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Ray-tracing Hardware
Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations. Introduction: Ray tracing and rasterization The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of " primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way. In each step, it finds all intersections of a ray with a set of relevant primitives of the scene. Both approaches have their own benefits and drawbacks. Rasterization can be performed using devices based on a stream computing model, one triangle at the time, and access to the complete scene is needed only once. The drawback of rasterization is that non-local effects, required for an accurate simulation of a scene, su ...
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Quake Wars Ray Traced
Quake may refer to: Seismology * Earthquake, a shaking of the Earth's surface * Quake (natural phenomenon), surface shaking on any astronomical body Arts and entertainment * ''Quake'' (album), a 2003 album by Erik Friedlander * ''Quake'' (1992 film), an American direct-to-video film * Quake (2021 film), an Icelandic drama film * ''The Quake'' (film), a 2018 Norwegian film * ''Quake'' (series), a series of first-person shooter games ** ''Quake'' (video game), the 1996 first game in the series *** ''Quake'' engine, a game engine by ID Software, first used in the 1996 game *** ''Quake'' (original soundtrack), by Trent Reznor and Nine Inch Nails, 1996 ** ''Quake II'' engine, the 1997 second iteration of the game engine, first used in ''Quake II'' * WQKE, The Quake, an FM radio station in Plattsburgh, New York, US * Quake, a Transformers comics character * Quake, a superhero code name used by the Marvel Comics character Daisy Johnson Other uses * Quake (cereal), a breakfast c ...
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Scene Graph
A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene. It is a collection of nodes in a graph or tree structure. A tree node may have many children but only a single parent, with the effect of a parent applied to all its child nodes; an operation performed on a group automatically propagates its effect to all of its members. In many programs, associating a geometrical transformation matrix (see also transformation and matrix) at each group level and concatenating such matrices together is an efficient and natural way to process such operations. A common feature, for instance, is the ability to group related shapes and objects into a compound object that can then be manipulated as easily as a single object. Scene graphs in graphics editing tools In vector-based graphics editing, each leaf node in a scene graph represents some ...
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FPGA
A field-programmable gate array (FPGA) is a type of configurable integrated circuit that can be repeatedly programmed after manufacturing. FPGAs are a subset of logic devices referred to as programmable logic devices (PLDs). They consist of an array of programmable logic device, programmable logic block, logic blocks with a connecting grid, that can be configured "in the field" to interconnect with other logic blocks to perform various digital functions. FPGAs are often used in limited (low) quantity production of custom-made products, and in research and development, where the higher cost of individual FPGAs is not as important, and where creating and manufacturing a custom circuit would not be feasible. Other applications for FPGAs include the telecommunications, automotive, aerospace, and industrial sectors, which benefit from their flexibility, high signal processing speed, and parallel processing abilities. A FPGA configuration is generally written using a hardware descr ...
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Mitsubishi Electric Research Laboratories
Mitsubishi Electric Research Laboratories (MERL) is a subsidiary of Mitsubishi Electric US Holdings, Inc., which is the principal subsidiary of Mitsubishi Electric in the United States. MERL acts as North American arm of Mitsubishi's Corporate R&D organization and is located in Cambridge, Massachusetts, United States. MERL engages in application-motivated basic research and advanced development in areas crucial to Mitsubishi Electric. The facility employs more than 50 PhDs who conduct research and development across a wide range of fields, including digital signal processing, digital audio and video processing, wired and wireless digital communications, spoken language interfaces, computer vision, mechatronics and fundamental algorithms. Since its founding in 1991, MERL has been awarded over 700 patents. History Mitsubishi Electric Research Laboratories was founded in Cambridge, Massachusetts in 1991 by the Mitsubishi Electric CR&D organization. In the late 1990s, MERL merged wit ...
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Hanspeter Pfister
Hanspeter Pfister is a Swiss computer scientist. He is the An Wang Professor of Computer Science at the Harvard John A. Paulson School of Engineering and Applied Sciences and an affiliate faculty member of the Center for Brain Science at Harvard University. His research in visual computing lies at the intersection of scientific visualization, information visualization, computer graphics, and computer vision and spans a wide range of topics, including biomedical image analysis and visualization, image and video analysis, and visual analytics in data science. Biography Hanspeter Pfister received his master's degree in 1991 in electrical engineering at ETH Zurich and moved to the United States for his PhD in computer science at Stony Brook University. In 1992 he began working with Arie Kaufman on Cube-3, a hardware architecture for volume visualization. By the time of his graduation in 1996, he had finished the architecture for Cube-4 and licensed it to Mitsubishi Electric ...
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Volume Rendering
In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. A typical 3D data set is a group of 2D slice images acquired by a CT, MRI, or MicroCT scanner. Usually these are acquired in a regular pattern (e.g., one slice for each millimeter of depth) and usually have a regular number of image pixels in a regular pattern. This is an example of a regular volumetric grid, with each volume element, or voxel represented by a single value that is obtained by sampling the immediate area surrounding the voxel. To render a 2D projection of the 3D data set, one first needs to define a camera in space relative to the volume. Also, one needs to define the opacity and color of every voxel. This is usually defined using an RGBA (for red, green, blue, alpha) transfer function that defines the RGBA value for every possible voxel value. For example, a volu ...
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Autodesk 3ds Max
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language. History The original 3D Studio product was created for the DOS platform by the Yost Group, and published by Autodesk. The release of 3D Studio made Autodesk's previous 3D rendering package AutoShade obsolete. ...
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Autodesk Maya
Autodesk Maya, commonly shortened to just Maya (; ), is a 3D computer graphics application that runs on Windows, macOS, and Linux, originally developed by Alias and currently owned and developed by Autodesk. It is used to create assets for interactive 3D applications (including video games), animated films, TV series, and visual effects. History Maya was originally an animation product based on codebase from The Advanced Visualizer by Wavefront Technologies, Thomson Digital Image (TDI) Explore, PowerAnimator by Alias, and ''Alias Sketch!''. The IRIX-based projects were combined and animation features were added; the project codename was Maya. Walt Disney Feature Animation collaborated closely with Maya's development during its production of ''Dinosaur''. Disney requested that the user interface of the application be customizable to allow for a personalized workflow. This was a particular influence in the open architecture of Maya, and partly responsible for its popularity in ...
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Predicated Rendering
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Occlusion Culling
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process that identifies which surfaces are not visible to the user (for example, ...
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Viewing Frustum
In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) '' cone of vision'' that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Somet ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained within, allowing trivia ...
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