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| | Photon mapping - Wikipedia, the free encyclopedia |
 | | In computer graphics, photon mapping is a global illumination algorithm based on ray tracing used to realistically simulate the interaction of light with different objects. |  | | Although photon mapping was designed to work primarily with ray tracers, it can also be used with scanline renderers. |  | | Photon mapping is generally a preprocess and is carried out before the main rendering of the image. |
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http://en.wikipedia.org/wiki/Photon_mapping
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| | Mapping - Wikipedia, the free encyclopedia |
 | | In computer Network Mapping, intricate graphs and pictures are generated to visualize the complex connections that make up the public internet or private networks. |  | | In computer network administration the System Administrator can map objects that reference peripherals such as disk drives or printers, to specific letters or names, to allow a device to be used across platforms and workstations. |  | | In a computer operating system, it means associating addresses from outside the address space of a computer process into its address space. |
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http://en.wikipedia.org/wiki/Mapping
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| | DOS and memory mapping |
 | | Physical memory must be organized in a logical manner for your computer to use it. |  | | This memory is used by your computer to not only load the operating system, files, and device drivers, but also to run your programs. |  | | Logical memory is the way your computer's physical memory (its RAM) is "put together" for your operating system. |
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http://home.earthlink.net/~adhar07/memorymapping.htm
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| | DevMaster.net - Shadow Mapping and Shadow Volumes |
 | | Shadow mapping is a completely image-space algorithm, which means that no knowledge of the scenes geometry is required to carry out the necessary computations. |  | | The shadow volume algorithm is a geometry based shadow algorithm which requires connectivity information of the polygonal meshes in the scene to efficiently compute the silhouette of each shadow casting object (each occluder). |  | | This algorithm is a hybrid of the shadow map and shadow volume algorithms and does not require a polygonal representation of the scene. |
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http://www.devmaster.net/articles/shadow_techniques
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| | Shadow volume - Wikipedia, the free encyclopedia |
 | | Shadow volumes are a technique used in 3D computer graphics since 1977 to add shadows to a rendered scene. |  | | It is generally considered among the most practical general purpose real-time shadowing systems given the capabilities of modern 3D graphics hardware, and has been popularized by Doom 3. |  | | Current research and implementations focus on the use of a hardware stencil buffer to optimize the algorithm making use of hardware acceleration - see Stencil shadow volume. |
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http://en.wikipedia.org/wiki/Shadow_volume
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| | Network Mapping |
 | | Some projects have attempted to incorporate geographical data into their internet maps (for example, to draw locations of router s and node s on a map of the world), but some projects are only concerned with representing the more abstract structures of the internet. |  | | The maps produced by this project were based on the layer 3 or IP level connectivity of the Internet (see OSI model), but there are different aspects of internet structure that have also been mapped. |  | | Graph theory can be used to better understand maps of the internet and to help choose between the many ways to visualize internet maps. |
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http://www.serebella.com/encyclopedia/article-Network_Mapping.html
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| | Parallax mapping - Wikipedia, the free encyclopedia |
 | | Parallax mapping is also a way of faking displacement mapping where the actual geometric position of points surface is displaced along the surface normal according to the values stored into the texture: in Parallax mapping, like in normal and bump mapping, the silhouette of the object is unaffected. |  | | Parallax Mapping (also, Photonic Mapping, Offset Mapping or Virtual Displacement Mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. |  | | Next-generation 3D applications may employ parallax mapping as new graphics algorithms are developed. |
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http://en.wikipedia.org/wiki/Parallax_mapping
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| | Encyclopedia topic: Normal mapping |
 | | In 3D computer graphics (additional info and facts about 3D computer graphics), normal mapping is an application of the technique known as bump mapping (additional info and facts about bump mapping). |  | | Though theoretically it's also possible to utilize normal mapping on the Sony PlayStation 2 (additional info and facts about PlayStation 2) and Nintendo GameCube (additional info and facts about GameCube), it's unlikely that these platforms have the hardware power to utilize this technique with satisfactory results. |  | | These spatial dimensions are usually relative to the base normal of a particular polygon, generating a normal vector for each pixel in the normal map (whereas with bump mapping, the normal vectors of the pixels are the same as the base normals). |
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http://www.absoluteastronomy.com/encyclopedia/N/No/Normal_mapping.htm
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| | Animated mapping - encyclopedia article about Animated mapping. |
 | | With the development of computers in the 60s and 70s, animation programs were developed allowing the growth of animation in mapping. |  | | With the growth of animated mapping came the development of guidelines for creating animated maps. |  | | Further development in animated map was stalled until the 1990s due to a lack of animation in academics, financial restrictions on research, and lack of distribution means (Campbell and Egbert 1990). |
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http://encyclopedia.thefreedictionary.com/Animated%20mapping
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| | Network Mapping - Wikipedia, the free encyclopedia |
 | | Network mapping or Internet Mapping is the study of the physical connectivity of the Internet. |  | | Some projects have attempted to incorporate geographical data into their internet maps (for example, to draw locations of routers and nodes on a map of the world), but some projects are only concerned with representing the more abstract structures of the internet. |  | | The maps produced by this project were based on the layer 3 or IP level connectivity of the Internet (see OSI model), but there are different aspects of internet structure that have also been mapped. |
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http://www.wikipedia.org/wiki/Network_Mapping
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| | MyrmecoX: Memory Mapping File (MMF) |
 | | map is a memory mapping object of mmf. |  | | Memory Mapping File (MMF) package is designed to solve these problems. |  | | Memory Mapping File (MMF) allocates an address space and link it to the disk file. |
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http://www.neatware.com/myrmecox/studio/ex_mmf.html
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| | Index Cube Shadow Mapping |
 | | One reason is because in depth cube shadow mapping, the error only occurs at edges of object, where the is an extreme difference in depth from one pixel to the next. |  | | The difference is that in depth shadow mapping, our basis of comparison is the distance or depth from the camera to the polygon pixel, while in index shadow mapping our basis of comparison will be an index value that is unique to each polygon. |  | | Also, depth cube shadow mapping has the potential that the depth values could be used in some type of special effects application. |
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http://www.ronfrazier.net/apparition/research/index_cube_shadow_mapping.html
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| | Shadow mask - Wikipedia, the free encyclopedia |
 | | For shadow masking in 3D computer graphics, see shadow mapping. |  | | All early color televisions and the majority of computer monitors, past and present, use shadow mask technology. |  | | This article is about cathode ray tube (CRT) televisions and computer displays. |
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http://en.wikipedia.org/wiki/Shadow_mask
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| | The Memory Management Glossary: M |
 | | Operating system memory management is concerned with using the memory management hardware to manage the resources of the storage hierarchy and allocating them to the various activities running on a computer. |  | | Memory management hardware consists of the electronic devices and associated circuitry that store the state of a computer. |  | | The design of memory hardware is critical to the performance of modern computer systems. |
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http://www.memorymanagement.org/glossary/m.html
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| | Shadow Mapping |
 | | Shadow mapping is perhaps the most ubiquitous of shadowing algorithms and has enjoyed numerous uses in industry (movies and computer/video games). |  | | Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. |  | | I intend to release the code for plane optimal shadow mapping at some point, but it is as of yet unready. |
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http://www.people.fas.harvard.edu/~hchong/shadows.html
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| | MEMORY MANAGEMENT |
 | | Memory is allocated to the processes until, finally, the memory requirements of the next process cannot be satisfied; no available block of memory (hole) is large enough to hold that process. |  | | Because it is desirable, in general, that there be several user processes residing in memory at the same time, we need to consider the problem of how to allocate available memory to the various processes that are in the input queue waiting to be brought into memory. |  | | If the operating system is residing in low memory and the user processes are executing in high memory, we need to protect the operating-system code and data from changes (accidental or malicious) by the user processes. |
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http://emhain.wit.ie/~boneill/webpg.htm
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| | Cartography - Wikipedia, the free encyclopedia |
 | | Maps have traditionally been made using pen and paper, but the advent and spread of computers has revolutionized cartography. |  | | A topological map is a very general type of map, the kind you might sketch on a napkin. |  | | Most commercial quality maps are now made with map making software that falls into one of three main types; CAD, GIS, and specialized map illustration software. |
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http://en.wikipedia.org/wiki/Cartography
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| | Photon - Fundamentals |
 | | Photon Mapping is currently one of the fastest algorithms available for simulating Global Illumination. |  | | Photon Mapping is a two-pass algorithm, which takes a mixed approach, and adds two very clever twists. |  | | The Photon Mapping technique was developed by Henrik Wann Jensen and the first published papers discussing the technique appeared in 1995. |
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http://www.ypoart.com/tutorials/Photon-Fundamentals.htm
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| | shadowmap_advanced.txt |
 | | PROBLEMS AND OTHER TECHNIQUES Shadow mapping with these enhancements is pretty great, and I think it'll be the technology that most games use for several years; it's the technique at the "sweet spot" of current hardware. |  | | If you just take a standard shadow map algorithm and do this, it's very slow (we decided that 16 was a reasonable maximum number of shadows, and we would frequently be making that full number). |  | | First, the rendering to the shadow map is nearly free; you're doing a very simple rasterization operation (no textures) which makes it very fast, and you won't hit vertex-rate limit on any modern hardware. |
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http://www.cbloom.com/3d/techdocs/shadowmap_advanced.txt
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| | Texture Mapping as a Fundamental Drawing Primitive |
 | | Texture mapping may be used to lay transparent or semi-transparent objects over a scene by representing transparency values in the texture image as well as color values. |  | | Because texture mapping is so useful, it is being provided as a standard rendering technique both in graphics software interfaces and in computer graphics hardware |  | | Texture mapping can therefore be used in a scene with only a modest increase in the complexity of the program that generates that scene, sometimes with little effect on scene generation time. |
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http://www.sgi.com/grafica/texmap
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| | Shadow Mapping Tutorial |
 | | Shadow mapping was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces". |  | | Shadow mapping is just one of many different ways of producing shadows in your graphics applications, each with its own advantages and disadvantages. |  | | The shadow map is a snapshot of the light's viewport, which is a 2d projection of the light's clip space. |
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http://www.paulsprojects.net/tutorials/smt/smt.html
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| | Shadows - stencil shadow volumes & shadow mapping |
 | | Shadow mapping is slightly more robust in that the algorithm does not depend on the object on which it is creating the shadow. |  | | Furthermore, shadow mapping is supported in hardware such as the example that I used to base my code on. |  | | For this section, the paper that was most helpful was Hardware Shadow Mapping, by Cass Everitt, Ashu Rege, and Cem Cebenoyan. |
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http://www.cs.ucsb.edu/~cs280/winter2004/projects/sporky/webpage
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| | A Realtime Anti-Aliased Soft-Shadow Casting Renderer |
 | | Shadows from transparent objects are generated using light-reflection and texture mapping. |  | | The shadow mapping scheme has problems with shadows from transparent occluders, in that shadows can be projected properly if the receiver is located just behind a transparent occluder, but not if an opaque occluder is located between a transparent occluder and receiver. |  | | A two-pass z-buffer (shadow mapping) algorithm is the most popular scheme for shadow casting suitable for both hardware and software implementations, as it can render shadows with only a small workload imposed on a geometry accelerator. |
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http://www.cgg.ru/2002sept/2
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| | Generating Caustics |
 | | Photon mapping avoids this need to re-trace the steps of a focussed light beam and instead emits photons from a given light source and follows them until they land on diffuse surface, where they are stored. |  | | Both of these effects, however, are ideally suited for technique known as photon mapping. |  | | A data structure called a "photon map" is then constructed which is later, as part of the rendering step, queried to get irradiance values at a given surface location. |
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http://www.amath.washington.edu/~calhoun/demos/CS_graphics/caustics/caustics.html
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| | Henrik Wann Jensen's homepage |
 | | Today, photon mapping is implemented in most high-end rendering software, and it is being used in architectural simulations, computer games, and movies. |  | | The key features of the photon mapping algorithm are the use of photon tracing and the photon map. |  | | At MIT, I developed techniques based on photon mapping and path tracing to simulate the darkening of many wet materials as well as the translucency of weathered stone. |
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http://graphics.ucsd.edu/~henrik
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| | Texture mapping - Wikipedia, the free encyclopedia |
 | | The following is a simple Java implementation of texture mapping that should work. |  | | Perspective correct texture mapping adds complexity, which can easily be paralleled and pipelined costing only silicon. |  | | Texture mapping is a method of adding realism to a computer-generated graphic. |
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http://en.wikipedia.org/wiki/Texture_mapping
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| | shadowmap.txt |
 | | The hardware does all the shadow projective mapping for you. |  | | To do this, each shadow-caster computes a frustum which is bounded by the shadow map virtual image plane (the tracing paper) and terminates at the light source (this frustum corresponds to the view matrix used to render the object into the shadow map). |  | | The idea is that you render an object (the shadow-caster) from the view of the light source (looking at that object), into a white texture, with the object colored black. |
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http://www.cbloom.com/3d/techdocs/shadowmap.txt
(793 words)
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| | Research - Caustics Through Glass in Softimage XSI |
 | | This photon map is used by Mental Ray to compute illumination information such as caustic effects. |  | | Photon Mapping is a technique used in XSI and Mental Ray to calculate indirect lighting in a scene and can produce the caustic effects on objects. |  | | Photon mapping is only used in situations that cannot be handled by direct illumination therefore photons are not stored at the first reflection or transmission location. |
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http://www.edharriss.com/tutorials/tutorial_xsi_caustic_glass/photmap.htm
(391 words)
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| | Final Writeup |
 | | Shadows are cast on objects over a wide range of distances and orientations making it difficult to use the projected error metric that the system currently uses. |  | | This suggests that one possible solution would be to use more than one shadow map. |  | | One thing that I have learned from this project is that shadows with large models is not a trivial problem. |
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http://www.cs.unc.edu/~blloyd/comp258/project/final.html
(1112 words)
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| | ATFGame's IdIosyncrasy: Programming - Tachyonic |
 | | The flux stored in the recorded photons vary and depend on the photon's originating light source, what surfaces the photon bounced off of, etc. This information is used in the second pass of the Photon Mapping algorithm. |  | | Photon Mapping is an extension to ray tracing that enables flexible and efficient global illumination calculations. |  | | In the first pass of the Photon Mapping algorithm, photons are randomly shot from the light source. |
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http://www.cs.cornell.edu/boom/2003sp/ProjectArch/PhotonMapping2/tachyonic.htm
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