Using Texture Mapping With Mipmapping to Render a VLSI Layout

Using Texture Mapping With Mipmapping to Render a VLSI Layout PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Texture mapping is used to save already rasterized areas of the layout from frame to frame, and to take advantage of any hardware accelerated capabilities of the host platform. Mipmapping is used to select which textures to display so that the amount of information sent to the display is bounded, and the image rendered on the display is filtered correctly. Additionally, two caching schemes are employed. The first, used to bound memory consumption, is a general purpose cache that holds textures spatially close to the user's current viewpoint. The second, used to speed up the rendering process, is a cache of heavily used sub-designs that are precomputed so rasterization on the fly is not necessary. An experimental implementation shows that real-time navigation can be achieved on arbitrarily large designs. Results also show how this technique ensures that image quality does not degrade as the number of polygons drawn increases, avoiding the aliasing artifacts common in other layout systems.

Using Texture Mapping With Mipmapping to Render a VLSI Layout

Using Texture Mapping With Mipmapping to Render a VLSI Layout PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
This paper presents a method of using texture mapping with mip-mapping to render a VLSI layout. Texture mapping is used to save already rasterized areas of the layout from frame to frame, and to take advantage of any hardware accelerated capabilities of the host platform. Mipmapping is used to select which textures to display so that the amount of information sent to the display is bounded, and the image rendered on the display is filtered correctly. Additionally, two caching schemes are employed. The first, used to bound memory consumption, is a general purpose cache that holds textures spatially close to the user's current viewpoint. The second, used to speed up the rendering process, is a cache of heavily used sub-designs that are precomputed so rasterization on the fly is not necessary. An experimental implementation shows that real-time navigation can be achieved on arbitrarily large designs. Results also show how this technique ensures that image quality does not degrade as the number of polygons drawn increases, avoiding the aliasing artifacts common in other layout systems.

Dissertation Abstracts International

Dissertation Abstracts International PDF Author:
Publisher:
ISBN:
Category : Dissertations, Academic
Languages : en
Pages : 784

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Book Description


Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++ PDF Author: V. Scott Gordon
Publisher: Mercury Learning and Information
ISBN: 1683926706
Category : Computers
Languages : en
Pages : 641

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Book Description
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].

GPU Gems 2

GPU Gems 2 PDF Author: Matt Pharr
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814

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Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Real-Time Rendering

Real-Time Rendering PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046

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Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Virtual Reality

Virtual Reality PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309051355
Category : Computers
Languages : en
Pages : 557

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Book Description
Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.

Radiosity and Realistic Image Synthesis

Radiosity and Realistic Image Synthesis PDF Author: Michael F. Cohen
Publisher: Elsevier
ISBN: 0080515673
Category : Computers
Languages : en
Pages : 415

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Book Description
The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included. Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years. The first comprehensive book written about radiosity Features applications from the fields of computer graphics, architecture, industrial design, and related computer aided design technologies Offers over 100 illustrations and 16 pages of full-color images demonstrating the results of radiosity methods Contains a chapter authored by Pat Hanrahan on the basic concepts of image synthesis and a foreword by Donald Greenberg

Digital Computer Arithmetic

Digital Computer Arithmetic PDF Author: Joseph J. F. Cavanagh
Publisher:
ISBN: 9780070662131
Category : Computer arithmetic
Languages : en
Pages : 468

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Book Description


Power-Aware Computer Systems

Power-Aware Computer Systems PDF Author: Babak Falsafi
Publisher: Springer Science & Business Media
ISBN: 3540010289
Category : Computers
Languages : en
Pages : 224

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Book Description
This book constitutes the thoroughly refereed post-proceedings of the Second International Workshop on Power-Aware Computer Systems, PACS 2002, held in Cambridge, MA, USA, in February 2002. The 13 revised full papers presented were carefully selected for inclusion in the book during two rounds of reviewing and revision. The papers are organized in topical sections on power-aware architecture and microarchitecture, power-aware real-time systems, power modeling and monitoring, and power-aware operating systems and compilers.

Modern Embedded Computing

Modern Embedded Computing PDF Author: Peter Barry
Publisher: Elsevier
ISBN: 0123914906
Category : Computers
Languages : en
Pages : 545

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Book Description
Modern embedded systems are used for connected, media-rich, and highly integrated handheld devices such as mobile phones, digital cameras, and MP3 players. This book provides an understanding of the platform architecture of modern embedded computing systems that drive mobile devices.