Pub Date : 2012-08-22DOI: 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.
{"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}
Pub Date : 2012-08-22DOI: 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.
{"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}
Pub Date : 2012-08-22DOI: 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.
{"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}
Pub Date : 2012-08-22DOI: 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.
{"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}
Pub Date : 2012-08-22DOI: 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.
{"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}