1,185 research outputs found

    Data capture from engineering drawings

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    Call number: LD2668 .T4 1985 S574Master of Scienc

    Current and future graphics requirements for LaRC and proposed future graphics system

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    The findings of an investigation to assess the current and future graphics requirements of the LaRC researchers with respect to both hardware and software are presented. A graphics system designed to meet these requirements is proposed

    Graphics mini manual

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    The computer graphics capabilities available at the Center are introduced and their use is explained. More specifically, the manual identifies and describes the various graphics software and hardware components, details the interfaces between these components, and provides information concerning the use of these components at LaRC

    The use of computer-aided design techniques in dynamic graphical simulation

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    Imperial Users onl

    Digital 3D documentation of cultural heritage sites based on terrestrial laser scanning

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    A Multiprocessor three-dimensional graphics systems.

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    by Hui Chau Man.Thesis (M.Phil.)--Chinese University of Hong Kong, 1991.Includes bibliographical references.ABSTRACT --- p.iACKNOWLEDGEMENTS --- p.iiTABLE OF CONTENTS --- p.iiiChapter CHAPTER 1 --- INTRODUCTIONChapter 1.1 --- Computer Graphics Today --- p.2Chapter 1.1.1 --- 3D Graphics Synthesis Techniques --- p.2Chapter 1.1.2 --- Hardware-assisted Computer Graphics --- p.4Chapter 1.2 --- About The Thesis --- p.5Chapter CHAPTER 2 --- GRAPHICS SYSTEM ARCHITECTURESChapter 2.1 --- Basic Structure of a Graphics Subsystem --- p.8Chapter 2.2 --- VLSI Graphics Chips --- p.9Chapter 2.2.1 --- The CRT Controllers --- p.10Chapter 2.2.2 --- The VLSI Graphics Processors --- p.11Chapter 2.2.3 --- Design Philosophies for VLSI Graphics Processors --- p.12Chapter 2.3 --- Graphics Boards --- p.14Chapter 2.3.1 --- The ARTIST 10 Graphics Controller --- p.14Chapter 2.3.2 --- The MATROX PG-1281 Graphics Controller --- p.16Chapter 2.4 --- High-end Graphics System Architectures --- p.17Chapter 2.4.1 --- Graphics Accelerator with Multiple Functional Units --- p.18Chapter 2.4.2 --- Parallel Processing Graphics Systems --- p.18Chapter 2.4.3 --- The Parallel Processor Architecture --- p.19Chapter 2.4.4 --- The Pipelined Architecture --- p.21Chapter 2.5 --- Comparisons and Discussions --- p.22Chapter 2.5.1 --- Parallel Processors versus Pipelined Processing --- p.23Chapter 2.5.2 --- Parallel Processors versus Multiple Functional Units --- p.23Chapter 2.6 --- Summary of High-end Graphics Systems --- p.24Chapter CHAPTER 3 --- AN ISA 3D GRAPHICS DISPLAY SERVERChapter 3.1 --- Common ISA Graphics Cards --- p.26Chapter 3.1.1 --- Standard Video Display Cards --- p.26Chapter 3.1.2 --- Graphics Processing Boards --- p.27Chapter 3.2 --- A Depth Processor for the ISA computers --- p.28Chapter 3.2.1 --- The Z-buffer Algorithm for HLHSR --- p.28Chapter 3.2.2 --- Our Hardware Solution for HLHSR --- p.29Chapter 3.2.3 --- Design of the Depth Processor --- p.31Chapter 3.2.4 --- Structure of the Depth Processor --- p.34Chapter 3.2.5 --- The Depth Processor Operations --- p.35Chapter 3.2.6 --- Software Support --- p.40Chapter 3.2.7 --- Performance of the Depth Processor --- p.44Chapter 3.3 --- A VGA Accelerator for the ISA Computers --- p.45Chapter 3.3.1 --- Display Buffer Structure of the SuperVGA --- p.46Chapter 3.3.2 --- Design of the VGA Accelerator --- p.47Chapter 3.3.3 --- Structure of the VGA Accelerator --- p.49Chapter 3.3.4 --- Combining the VGA Accelerator and the Depth Processor --- p.51Chapter 3.3.5 --- Actual Performance of the DP-VA Board --- p.54Chapter 3.3.6 --- 3D Graphics Applications Using the DP-VA Board --- p.55Chapter 3.4 --- A 3D Graphics Display Server --- p.57Chapter 3.5 --- Host Connection for the 3D Graphics Display Server --- p.59Chapter 3.5.1 --- The Single Board Computers --- p.60Chapter 3.5.2 --- The VME-to-ISA bus convenor --- p.61Chapter 3.5.3 --- Structure of the VME-to-ISA Bus Convertor --- p.61Chapter 3.5.4 --- Communications through the bus convertor --- p.64Chapter 3.6 --- Physical Construction of the DP-VA Board and the Bus Convertor --- p.65Chapter 3.7 --- Summary --- p.66Chapter CHAPTER 4 --- A MULTI-i860 3D GRAPHICS SYSTEMChapter 4.1 --- The i860 Processor --- p.69Chapter 4.2 --- Design of a Multiprocessor 3D Graphics System --- p.70Chapter 4.2.1 --- A Reconfigurable Processor-Pipeline System --- p.72Chapter 4.2.2 --- The Depth-Processing Unit --- p.73Chapter 4.2.3 --- A Multiprocessor Graphics System --- p.75Chapter 4.3 --- Structure of the Multi-i860 3D --- p.77Chapter 4.3.1 --- The 64-bit-wide Global Data Buses --- p.77Chapter 4.3.2 --- The 1280x1024 True-colour Display Unit --- p.79Chapter 4.3.3 --- The Depth Processing Unit --- p.82Chapter 4.3.4 --- The i860 Processing Units --- p.84Chapter 4.3.5 --- The System Control Unit --- p.87Chapter 4.3.6 --- Performance Prediction --- p.89Chapter 4.4 --- Summary --- p.90Chapter CHAPTER 5 --- CONCLUSIONSChapter 5.1 --- The 3D Graphics Synthesis Pipeline ……… --- p.91Chapter 5.2 --- 3D Graphics Hardware --- p.91Chapter 5.3 --- Design Approach for the ISA 3D Graphics Display Server --- p.92Chapter 5.4 --- Flexibility in the Multi-i860 3D Graphics System --- p.93Chapter 5.5 --- Future Work --- p.94Chapter APPENDIX A --- DISPLAYING REALISTIC 3D SCENESChapter A.1 --- Modelling 3D Objects in Boundary Representation --- p.96Chapter A.2 --- Transformations of 3D scenes --- p.98Chapter A.2.1 --- Composite Modelling Transformation --- p.98Chapter A.2.2 --- Viewing Transformations --- p.99Chapter A.2.3 --- Projection --- p.102Chapter A.2.4 --- Window to Viewport Mapping --- p.104Chapter A.3 --- Implementation of the Viewing Pipeline --- p.105Chapter A.3.1 --- Defining the View Volume --- p.105Chapter A.3.2 --- Normalization of The View Volume --- p.106Chapter A.3.3 --- The Overall Transformation Pipeline --- p.108Chapter A.4 --- Rendering Realistic 3D Scenes --- p.108Chapter A.4.1 --- Scan-conversion of Lines and Polygons --- p.108Chapter A.4.2 --- Hidden Surface Removal --- p.109Chapter A.4.3 --- Shading --- p.112Chapter A.4.4 --- The Complete 3D Graphics Pipeline --- p.114Chapter APPENDIX B --- DEPTH PROCESSOR DESIGN DETAILSChapter B.l --- PAL Definitions --- p.116Chapter B.2 --- Circuit Diagrams --- p.118Chapter B.3 --- Depth Processor User's Guide --- p.121Chapter APPENDIX C --- VGA ACCELERATOR DESIGN DETAILSChapter C.1 --- PAL Definitions --- p.124Chapter C.2 --- Circuit Diagram --- p.125Chapter C.3 --- The DP-VA User's Guide --- p.127Chapter APPENDIX D --- VME-TO-ISA BUS CONVERTOR DESIGN DETAILSChapter D.1 --- PAL Definitions --- p.131Chapter D.2 --- Circuit Diagrams --- p.133Chapter APPENDIX E --- 3D GRAPHICS LIBRARY ROUTINES FOR THE DP-VA BOARDChapter E.1 --- 3D Drawing Routines --- p.136Chapter E.2 --- 3D Transformation Routines --- p.137Chapter E.3 --- Shading Routines --- p.138Chapter APPENDIX F --- PIPELINE CONFIGURATIONS FOR N PROCESSORSREFERENCE

    Development of GIS as an information management system: a case study for the Burden Center

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    For a park site, it is very important and necessary to let the local planning authorities realize and understand the important aspects and benefits of the site and to establish the long-range development strategies for the location. In order to succeed during the planning process, the communication and information that flow among all the participants must be well organized. In this situation, a project-wide Geographic Information System (GIS) would be a good solution. The goal of this project is to explore the possibilities for administrative authorities to implement a GIS database system to support the site planning and management of a park site. The research is based on three parts: The first involves components related to the field of park planning and GIS technology. It provides an outline of the park planning and management process, GIS techniques, and GIS-based strategies that have been developed for use in park planning and design. The second part provides a method of developing a GIS database prototype for park planning and management. An inventory of existing assets and options for future development can be integrated in a GIS database. Then this provides a platform for the gradual development of a comprehensive park management system. The third part involves the development of a prototypical GIS database design for an existing park site. It represents a practical implementation of a GIS system for the Burden Center, an historical and agricultural research center in Baton Rouge, Louisiana. This system will give quality information about the Burden Center site and will serve as a foundation to facilitate park planning, decision-making, facility management, future development, and resource interpretation for educational purposes

    From 3D Models to 3D Prints: an Overview of the Processing Pipeline

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    Due to the wide diffusion of 3D printing technologies, geometric algorithms for Additive Manufacturing are being invented at an impressive speed. Each single step, in particular along the Process Planning pipeline, can now count on dozens of methods that prepare the 3D model for fabrication, while analysing and optimizing geometry and machine instructions for various objectives. This report provides a classification of this huge state of the art, and elicits the relation between each single algorithm and a list of desirable objectives during Process Planning. The objectives themselves are listed and discussed, along with possible needs for tradeoffs. Additive Manufacturing technologies are broadly categorized to explicitly relate classes of devices and supported features. Finally, this report offers an analysis of the state of the art while discussing open and challenging problems from both an academic and an industrial perspective.Comment: European Union (EU); Horizon 2020; H2020-FoF-2015; RIA - Research and Innovation action; Grant agreement N. 68044

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms
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