首页 > 最新文献

2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials最新文献

英文 中文
Interactive Graphics Applications with OpenGL Shading Language and Qt 交互式图形应用程序与OpenGL着色语言和Qt
Pub Date : 2012-08-22 DOI: 10.1109/SIBGRAPI-T.2012.10
J. P. Gois, H. C. Batagelo
Qt framework allows the easy development of professional cross-platform graphics applications using C++. Qt provides the QtOpenGL Module that makes easy the development of hardware-accelerated graphics applications using OpenGL and OpenGL Shading Language (GLSL). With Qt, matrices, vectors, vertex buffer objects, textures, shader programs and UI components are integrated by classes in the object-oriented paradigm and intercommunicate by the Qt mechanism of signals/slots. The goal of this survey is to detail the development of interactive graphics applications with OpenGL and Qt. Along with it, we compare features of QtOpenGL Module with those of GLU/GLUT libraries, as the latter is traditionally used in text books and computer graphics courses.
Qt框架允许使用c++轻松开发专业的跨平台图形应用程序。Qt提供了QtOpenGL模块,使使用OpenGL和OpenGL着色语言(GLSL)的硬件加速图形应用程序的开发变得容易。在Qt中,矩阵、向量、顶点缓冲对象、纹理、着色程序和UI组件通过面向对象范例中的类集成,并通过信号/槽的Qt机制进行相互通信。本调查的目的是详细介绍使用OpenGL和Qt开发交互式图形应用程序,同时,我们比较了QtOpenGL模块与GLU/GLUT库的功能,因为后者传统上用于教科书和计算机图形学课程。
{"title":"Interactive Graphics Applications with OpenGL Shading Language and Qt","authors":"J. P. Gois, H. C. Batagelo","doi":"10.1109/SIBGRAPI-T.2012.10","DOIUrl":"https://doi.org/10.1109/SIBGRAPI-T.2012.10","url":null,"abstract":"Qt framework allows the easy development of professional cross-platform graphics applications using C++. Qt provides the QtOpenGL Module that makes easy the development of hardware-accelerated graphics applications using OpenGL and OpenGL Shading Language (GLSL). With Qt, matrices, vectors, vertex buffer objects, textures, shader programs and UI components are integrated by classes in the object-oriented paradigm and intercommunicate by the Qt mechanism of signals/slots. The goal of this survey is to detail the development of interactive graphics applications with OpenGL and Qt. Along with it, we compare features of QtOpenGL Module with those of GLU/GLUT libraries, as the latter is traditionally used in text books and computer graphics courses.","PeriodicalId":239862,"journal":{"name":"2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131637400","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
A Survey of GLSL Examples GLSL实例综述
Pub Date : 2012-08-22 DOI: 10.1109/SIBGRAPI-T.2012.11
Thiago Gomes, L. Estevao, Rodrigo de Toledo, P. R. Cavalcanti
This survey provides GLSL information for beginners, by means of a series of commented codes and technical explanations, providing an effective way for learning GLSL, one of the main multi-platform and multi-hardware shader programming languages available. The examples increase in complexity through the text. They may run in several shader tools, including Shaderlabs, a shader development environment, which was developed aiming at helping those willing to learn and practice GLSL development.
本调查通过一系列注释代码和技术说明,为初学者提供了GLSL信息,为学习GLSL提供了一种有效的方法,GLSL是目前主要的多平台、多硬件着色器编程语言之一。通过文本,示例的复杂性增加了。它们可以在几个着色器工具中运行,包括Shaderlabs,这是一个着色器开发环境,旨在帮助那些愿意学习和实践GLSL开发的人。
{"title":"A Survey of GLSL Examples","authors":"Thiago Gomes, L. Estevao, Rodrigo de Toledo, P. R. Cavalcanti","doi":"10.1109/SIBGRAPI-T.2012.11","DOIUrl":"https://doi.org/10.1109/SIBGRAPI-T.2012.11","url":null,"abstract":"This survey provides GLSL information for beginners, by means of a series of commented codes and technical explanations, providing an effective way for learning GLSL, one of the main multi-platform and multi-hardware shader programming languages available. The examples increase in complexity through the text. They may run in several shader tools, including Shaderlabs, a shader development environment, which was developed aiming at helping those willing to learn and practice GLSL development.","PeriodicalId":239862,"journal":{"name":"2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132770393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Kinect and RGBD Images: Challenges and Applications Kinect和RGBD图像:挑战和应用
Pub Date : 2012-08-22 DOI: 10.1109/SIBGRAPI-T.2012.13
Leandro Cruz, Djalma Lúcio, L. Velho
Kinect is a device introduced in November 2010 as an accessory of Xbox 360. The acquired data has different and complementary natures, combining geometry with visual attributes. For this reason, Kinect is a flexible tool that can be used in applications from several areas such as: Computer Graphics, Image Processing, Computer Vision and Human-Machine Interaction. In this way, the Kinect is a widely used device in industry (games, robotics, theater performers, natural interfaces, etc.) and in research. We will initially present some concepts about the device: the architecture and the sensor. We then will discuss about the data acquisition process: capturing, representation and filtering. Capturing process consists of obtaining a colored image (RGB) and performing a depth measurement (D), with structured light technique. This data is represented by a structure called RGBD Image. We will also talk about the main tools available for developing applications on various platforms. Furthermore, we will discuss some recent projects based on RGBD Images. In particular, those related to Object Recognition, 3D Reconstruction, Augmented Reality, Image Processing, Robotic, and Interaction. In this survey, we will show some research developed by the academic community and some projects developed for the industry. We intend to show the basic principles to begin developing applications using Kinect, and present some projects developed at the VISGRAF Lab. And finally, we intend to discuss the new possibilities, challenges and trends raised by Kinect.
Kinect是2010年11月作为Xbox 360的配件推出的设备。采集的数据具有不同和互补的性质,将几何属性与视觉属性相结合。因此,Kinect是一种灵活的工具,可用于多个领域的应用,如:计算机图形学、图像处理、计算机视觉和人机交互。因此,Kinect在工业(游戏、机器人、戏剧表演、自然界面等)和研究中被广泛使用。我们将首先介绍一些关于设备的概念:架构和传感器。然后我们将讨论数据采集过程:捕获、表示和过滤。捕获过程包括获取彩色图像(RGB)和使用结构光技术进行深度测量(D)。该数据由一个名为RGBD Image的结构表示。我们还将讨论可用于在各种平台上开发应用程序的主要工具。此外,我们将讨论一些基于RGBD图像的近期项目。特别是那些与对象识别,3D重建,增强现实,图像处理,机器人和交互相关的。在这个调查中,我们将展示一些学术界的研究成果和一些为行业开发的项目。我们打算展示使用Kinect开始开发应用程序的基本原理,并介绍一些在VISGRAF实验室开发的项目。最后,我们打算讨论Kinect带来的新的可能性、挑战和趋势。
{"title":"Kinect and RGBD Images: Challenges and Applications","authors":"Leandro Cruz, Djalma Lúcio, L. Velho","doi":"10.1109/SIBGRAPI-T.2012.13","DOIUrl":"https://doi.org/10.1109/SIBGRAPI-T.2012.13","url":null,"abstract":"Kinect is a device introduced in November 2010 as an accessory of Xbox 360. The acquired data has different and complementary natures, combining geometry with visual attributes. For this reason, Kinect is a flexible tool that can be used in applications from several areas such as: Computer Graphics, Image Processing, Computer Vision and Human-Machine Interaction. In this way, the Kinect is a widely used device in industry (games, robotics, theater performers, natural interfaces, etc.) and in research. We will initially present some concepts about the device: the architecture and the sensor. We then will discuss about the data acquisition process: capturing, representation and filtering. Capturing process consists of obtaining a colored image (RGB) and performing a depth measurement (D), with structured light technique. This data is represented by a structure called RGBD Image. We will also talk about the main tools available for developing applications on various platforms. Furthermore, we will discuss some recent projects based on RGBD Images. In particular, those related to Object Recognition, 3D Reconstruction, Augmented Reality, Image Processing, Robotic, and Interaction. In this survey, we will show some research developed by the academic community and some projects developed for the industry. We intend to show the basic principles to begin developing applications using Kinect, and present some projects developed at the VISGRAF Lab. And finally, we intend to discuss the new possibilities, challenges and trends raised by Kinect.","PeriodicalId":239862,"journal":{"name":"2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials","volume":"380 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114890621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 225
Cloud and Mobile Web-Based Graphics and Visualization 云和移动基于web的图形和可视化
Pub Date : 2012-08-22 DOI: 10.1109/SIBGRAPI-T.2012.12
H. Levkowitz, C. Kelleher
Cloud computing is rapidly becoming one of the most prevailing computing platforms. At the same time, the Web browser has become an application platform. Mobile+Cloud, the combination of mobile devices and cloud-based computing is changing how users produce, consume, and use computing resources. With the introduction and penetration of HTML5, and, in particular, its visual capabilities in the form of the Canvas element, the implementation of high-quality browser-based graphics has become a reality. Indeed, WebGL offers capabilities comparable to the traditional (desktop) OpenGL utilizing in browser computing resources. It is now feasible to have high performance graphics and visualization "in your palm, " utilizing a mobile device's browser as the graphics platform as well as the front end interface and the display. In the near future, graphics'"heavy lifting" on a cloud-based platform, coupled with a mobile client will afford high-performance graphics for most users most of the time. We argue that this will become the most common platform for computer graphics and visualization in the not too-distant future. We further argue that such platforms will democratize the use of advanced graphics and visualization and will revolutionize analysis and display of the growing amount of data we all face every day. The goals of this survey are to make the reader familiar with the underlying technologies that make this possible, including(but not limited to) cloud-based computing, mobile computing, their combination, HTML5 and the Canvas element, the Web Gland other graphics libraries, and general Web-based graphics and visualization.
云计算正迅速成为最流行的计算平台之一。同时,Web浏览器也成为了一个应用平台。移动+云,移动设备和云计算的结合正在改变用户生产、消费和使用计算资源的方式。随着HTML5的引入和渗透,特别是其Canvas元素形式的视觉功能,实现基于浏览器的高质量图形已经成为现实。事实上,WebGL提供了与传统的(桌面)OpenGL在浏览器计算资源方面相当的能力。现在,利用移动设备的浏览器作为图形平台、前端界面和显示器,高性能图形和可视化“触手可及”是可行的。在不久的将来,图形在基于云的平台上的“繁重工作”,加上移动客户端,将在大多数时间为大多数用户提供高性能图形。我们认为,在不久的将来,这将成为计算机图形和可视化最常见的平台。我们进一步认为,这样的平台将使高级图形和可视化的使用民主化,并将彻底改变我们每天都要面对的不断增长的数据量的分析和显示。本调查的目的是让读者熟悉实现这一目标的基础技术,包括(但不限于)基于云的计算、移动计算、它们的组合、HTML5和Canvas元素、Web Gland其他图形库,以及基于Web的通用图形和可视化。
{"title":"Cloud and Mobile Web-Based Graphics and Visualization","authors":"H. Levkowitz, C. Kelleher","doi":"10.1109/SIBGRAPI-T.2012.12","DOIUrl":"https://doi.org/10.1109/SIBGRAPI-T.2012.12","url":null,"abstract":"Cloud computing is rapidly becoming one of the most prevailing computing platforms. At the same time, the Web browser has become an application platform. Mobile+Cloud, the combination of mobile devices and cloud-based computing is changing how users produce, consume, and use computing resources. With the introduction and penetration of HTML5, and, in particular, its visual capabilities in the form of the Canvas element, the implementation of high-quality browser-based graphics has become a reality. Indeed, WebGL offers capabilities comparable to the traditional (desktop) OpenGL utilizing in browser computing resources. It is now feasible to have high performance graphics and visualization \"in your palm, \" utilizing a mobile device's browser as the graphics platform as well as the front end interface and the display. In the near future, graphics'\"heavy lifting\" on a cloud-based platform, coupled with a mobile client will afford high-performance graphics for most users most of the time. We argue that this will become the most common platform for computer graphics and visualization in the not too-distant future. We further argue that such platforms will democratize the use of advanced graphics and visualization and will revolutionize analysis and display of the growing amount of data we all face every day. The goals of this survey are to make the reader familiar with the underlying technologies that make this possible, including(but not limited to) cloud-based computing, mobile computing, their combination, HTML5 and the Canvas element, the Web Gland other graphics libraries, and general Web-based graphics and visualization.","PeriodicalId":239862,"journal":{"name":"2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials","volume":"PP 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126400295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Transparency and Anti-Aliasing Techniques for Real-Time Rendering 实时渲染的透明度和抗锯齿技术
Pub Date : 2012-08-22 DOI: 10.1109/SIBGRAPI-T.2012.9
Marilena Maule, J. Comba, Rafael P. Torchelsen, R. Bastos
Transparency and anti-aliasing are crucial to enhance realism in computer-generated images, which have a high demand for such effects. Transparency is largely used to denote relationships among objects in a scene, and to render several structures, such as particles and foliage. Anti-aliasing (AA) is also important, since jagged edges can be easily spotted and create disruptive distractions during a scene walkthrough, which are unacceptable in real-time applications. Figure 1 illustrates both effects. In common, they have the fact that they rely on processing discrete samples from a given function, but using the samples for different purposes. In this tutorial we review state-of the-art techniques for transparency and anti-aliasing effects, their initial ideas and subsequent GPU accelerations. We support our presentation with a discussion on their strengths and limitations.
在计算机生成的图像中,透明度和抗锯齿是增强真实感的关键,对这些效果的要求很高。透明度主要用于表示场景中物体之间的关系,并渲染一些结构,如粒子和树叶。抗锯齿(AA)也很重要,因为锯齿状的边缘很容易被发现,并在场景漫游期间造成干扰,这在实时应用程序中是不可接受的。图1说明了这两种效果。一般来说,它们都依赖于处理给定函数的离散样本,但使用样本的目的不同。在本教程中,我们回顾了最先进的透明和抗混叠效果技术,他们最初的想法和随后的GPU加速。我们通过讨论它们的优点和局限性来支持我们的演示。
{"title":"Transparency and Anti-Aliasing Techniques for Real-Time Rendering","authors":"Marilena Maule, J. Comba, Rafael P. Torchelsen, R. Bastos","doi":"10.1109/SIBGRAPI-T.2012.9","DOIUrl":"https://doi.org/10.1109/SIBGRAPI-T.2012.9","url":null,"abstract":"Transparency and anti-aliasing are crucial to enhance realism in computer-generated images, which have a high demand for such effects. Transparency is largely used to denote relationships among objects in a scene, and to render several structures, such as particles and foliage. Anti-aliasing (AA) is also important, since jagged edges can be easily spotted and create disruptive distractions during a scene walkthrough, which are unacceptable in real-time applications. Figure 1 illustrates both effects. In common, they have the fact that they rely on processing discrete samples from a given function, but using the samples for different purposes. In this tutorial we review state-of the-art techniques for transparency and anti-aliasing effects, their initial ideas and subsequent GPU accelerations. We support our presentation with a discussion on their strengths and limitations.","PeriodicalId":239862,"journal":{"name":"2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131841469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
期刊
2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1