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         Real Time Graphics Computer:     more books (87)
  1. Real-time continuous level of detail rendering of height fields (GIT-GVU) by Peter Lindstrom, 1996
  2. CGI delay compensation (NASA technical memorandum) by Richard E McFarland, 1986
  3. Real-time multi-spectral visual processor (Research publication) by Ichiro Masaki, 1987
  4. Timing Analysis of Real-Time Software by M.G. Rodd, L. Motus, 1995-01-04
  5. Real clock time animation support for developing software visualizations (GIT-GVU) by John T Stasko, 1995
  6. Trips reports ISO Working Group 9, Ada, uniformity of Ada Applications Rapporteur Group, and Ada Europe (SuDoc NAS 1.26:188588) by Sue LeGrand, 1990
  7. Vision as Process: Basic Research on Computer Vision Systems (ESPRIT Basic Research Series)
  8. Graphics Programming with Direct3D by Rob Glidden, 1997-01-15
  9. Model-Based Engineering of Embedded Real-Time Systems: International Dagstuhl Workshop, Dagstuhl Castle, Germany, November 4-9, 2007. Revised Selected ... / Programming and Software Engineering)
  10. SOPHISTICATED CHART PLOTTING SOFTWARE INCORPORATES REAL-TIME EXCHANGE WITH NAVIGATION ELECTRONICS.(RayTech Navigator 4.0)(Product Announcement): An article from: Software Industry Report
  11. Modeling, Simulation, And Visualization For Real And Virtual Environments: 7-8 April 1999, Orlando, Florida (Proceedings of Spie--the International Society for Optical Engineering)
  12. Compression Algorithms for Real Programmers (The For Real Programmers Series) by Peter Wayner, 1999-10-14
  13. A Real Time Approach to Process Controls by William Y. Svrcek, Donald P. Mahoney, et all 2000-05-15
  14. Dynamic 3D Imaging: DAGM 2009 Workshop, Dyn3D 2009, Jena, Germany, September 9, 2009,Proceedings (Lecture Notes in Computer Science / Image Processing, ... Vision, Pattern Recognition, and Graphics)

81. Real-Time Research Repository
Search through this IEEE directory of research and commercial topics about realtime computing. real-time Systems. Welcome to the Home Page of the IEEE computer Society, Technical Committee on real-time IEEE real-time/Embedded Technology real-time and Embedded computer Systems
http://cs-www.bu.edu/pub/ieee-rts/Home.html
Technical Committee on Real-Time Systems
Welcome to the Home Page of the IEEE Computer Society , Technical Committee on Real-Time Systems (IEEE-CS TC-RTS). The current executives of the IEEE TC-RTS are: Chair: Insup Lee Vice Chair: Wei Zhao Members: Azer Bestavros Alan Burns Gerhard Fohler Kevin Jeffay , Doug Locke, Al Mok Lui Sha Heonshik Shin Sang H. Son ... Jack Stankovic
In addition to the resources made available on this page, you are encouraged to stay in touch with our community by joining the IEEE-CS TC-RTS moderated mailing list. This list is used to send an infrequent electronic newsletter that includes announcements and technical discussions pertinent to the community.
IEEE TC-RTS Diary
To add to or update the IEEE TC-RTS diary please email Professor Insup Lee at lee@central.cis.upenn.edu IEEE RTAS'03: 9TH IEEE Real-Time/Embedded Technology and Applications Symposium, Toronto, May 27-39 WPDRTS'03 : IPDPS Workshop on Parallel and Distributed Real-Time Systems, April 2003. LCTES'03: ACM SIGPLAN Conference on Languages, Compilers, and Tools for Embedded Systems, San Diego, California, June 11-13, 2003

82. Welcome To EarthLink
MailStation—Email without the computer. Special Offers How bad is your credit? delay Disclaimer. Free Portfolio Tracker real time Quotes (Sign Up Log In).
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83. Imager Computer Graphics Laboratory Paper Or Technical Report: Real Time Telemed
and Technical Reports Imager UBC computer Science Tam, and David Forsey real TimeTelemedicine Using acquisition units, high end graphics, network hardware
http://www.cs.ubc.ca/labs/imager/tr/cahoon.1997a.html
Imager Papers and Technical Reports Imager UBC Computer Science
Peter Cahoon, Roger Tam , and David Forsey
Real Time Telemedicine Using Shared 3-Dimensional Workspaces Over ATM
Year: Electronic: Pages: Citation:
B IB T E ... X
Abstract
The growth in communications technology has increased network bandwidth and reliability to the point where high performance distributed biomedical imaging applications can be cost-effectively supported. This has the potential to vastly enhance the efficiency of clinicians and researchers. The integration of the various components of a functional system (data acquisition units, high end graphics, network hardware and software-including protocols, image database system, etc.) into a seamless and unified whole is a complex problem. This paper discusses these issues and describes recent work done in the development of a testbed that will serve as a prototype for a practical system. Send queries to: imager-pubs.ubc.ca

84. A. K. Peters, Ltd. -|- Book
realtime Rendering. Tomas Möller, Eric Haines. realistically animated 3D computergraphics rendered in real time is a goal of the computer animation industry.
http://www.akpeters.com/book.asp?BID=99

85. Mike Chow's Homepage
for games; 19992000 Sony computer Entertainment, Playstation2 1996-98 Sun MicrosystemsGraphics Lab, R D Geometry Compression for real-time Rendering (Advisor
http://home.earthlink.net/~mmchow/
Mike Chow
Graphics technology engineer
PS2 and XBox game consoles
mmchow@earthlink.net
Computer Graphics Projects
ATV Offroad Fury 2 (PS2)
In this sequel to ATV on PS2, I promised myself to outdo many of the graphics I put in the first version. Dynamic shadows on terrains are soft, antialiased, and cull nicely against light. Snow effect is new, with over 8000 snow particles per frame, more than any other game. Sun flares on PS2 is done very efficiently without reading back Z-buffer. We used many of the optimized shaders such as specular mapping from Pods and BMX. Matt Hoffman's Pro BMX 2 (PS2 and XBox)
BMX 2 ships with all graphics technologies I helped developed since ATV Offroad Fury. It extensively uses PS2 and XBox shaders we created for material effects. I improved the real-time shadows with antialiased, soft-shadows on XBox. Splashdown (XBox)
I worked on XBox special effects shaders for characters and objects. Also character animation rendering and tools for XBox. Advanced particle physics and rendering: real-time rendering of 10,000 particles with physics in game. Star Wars: Pod Racer Revenge (PS2)
My best game yet. My contributions include: terrains with multiple layers of textures generated at run time to save PS2 memory. Geometry compression applied to in game objects. Generalized dynamic projected shadows on arbitrary 3D objects. PS2 rendering microcode for characters, terrains, and particles.

86. CONCURRENT COMPUTER CORPORATION
an extensive yet easyto-use graphics package with a networked, flexible and openreal-time database. Trident computer Resources provides hardware and software
http://www.ccur.com/realtime/rt_partners.htm
A range of software tools and hardware products are available on Concurrent computer systems through partnerships and alliances with third-party vendors. These products are used extensively in Concurrent's target market applications such as modeling, data acquisition, and distributed interactive simulation. MontaVista Software is the leading provider of embedded Linux. MontaVista's principal offerings include MontaVista Linux®, a Linux-based embedded source and binary distribution, cross development platform and a set of tool kits for x86/IA-32, PowerPC, StrongARM, MIPS, SH, ARM and other microprocessor architectures. MontaVista offers developers a family of products and services for embedded design targeted for applications ranging from communications infrastructure to thin-client and edge applications. www.mvista.com The MathWorks' is an intuitive language and a technical computing environment that provides core mathematics and advanced graphical tools for data analysis, visualization, and algorithm and application development.

87. CONCURRENT COMPUTER CORPORATION
performance, Intel®based multiprocessor computer systems I/O, networking, and graphicsbe controlled deterministically together with real-time tasks
http://www.ccur.com/corporate/pr/pr_273.html
FOR IMMEDIATE RELEASE
Concurrent's RedHawk Linux Version 1.1 Now Available
New Operating System Offers Superior Real-time Performance
on Concurrent's Intel-based iHawk Systems FORT LAUDERDALE, Fla.Sept. 30, 2002
"Linux is widely used for software development, and it is renowned for its speed, reliability, portability, and open source following," said Paul C. Meyer, president of Concurrent's Real-Time Division. "RedHawk is a unique real-time Linux OS and is proof of the continued commitment to our growing list of customers who require real-time solutions." iHawk Systems Red Hat Compatible RedHawk Linux user-level commands, utilities, and system administration are standard Red Hat. RedHawk achieves real-time performance by replacing the Red Hat kernel with a multithreaded, fully-preemptable kernel with low-latency enhancements. RedHawk's true symmetric multiprocessing support includes load-balancing and CPU shielding to maximize determinism and real-time performance in mission-critical solutions. Complete Development Environment True Real-Time Linux RedHawk is a true real-time variant of the standard Linux operating system. RedHawk provides a single kernel programming environment that directly controls all system operation. Complex real-time applications often require that file I/O, networking, and graphics be controlled deterministically together with real-time tasks. Only RedHawk's single-kernel design ensures this determinism. In tightly-coupled symmetric multiprocessing systems such as Concurrent's iHawk real-time systems, RedHawk Linux allows individual CPUs to be shielded from interrupt processing, daemons, bottom halves, and other Linux tasks. Processor shielding provides a highly deterministic execution environment where interrupt response is guaranteed.

88. Game Research - The Art, Business, And Science Of Computer Games
Within computer game research narratology is often seen as opposed to 3D graphicsusually consist of polygons and is therefore not realtime strategy game,
http://www.game-research.com/dictionary.asp
ABOUT GAME RESEARCH CONTACT NAVIGATION Home News History and genres Action games ... Consulting LINKS Gamesbiz
Business information International Game Developers Association Digital Games Research Association
Academic association Interactive Digital Software Association
American business organisation Game Culture
Academic game site Ludology.org
Academic game site Killer List of Arcade Games
Historical information on arcade games Moby Games
Historical game site Game Studies
Academic journal Dictionary Below we will present a range of definitions for ease of communication and discussion across the field. These definitions are not generally accepted but will hopefully work as a starting point for discussion. The list will be expanded over time. If you have any additions please submit them

89. TAMU CS - Faculty Research Interests
Distributed and Embedded real time and Internet Geometric Computing, Graphicsand Visualization, Simulation and Modeling, computer Algebra
http://www.cs.tamu.edu/research/interests
@import "/html4/content.css"; DEPARTMENT OF COMPUTER SCIENCE DWIGHT LOOK COLLEGE OF ENGINEERING Home Research ... Faculty Research Interests
Faculty Research Interests
Amato, Nancy
Associate Professor
Motion Planning, Robotics, Computational Geometry, Virtual Reality, Computational Biology/Chemistry, Parallel and Distributed Computing, Parallel Algorithms, Performance Modeling
Bettati, Riccardo
Associate Professor
Real-Time Computing, Resilient Large-Scale Systems, High-Speed Networking
Chen, Jianer
Professor
Computational Optimization and Complexity, Graph Theory and Algorithms, Parallel Processing and Networking, Computer Graphics
Childs, S. Bart
Professor and Associate Head for External Relations
Computational Engineering and Science; Literate Programming; Programming Environments, Documentation
Choe, Yoonsuck
Assistant Professor
Neural Networks, Computational Neuroscience, Visual Perception, Image Retrieval, Artificial Intelligence
Friesen, Donald K.
Professor and Associate Head for Academics
Algorithm Analysis, Parallel Algorithms, Artificial Intelligence, Neural Networks
Furuta, Richard

90. Computer ART Lab Of CNUCE/C.N.R. - Pisa, Italy
Data extracted from the image analysis every frame are used for controllingrealtime interactive computer music and computer graphics performances.
http://www.cnuce.pi.cnr.it/tarabella/cART.html
    Leonello Tarabella cART Lab of CNUCE/C.N.R. music and visual art by computer Area della Ricerca di Pisa 56010 Ghezzano (PI) Italy

    tel. +39.050.315-3012(off) -2043(lab)
    fax +39.050.313-8091
    mob. +39.(0)335.674-5248
    e-mail: Leonello.Tarabella@cnuce.cnr.it
  • Research overview Gesture recognition systems Music languages ... Quotations, Education and Refs

  • As a researcher he coordinates the activities of the cART Lab (computer art laboratory) of CNUCE/C.N.R., Pisa and yearly teaches a computer music course at the Computer Science Dept. of Pisa University.
    His research mainly concerns the design of languagues for algorithmic composition and original gestural man/machine interfaces for interactive computer music/graphics performaces.
    As a musician he composes and performs his own computer music with the systems realized the performed in Madrid, The Netherlands, Shanghai, Thessaloniki, NewYork, La Habana and on the italian national TV networks. photo by C.Warde-Jones The CNUCE Institute was founded in 1965 as Computing Center for the University of Pisa; later it was attached to the National Council of Research (C.N.R.) of Italy and at the moment it has a staff of about 80 active in the laboratories of logic programming, computer network, satellite flight control, data bases, parallel computing, structural engineering, remote sensing, computer graphics and computer music. At the beginning of 2000 the CNUCE institute moved to the new "Area della Ricerca del C.N.R., Pisa".
    The activities at the cART Lab mainly consist of Applied Research, Education, Production. The keywords characterising the activity of the Lab are

    91. IEEE Computer Graphics And Applications
    January/February 2003. Web graphics. Visualization Viewpoints. "Adaptive graphics". A unifying framework lets text of IEEE computer graphics and Applications is available to computer
    http://www.computer.org/cga
    Contents

    March/April 2003
    Graphics Applications for Grid Computing About the Cover
    " Unlocking the Grid "
    Read about the creation of this issue's cover art. Visualization Viewpoints
    " The Grid and Future Visualization System Architectures "
    How visualization technology must evolve to offer true effectiveness in a grid environment.
    Applications
    " Pervasive 3D Viewing for Product Data Management "
    A stand-alone solution lets users access mechanical computer-aided design 3D models on a PDA.
    Web Extras September/October 2002 Check out Andrew Glassner's animation files (avi format) that complement his article, " Getting the Picture ." July/August 2002 The article "Integrating Dynamic Full-Body Motion Devices in Interactive 3D Entertainment" by Kamen Kanev and Shigeo Kimura includes an extended, Web-only sidebar on " Pneumatic Calculations ."

    92. Home Page
    The research carried out by this group spans the range from realtime computergraphics rendering to human factors issues in virtual reality.
    http://www.cs.ucl.ac.uk/research/vr/
    Virtual Environments and Computer Graphics (VECG)
    Department of Computer Science

    UCL

    The research carried out by this group spans the range from real-time computer graphics rendering to human factors issues in virtual reality. A common theme is that we want to understand how to make virtual reality effective . So we carry out experiments with participants, in order to examine just what makes a difference to their sense of presence in the virtual environment, and their sense of co-presence with other people. We research on the issues involved in populating our virtual environments with crowds. This is not only a technically interesting challenge, but we know from our experimental work that empty environments, places without people don't work. We are very interested in making our avatars 'realistic', so that you will want to engage with them. But what does 'realistic' mean in this context? It does not mean photo- or geometrically accurate realism. It does mean avatars that carry out those tiny gestures and movements that we take so much for granted in everyday experience that we don't even notice them. We carry out research on real-time rendering, and are particularly interested in how real-time can be maintained even in the context of global illumination for realistic lighting.

    93. Imager Computer Graphics Laboratory Paper Or Technical Report: Real-Time Multiva

    http://www.cs.ubc.ca/labs/imager/tr/healey.1994a.html
    Imager Papers and Technical Reports Imager UBC Computer Science
    Christopher G. Healey
    ... Kellogg S. Booth , and James T. Enns
    Real-Time Multivariate Data Visualization Using Preattentive Processing
    TR number:
    TR-94-39 Year: Electronic: , 752 kB (8.4 MB uncompressed) Pages: Citation: B IB T E ... X
    Abstract
    A new method is presented for visualizing data as they are generated from real-time applications. These techniques allow viewers to perform simple data analysis tasks such as detection of data groups and boundaries, target detection, and estimation. The goal is to do this rapidly and accurately on a dynamic sequence of data frames. Our techniques take advantage of an ability of the human visual system called preattentive processing. Preattentive processing refers to an initial organization of the visual system based on operations believed to be rapid, automatic, and spatially parallel. Examples of visual features that can be detected in this way include hue, orientation, intensity, size, curvature, and line length. We believe that studies from preattentive processing should be used to assist in the design of visualization tools, especially those for which high speed target, boundary, and region detection are important. Send queries to: imager-pubs.ubc.ca

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