8,333 research outputs found

    A proposed C language binding for the Graphical Kernel System-3D

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    This thesis introduces a proposed C language binding definition for the International Standards Organization\u27s draft international standard of the Graphical Kernel System-3D. This work augments the earlier C language binding of the two dimensional version of the Graphical Kernel System commonly known as GKS. The proposed function interface will provide a basis for, if not a final, C language binding for the three dimensional version of the Graphical Kernel System --Abstract, page ii

    GPU point list generation through histogram pyramids

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    Image Pyramids are frequently used in porting non-local algorithms to graphics hardware. A Histogram pyramid (short: HistoPyramid), a special version of image pyramid, sums up the number of active entries in a 2D image hierarchically. We show how a HistoPyramid can be utilized as an implicit indexing data structure, allowing us to convert a sparse matrix into a coordinate list of active cell entries (a point list) on graphics hardware . The algorithm reduces a highly sparse matrix with N elements to a list of its M active entries in O(N) + M (log N) steps, despite the restricted graphics hardware architecture. Applications are numerous, including feature detection, pixel classification and binning, conversion of 3D volumes to particle clouds and sparse matrix compression

    3D APIs in Interactive Real-Time Systems: Comparison of OpenGL, Direct3D and Java3D.

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    Since the first display of a few computer-generated lines on a Cathode-ray tube (CRT) over 40 years ago, graphics has progressed rapidly towards the computer generation of detailed images and interactive environments in real time (Angel, 1997). In the last twenty years a number of Application Programmer's Interfaces (APIs) have been developed to provide access to three-dimensional graphics systems. Currently, there are numerous APIs used for many different types of applications. This paper will look at three of these: OpenGL, Direct3D, and one of the newest entrants, Java3D. They will be discussed in relation to their level of versatility, programability, and how innovative they are in introducing new features and furthering the development of 3D-interactive programming

    Functional requirements document for the Earth Observing System Data and Information System (EOSDIS) Scientific Computing Facilities (SCF) of the NASA/MSFC Earth Science and Applications Division, 1992

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    Five scientists at MSFC/ESAD have EOS SCF investigator status. Each SCF has unique tasks which require the establishment of a computing facility dedicated to accomplishing those tasks. A SCF Working Group was established at ESAD with the charter of defining the computing requirements of the individual SCFs and recommending options for meeting these requirements. The primary goal of the working group was to determine which computing needs can be satisfied using either shared resources or separate but compatible resources, and which needs require unique individual resources. The requirements investigated included CPU-intensive vector and scalar processing, visualization, data storage, connectivity, and I/O peripherals. A review of computer industry directions and a market survey of computing hardware provided information regarding important industry standards and candidate computing platforms. It was determined that the total SCF computing requirements might be most effectively met using a hierarchy consisting of shared and individual resources. This hierarchy is composed of five major system types: (1) a supercomputer class vector processor; (2) a high-end scalar multiprocessor workstation; (3) a file server; (4) a few medium- to high-end visualization workstations; and (5) several low- to medium-range personal graphics workstations. Specific recommendations for meeting the needs of each of these types are presented

    Evaluation of automated decisionmaking methodologies and development of an integrated robotic system simulation

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    A generic computer simulation for manipulator systems (ROBSIM) was implemented and the specific technologies necessary to increase the role of automation in various missions were developed. The specific items developed are: (1) capability for definition of a manipulator system consisting of multiple arms, load objects, and an environment; (2) capability for kinematic analysis, requirements analysis, and response simulation of manipulator motion; (3) postprocessing options such as graphic replay of simulated motion and manipulator parameter plotting; (4) investigation and simulation of various control methods including manual force/torque and active compliances control; (5) evaluation and implementation of three obstacle avoidance methods; (6) video simulation and edge detection; and (7) software simulation validation
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