthesize images---requires new programming models, tools, and rendering systems that are designed to take full advantage of these new parallel heterogeneous architectures.
    Graphics hardware
    Scientific visualization
    Parallel rendering
    Tiled rendering
    Alternate frame rendering
    Citations (7)