462 research outputs found

    ProteinShader: illustrative rendering of macromolecules

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    <p>Abstract</p> <p>Background</p> <p>Cartoon-style illustrative renderings of proteins can help clarify structural features that are obscured by space filling or balls and sticks style models, and recent advances in programmable graphics cards offer many new opportunities for improving illustrative renderings.</p> <p>Results</p> <p>The ProteinShader program, a new tool for macromolecular visualization, uses information from Protein Data Bank files to produce illustrative renderings of proteins that approximate what an artist might create by hand using pen and ink. A combination of Hermite and spherical linear interpolation is used to draw smooth, gradually rotating three-dimensional tubes and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to modify the graphics pipeline.</p> <p>Conclusion</p> <p>By programming to the graphics processor unit, ProteinShader is able to produce high quality images and illustrative rendering effects in real-time. The main feature that distinguishes ProteinShader from other free molecular visualization tools is its use of texture mapping techniques that allow two-dimensional images to be mapped onto the curved three-dimensional surfaces of ribbons and tubes with minimum distortion of the images.</p

    Curve and surface framing for scientific visualization and domain dependent navigation

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    Thesis (Ph.D.) - Indiana University, Computer Science, 1996Curves and surfaces are two of the most fundamental types of objects in computer graphics. Most existing systems use only the 3D positions of the curves and surfaces, and the 3D normal directions of the surfaces, in the visualization process. In this dissertation, we attach moving coordinate frames to curves and surfaces, and explore several applications of these frames in computer graphics and scientific visualization. Curves in space are difficult to perceive and analyze, especially when they are densely clustered, as is typical in computational fluid dynamics and volume deformation applications. Coordinate frames are useful for exposing the similarities and differences between curves. They are also useful for constructing ribbons, tubes and smooth camera orientations along curves. In many 3D systems, users interactively move the camera around the objects with a mouse or other device. But all the camera control is done independently of the properties of the objects being viewed, as if the user is flying freely in space. This type of domain-independent navigation is frequently inappropriate in visualization applications and is sometimes quite difficult for the user to control. Another productive approach is to look at domain-specific constraints and thus to create a new class of navigation strategies. Based on attached frames on surfaces, we can constrain the camera gaze direction to be always parallel (or at a fixed angle) to the surface normal. Then users will get a feeling of driving on the object instead of flying through the space. The user's mental model of the environment being visualized can be greatly enhanced by the use of these constraints in the interactive interface. Many of our research ideas have been implemented in Mesh View, an interactive system for viewing and manipulating geometric objects. It contains a general purpose C++ library for nD geometry and supports a winged-edge based data structure. Dozens of examples of scientifically interesting surfaces have been constructed and included with the system

    Methods for Specular Color Component Accelerate Calculation

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    The new approaching for Phong shading method speed increasing is presented in given paper. According to the first approach for those parts of image were highlights is presented is used the Blinn lightning model andfor the restpart the simple Lambert model is applied. Using this method the quality of scene stay the same when we use the complicated Blinn model and the scene creation speed is razed significantly. For Phong shading method is proposed the approach accordingly to which the normal for the current pixel in triangle can be calculated using the normals to the two privies pixels. Given approaches can significantly decrease the amount ofcalculation and thus increase the shading speed

    Açılabilir Regle Yüzeylerin Küresel Görüntüleri Üzerine

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    Konferans Bildirisi -- Teorik ve Uygulamalı Mekanik Türk Milli Komitesi, 2013Conference Paper -- Theoretical and Applied Mechanical Turkish National Committee, 2013Açılabilir yüzeyler CAGD de yaygın bir şekilde kullanılmaktadır. Bu makalede, açılabilir yüzeylerin küresel görüntüsü SLERP vasıtasıyla oluşturulmuş, açılabilir yüzeyler yerine küresel eğriler üzerinde çalışmanın avantajı ifade edilmiştir. Ayrıca açılabilir yüzeylerin özellikleri ile SLERP hakkında gerekli hatırlatmalar yapılmıştır. Anahtar kelimeler- Açılabilir yüzeyler, kuaterniyon, SLERP, Gauss map.Developable surfaces are used widely in CAGD. In this paper, the spherical image of developable surfaces via SLERP is formed. Also, the advantage of working on the spherical curves instead of developable surfaces is expressed. In addition to them, required reminders about properties of developable surfaces and SLERP are given. Key words- Developable surfaces, Gauss map, quaternion, SLERP

    Dual-Quaternion Julia Fractals

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    Fractals offer the ability to generate fascinating geometric shapes with all sorts of unique characteristics (for instance, fractal geometry provides a basis for modelling infinite detail found in nature). While fractals are non-euclidean mathematical objects which possess an assortment of properties (e.g., attractivity and symmetry), they are also able to be scaled down, rotated, skewed and replicated in embedded contexts. Hence, many different types of fractals have come into limelight since their origin discovery. One particularly popular method for generating fractal geometry is using Julia sets. Julia sets provide a straightforward and innovative method for generating fractal geometry using an iterative computational modelling algorithm. In this paper, we present a method that combines Julia sets with dual-quaternion algebra. Dual-quaternions are an alluring principal with a whole range interesting mathematical possibilities. Extending fractal Julia sets to encompass dual-quaternions algebra provides us with a novel visualize solution. We explain the method of fractals using the dual-quaternions in combination with Julia sets. Our prototype implementation demonstrate an efficient methods for rendering fractal geometry using dual-quaternion Julia sets based upon an uncomplicated ray tracing algorithm. We show a number of different experimental isosurface examples to demonstrate the viability of our approach

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Three-dimensional graphics

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    Three-dimensional graphics is the area of computer graphics that deals with producing two-dimensional representations, or images, of three-dimensional synthetic scenes, as seen from a given viewing configuration. The level of sophistication of these images may vary from simple wire-frame representations, where objects are depicted as a set of segment lines, with no data on surfaces and volumes, to photorealistic rendering, where illumination effects are computed using the physical laws of light propagation. All the different approaches are based on the metaphor of a virtual camera positioned in 3D space and looking at the scene. Hence, independently from the rendering algorithm used, producing an image of the scene always requires the resolution of the following problems: 1. Modeling geometric relationships among scene objects, and in particular efficiently representing the situation in 3D space of objects and virtual cameras; 2. Culling and clipping, i.e. efficiently determining which objects are visible from the virtual camera; 3. Projecting visible objects on the film plane of the virtual camera in order to render them. This chapter provides an introduction to the field by presenting the standard approaches for solving the aforementioned problems.168-17
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