4,402 research outputs found

    Survey of currently available high-resolution raster graphics systems

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    Presented are data obtained on high-resolution raster graphics engines currently available on the market. The data were obtained through survey responses received from various vendors and also from product literature. The questionnaire developed for this survey was basically a list of characteristics desired in a high performance color raster graphics system which could perform real-time aircraft simulations. Several vendors responded to the survey, with most reporting on their most advanced high-performance, high-resolution raster graphics engine

    A device-dependent interface for interactive image display

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    The structure of the device independent Display Management Subsystem (DMS) and the interface routines that are available to the applications programmer for use in developing a set of portable image display utility programs are described

    Image processing mini manual

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    The intent is to provide an introduction to the image processing capabilities available at the Langley Research Center (LaRC) Central Scientific Computing Complex (CSCC). Various image processing software components are described. Information is given concerning the use of these components in the Data Visualization and Animation Laboratory at LaRC

    Sixth Annual Users' Conference

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    Conference papers and presentation outlines which address the use of the Transportable Applications Executive (TAE) and its various applications programs are compiled. Emphasis is given to the design of the user interface and image processing workstation in general. Alternate ports of TAE and TAE subsystems are also covered

    Digital multimedia development processes and optimizing techniques

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    Digital Color Imaging

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    This paper surveys current technology and research in the area of digital color imaging. In order to establish the background and lay down terminology, fundamental concepts of color perception and measurement are first presented us-ing vector-space notation and terminology. Present-day color recording and reproduction systems are reviewed along with the common mathematical models used for representing these devices. Algorithms for processing color images for display and communication are surveyed, and a forecast of research trends is attempted. An extensive bibliography is provided

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Software for antenna and radar measurements

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    A survey of new technology for cockpit application to 1990's transport aircraft simulators

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    Two problems were investigated: inter-equipment data transfer, both on board the aircraft and between air and ground; and crew equipment communication via the cockpit displays and controls. Inter-equipment data transfer is discussed in terms of data bus and data link requirements. Crew equipment communication is discussed regarding the availability of CRT display systems for use in research simulators to represent flat panel displays of the future, and of software controllable touch panels

    Digital document imaging systems: An overview and guide

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    This is an aid to NASA managers in planning the selection of a Digital Document Imaging System (DDIS) as a possible solution for document information processing and storage. Intended to serve as a manager's guide, this document contains basic information on digital imaging systems, technology, equipment standards, issues of interoperability and interconnectivity, and issues related to selecting appropriate imaging equipment based upon well defined needs
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