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2008
AI
This paper provides a comprehensive exploration of 3D graphics programming using JOGL (Java Binding for the OpenGL) and Java3D. It introduces fundamental concepts in graphics modeling and libraries, guides users through OpenGL programming in Java, and discusses techniques for antialiasing and double-buffering for animations. The text also delves into transformations, viewing, and the construction of curved models, highlighting both practical programming assignments and theoretical underpinnings in the context of modern graphics technology.
With the popularity of Internet/Intranet and Virtual Reality (VR), more and more applications, for example, VRML browser, require 3D graphics capabilities over network. In this paper, we presented a 3D graphics library written in Java to fulfill this requirement. The performance evaluation is especially addressed for further studies in developing 3D graphics applications over network.
1997
Traditional 3D graphics programming using OpenGL in C or C++ often requires significant development time by expert graphics programmers. The time costs associated with learning to use OpenGL calls in the C or C++ environment and compiling, linking, and testing during application development are typically extensive. Therefore, new tools that reduce the development time associated with graphics programming or make graphics programming available to a broader spectrum of programmers paves the way towards speedier and more sophisticated graphical software development. An interpreted environment accommodates faster graphics application development by eliminating the need to frequently recompile code in order to observe the effects of OpenGL calls to the current graphics state. Utilizing the functional programming language J with appropriate OpenGL bindings, an interpreted approach provides an interactive environment suitable for less time consuming OpenGL-like graphics programming. This paper details design and implementation issues involved in creating OpenGL bindings for the J programming language. In addition, an explanation of one approach to creating such bindings and suggestions for possible improvements are also included. 1
Computer Graphics involves display, manipulation and storage of pictures and experimental data for proper visualization using a computer. It would be difficult to exaggerate the importance of computer graphics and multimedia in our lives. Activities as wide ranging as film making, publishing, and education have experienced revolutionary changes as these technologies alter the ways in which we conduct our daily activities. The combination of computers, multimedia, and the complex human visual system, through computer graphics, has been instrumental in these advances and has led to new ways of displaying information and recognizing the virtual worlds. This paper presents modelling, animation, rendering of geometrical objects. The transformations of objects along with different shading and discrete techniques have also been discussed in detail.
International Journal of Pure and Apllied Mathematics, 2013
The present paper describes an approach to geometric modelling, in which the representation of solids is hybrid and consists of an easily expandable collection of representations. We also consider an experimental prototype of a framework for the development of systems for geometric modelling based on open hybrid representation schemes. We present a method for creating software-hardware (hybrid) systems based on this approach.
III Year B. Tech CSE-I Sem L T/P/D C 3-/-/-3 CORE ELECTIVE-I (R17A0517) Computer Graphics Objectives: To make students understand about fundamentals of Graphics to enable them to design animated scenes for virtual object creations. To make the student present the content graphically. UNIT-I: Introduction: Application areas of Computer Graphics, overview of graphics systems, videodisplay devices, raster-scan systems, random scan systems, graphics monitors and work stations and input devices Output primitives: Points and lines, line drawing algorithms, mid-point circle and ellipse algorithms.Filled area primitives: Scan line polygon fill algorithm, boundary-fill and flood-fill algorithms UNIT-II: 2-D geometrical transforms: Translation, scaling, rotation, reflection and shear transformations, matrix representations and homogeneous coordinates, composite transforms, transformations between coordinate systems 2-D viewing : The viewing pipeline, viewing coordinate reference frame, window to view-port coordinate transformation, viewing functions, Cohen-Sutherland and Cyrus-beck line clipping algorithms, Sutherland-Hodgeman polygon clipping algorithm
2012
In this paper we presents process of UML modeling for algorithm which is used in computational geometry and computer graphics. Implementation of algorithm for triangulation polygon is given in programming language JAVA. The main motivation is to present a way of solving problems through so-called visual planning and programming using object-oriented concepts. Dynamic and static model processing show the problem and give the plan for solving and implementation in some of objective-oriented program language. In one section of this paper we will list some research of authors and their results in the application of programming languages in the field of computer graphics. We specify reason for programming in Java in computer graphics and compared with other programming languages.
This paper presents a 3D graphics library, or JavaGL 1 , written in Java to provide 3D graphics capabilities over network. To make the 3D graphics library easy to learn and use, we define the application programming interface (API) in a manner quite similar to that of OpenGL, since OpenGL is a de facto industry standard. Furthermore, we have also developed a network library, or JavaNL 2 , and combined it into JavaGL, so that a programmer can develop multi-participant 3D graphics applications easier using JavaGL and JavaNL. Implementation issues and performance evaluations are addressed.
Computer graphics are widely used in many area of research. This work presents an overview and the usage of computer graphics in different purposes: Graphs and Charts, Computer-Aided Design (CAD), Virtual Reality (VR), Data visualization, Education and training, Image processing, Computer Art, Entertainment and Graphical User Interface (GUI). This work descript also current related research and its example in order to clarify of computer graphic and how its work.
1995
Before going into the details of various image synthesis algorithms, it is worth considering their general aspects, and establishing a basis for their comparison in terms of eciency, ease of realization, image quality etc., because it is not possible to understand the specic steps, and evaluate the merits or drawbacks of dierent approaches without keeping in mind the general objectives. This chapter is devoted to the examination of algorithms in general, what has been called algorithmics after the excellent book of D.
Future Generation Computer Systems, 2005
Most 3D objects in computer graphics are represented as polygonal mesh models. Though techniques like image-based rendering are gaining popularity, a vast majority of applications in computer graphics and animation use such polygonal meshes for representing and rendering 3D objects. High quality mesh models are usually generated through 3D laser scanning techniques. However, even the inexpensive laser scanners cost tens of thousands of dollars and it is difficult for researchers in computer graphics to buy such systems just for model acquisition. In this paper, we describe a simple model acquisition system built from web cams or digital cameras. This low-cost system gives researchers an opportunity to capture and experiment with reasonably good quality 3D models. Our system uses standard techniques from computer vision and computational geometry to build 3D models.
This thesis presents a three dimensional (3D) graphics library, JavaGL, and a multiparticipant network library, JavaNL, both of them are written in pure Java programming language. Therefore people can use the applications developed with these two libraries on Internet through a Java enabled browser or on a Java enabled machine.
Computer-Aided Design, 1989
It is a classical principle in mathematics that polynomials in a single variable of degree n are essentially equivalent to symmetric polynomials in n variables that are linear in each variable separately. We shall apply this principle to the Bezier and B-spline curves and surfaces that are used in computer aided geometric design. The main result is a method of labeling the Bezier points that control a curve segment or surface patch or the de Boor points that control a B-spline curve with symmetric, multivariate labels. The properties of these labels make it simple to understand or to reconstruct the basic algorithms in this area, such as the de Casteljau Algorithm and the de Boor Algorithm.
We present a basic data structure for geometric data which can be adapted to represent common geometry representations like CSG, BSP, aso. The new data structure has been designed to be easy to use, and easy to extend. Due to the representation of geometric data using a directed acyclic graph, a number of the standard rendering algorithms can be used on the data structure in a very straightforward way. The new data structure has been implemented as a C++ library and can therefore serve as high-level tool for developing graphics applications, or as an extension for using C++ as a modeling language.
Springer eBooks, 1997
3D graphics libraries play an important role in aiding both mathematicians and engineers to visualize their data and results. One of the most common graphics libraries is given by the GL (resp. OpenGL) implementation [1] by Silicon Graphics, Inc. However, the results from the GL/OpenGL are not acceptable for high-quality images. The reason for this in inadequacy is due to the missing Phong interpolation of normal vectors [2], the absence of global illumination models and the deficiency of configurable shaders and procedural textures. We present a new 3D graphics library, which combines both the speed of the OpenGL and the rendering quality of professional commercial products. This improvement was achieved by a flexible and extensible concept which integrates the use of different renderer types, user-definable shading procedures and an optimal adaption to many different hardware platforms. Our graphics library allows to preview a complex scene e.g. on a fast SGI machine and produce a high-quality ray traced image from the same source code by changing one line of code when the previewed image is satisfying. Several examples built with our graphics library will be presented along with the introduction of our modelling language. The latter is a comfortable and powerful tool for creating hierarchical scenes which can be imported into our graphics library through the concept of display lists. An outlook to future enhancements of our library will conclude the presentation.
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