Joel D. Miller · NASA Technical Reports Server (NASA) · 2003
SLAB is a software system that can be run on a personal computer to simulate an acoustic environment in real time. SLAB was developed to enable computational experimentation in which one can exert low-level control over a variety of signal-processing parameters, related to spatialization, for conducting psychoacoustic studies. Among the parameters that can be manipulated are the number and position of reflections, the fidelity (that is, the number of taps in finite-impulse-response filters), the system latency, and the update rate of the filters. Another goal in the development of SLAB was to provide an inexpensive means of dynamic synthesis of virtual audio over headphones, without need for special-purpose signal-processing hardware. SLAB has a modular, object-oriented design that affords the flexibility and extensibility needed to accommodate a variety of computational experiments and signal-flow structures. SLAB s spatial renderer has a fixed signal-flow architecture corresponding to a set of parallel signal paths from each source to a listener. This fixed architecture can be regarded as a compromise that optimizes efficiency at the expense of complete flexibility. Such a compromise is necessary, given the design goal of enabling computational psychoacoustic experimentation on inexpensive personal computers.
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Péter Mileff, Judit Dudra · 2012
The market of computer graphics is dominated by GPU based technologies. However today's fast central processing units (CPU) based on modern architectural design offer new opportunities in the field of classical software rendering. Because the technological development of the GPU architecture almost reached the limits in the field of the programming model, the CPU-based solutions will become more popular in the near future. This paper reviews the problems and opportunities of two-dimensional rendering from a practical point of view. An efficient, software based rasterization method is presented for textures having a transparent color component. The applicability of the solution is proved through measurement results compared to other methods and the GPU based implementation.
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Paramvir Bahl, Paul S. Gauthier, Robert A. Ulichney · 1995
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Fredrik Nysjö · KTH Publication Database DiVA (KTH Royal Institute of Technology) · 2011
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Káčerik, Martin · Brno University of Technology Digital Library (Brno University of Technology) · 2017
The master’s thesis submitted deals with realtime rendering of three-dimensional CAD data using Vulkan API. The thesis also covers possibilities of connecting the API with VRUT, complex solution for renderig developed by ŠKODA AUTO a.s. Design of such connection is presented in form of Vulkan rendering plugin for VRUT application. Performance of the designed module is compared with another rendering module, based on different rendering technologies.
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К.Г. Резников, С. Л. Подвальный · ВЕСТНИК ВОРОНЕЖСКОГО ГОСУДАРСТВЕННОГО ТЕХНИЧЕСКОГО УНИВЕРСИТЕТА · 2023
представлена реализация программного обеспечения для визуализации процессов полимеризации для последующего анализа изображений молекулярно-массовых распределений полимеров в заданном интервале времени. Описано математическое моделирование полимеризации. Рассмотрены основные стадии процесса полимеризации и способы их классификации. Представлены стадии обрыва и подробно рассмотрен типовой модуль для механизма случайного обрыва. Описана кинетика полимеризации случайного обрыва. Реализован и описан алгоритм расчета молекулярно-массового распределения полимера с введением условного времени полимеризации. Представлены блок-схема и способы визуализации вычисленных результатов работы алгоритма. Разработано программное обеспечение для расчета молекулярно-массового распределения полимера и отрисовки полученных данных. Продемонстрирован пример выполнения программного обеспечения с вычислением молекулярно-массового распределения в определенные моменты условного времени для механизма случайного обрыва. Проведен анализ полученного молекулярно-массового распределения. Описаны результаты сравнения с основными распределениями. Представлен способ оптимизации визуализации вычисленных результатов работы алгоритма для более детального исследования молекулярно-массового распределения полимеров в зависимости от условного времени. Разработанное программное обеспечение позволяет рассматривать различные модули механизма обрыва, заменив исходную модель механизма случайного обрыва, вносить корректировки и наглядно видеть изменения модели, а также проводить оценку течения процесса the article presents the implementation of software for visualization of polymerization processes for subsequent analysis of images of molecular weight distributions of polymers in real time. The mathematical modeling of polymerization is described. The main stages of the polymerization process and methods for their classification are considered. The termination stages are presented and a typical module for the random break mechanism is considered in detail. The kinetics of random termination polymerization is described. An algorithm for calculating the molecular weight distribution of a polymer with the introduction of a conditional polymerization time has been implemented and described. A block diagram and methods for visualizing the calculated results of the algorithm are presented. Software has been developed for calculating the molecular weight distribution of the polymer and rendering the obtained data. An example of software execution with the calculation of the molecular weight distribution at certain moments of conditional time is shown. The obtained molecular weight distribution was analyzed. The results of comparison with the main distributions are described. A method for optimizing the visualization of the calculated results of the algorithm for a more detailed study of the molecular weight distribution of polymers depending on the conditional time is presented
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Abid, Saad Bin, Wei, Xian · KTH Publication Database DiVA (KTH Royal Institute of Technology) · 2006
This Master’s thesis is aimed at improving the management of artifacts in the context of a joint-project between Jönköping University with the SEMCO project and industrial partner, a company involved in developing software for safety components. Both have a slightly distinct interest but this project can serve both parties. Nowadays feature modelling is efficient way for domain analysis. The purpose of this master thesis is to analysis existing four popular feature diagrams, to find out commonalities between each of them and conclude results to give suggestions of how to use existing notation systems efficiently and according to situations. The developed software based on knowledge established from research analysis. Two notation systems which are suggested in research part of the thesis report are implemented in the developed software “NotationManager”. The development procedures are also described and developer choices are mentioned along with the comparisons according to the situations Scope of the research part as well as development is discussed. Future work for developed solution is also suggested.
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Bulletin of Miscellaneous Information (Royal Gardens Kew)
3D Rendering and Visualization Software Market size is projected to reach 3.5 Billion USD by 2027 from an estimated 1.5 Billion USD in 2020, growing at a CAGR of 20% globally.
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Setyaningfebry, Florentina Untung · UAJY Repository (University of Southampton) · 2021
Perkembangan teknologi software rendering sudah semakin pesat, banyak dari software \nrendering yang menawarkan keunggulannya. Dengan keunggulan yang ditawarkan, software \nrendering juga memiliki persyaratan sistem perangkat keras. Semakin detail tampilan software \nrendering, maka dibutuhkan pula perangkat keras dengan spesifikasi yang tinggi. Saat ini \nsudah semakin banyak perangkat keras dengan spesifikasi tinggi namun harga yang ditawarkan \njuga relatif mahal. Website rendering yang terintegrasi dengan cloud computing akan membuat \nsistem menjadi lebih ringan. Tujuan penelitian ini adalah membuat konsep website rendering \ndengan dasar dari penggunaan software rendering yang sudah ada. Berdasarkan hasil dari \nanalisis penggunaan software rendering (Vray, Enscape, Lumion) oleh responden mahasiswa, \narsitek professional, dan 3D visualizer didapatkan bahwa software rendering yang banyak \ndigunakan tersebut memiliki beberapa spesifikasi diantaranya: (1) memiliki tampilan friendly, \n(2) proses rendering relatif cepat, (3) ringan ketika digunakan, (4) memiliki banyak pilihan \nmaterial dan assets, (5) realtime rendering. Dengan adanya beberapa spesifikasi dari software \nrendering tersebut digunakan sebagai alat pembanding dan untuk merumuskan konsep dari \nwebsite rendering. Konsep website rendering mudah dalam pengoperasian dan dapat \nmendukung presentasi arsitektural yaitu sebuah website yang cepat, ringan, good UI/UX (user \ninterface / user experience), realtime, many assets & library. Konsep PARALLEL berarti \nsejajar dan secara bersamaan, yang dimaksudkan untuk mensejajarkan pemodelan dan hasil \nrender serta menggabungkan seluruh komponen secara bersamaan dengan cepat dan ringan \nmelalui pengolahan user interface – user experience. User interface dan user experience dapat \ndi-upgrade seiring perkembangan. Diharapkan dengan adanya teknologi ini pengguna tidak \nperlu menggunakan perangkat keras dengan harga mahal, namun tetap bisa mendapatkan hasil \nyang maksimal. Sehingga, perangkat keras yang digunakan tetap bisa dimanfaatkan untuk \nmengerjakan hal-hal lainnya.
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S. Cacciaguerra, M. Roccetti, M. Roffilli · 2004
Abstract — New technological developments in wireless networks and location-based information systems are greatly affecting the prominent scenarios represented by mobile markets, commercial and industrial organizations, and cooperative social environments. To model and control such complex organizational systems, the use of scientific methodologies, such as participatory simulation and agent-based modeling is becoming increasingly common. Further, users of these collaborative systems demand the availability of sophisticated tools that are able to present visually the results of cooperative simulation activities on the screen of handheld devices. In this context, we have designed and developed a software architecture able to support the execution of agent-based participatory simulation activities, and to render them in a 3D virtual world over wireless devices. We report on several experiments, gathered on the field, showing that the architecture we have developed is able to render, in a timely fashion, on a wireless device, the results of cooperative simulation activities performed by agent-based programming platforms. Smart services; 3D rendering on handheld devices; Multimedia technologies; Wireless scientific visualization; Participatory simulation; Agent-based modeling; Mobile business games
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Marian Dârdală · RePEc: Research Papers in Economics · 2008
The objective of this paper is to present a software system architecture developed to render the printed documents in a vocal form. On the other hand, in the paper are described the software solutions that exist as software components and are necessary for documents processing as well as for multimedia device controlling used by the system. The usefulness of this system is for people with visual disabilities that can access the contents of documents without that they be printed in Braille system or to exist in an audio form.
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Alan Watt, Fábio Policarpo · Bulletin of Miscellaneous Information (Royal Gardens Kew) · 2000
Foundations 1. Mathematical fundamentals of 3D computer graphics 2. Modelling and representation 1 - comparative and polygon mesh models 3. Modelling and representation 2 - the economics of polygon meshes 4. Representation and modelling 3 - landscape specialisations 5. Modelling and representation 4 - Breezier, B-spline and subdivision surfaces Classical 3D graphics 6. Classic polygon mesh rendering technology 7. Classic mapping techniques 8. Anti-aliasing theory and practice Real-time rendering 9. Visibility processing of complex scenes 10. Lighting in games 11. Shadows in games 12. Multi-pass rendering Control of objects 13. Motion control - kinematic 14. Control by dynamic simulation 15. Collision detection 16. Interactive control 17. Behaviour and AI 2D Technology 18. Two-dimensional techniques 19. Image-based rendering Software technology 20. Multi-player game technology 21. Engine architecture 22. Fly3D SDK reference Appendix A Fly3D SDK reference References Index
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Зубенко, О. В., Малінч, І. П. · Repository of Vinnytsia National Technical University (Vinnytsia National Technical University) · 2016
Розглянуто найбільш вживані рішення для хмарного тривимірного рендерингу, їхні переваги та недоліки застосування. Запропоновано більш практичну модель програмного рішення для тривимірного рендерингу в хмарі, що дозволяє використовувати програмний інтерфейс, який надає широкий функціонал віддаленої взаємодії для наукових та освітніх цілей.
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Bulletin of Miscellaneous Information (Royal Gardens Kew) · 2001
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Igor Shturtz, Sergey Y. Belyaev · Lecture notes in computer science · 1996
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Eckerth, Achim · Johann Wolfgang Goethe-Universität · 2010
Bei der Präsentations-Software „Ventuz“ handelt es sich um eine „3D Realtime Rendering“ Präsentations-Software, welche über umfangreiche Möglichkeiten, wie zum Bespiel das Anbinden von XML-Files oder Datenbanken verfügt. Eine der wichtigsten Funktionen ist jedoch die Importfunktion für 3D modellierte Objekte, die dann zur Laufzeit gerendert und somit in der Präsentation dargestellt werden können. Ziel dieser Arbeit ist es , die Software Ventuz zu analysieren und eine Dokumentation anzufertigen, die den Einstieg für jedermann erleichtern soll. Die Dokumentation beschreibt zum einen die Grundlagen von Ventuz, zum anderen beinhaltet sie eine Ansammlung von Beispielen und vorgefertigten Basismodulen, die in eigenen Präsentationen verwendet, geändert und erweitert werden können.
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Navid Fallah, Ali Eydgahi · 2009
Abstract — A visualization program based on a new technique for volume rendering and accelerating visualization of large datasets is presented. The method keeps track of previous moves and uses the application and viewer’s specifications to produce areas called layers. The layers help to predict next moves and the objects that have to be selected for future use. By gathering statistics about different objects a unique shape layer is obtained that is used to select different objects and put them in the groups to be rendered with different resolutions. The technique used simplifies the implementation, requires smaller memory footprint, and accelerates production of high resolution visualization at interactive rate. Index Terms—Large dataset, multi-resolution techniques, object selecting methods, visualization software. different triangle meshes of variable complexity. Thus, the mesh complexity can be adjusted according to the object’s relative position from the viewer, its visual importance in the rendered scene, and with respect to the available rendering power to guarantee stable interactive frame rates [8]. Although numerous ideas have been implemented on mesh simplification for geometric approximation [9]-[10], fewer approaches have been taken to address the problem of view-dependent simplification [8] for real-time rendering and performance optimization. In this paper, a program based on a new technique [11] to predict and cover more general and comprehensive datasets is presented. The method utilizes a level of detail technique which has been optimized for urban area visualization and requires minimum amount of necessary memory. I.
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gamapvitor · 2023
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Skowron, Thomas · TIB KMO / FLOWWORKS GmbH · 2017
Wer heute seine eigene Karte rendern möchte, hat soviel Auswahl wie nie. Manches ist einfacher geworden, aber es ist auch leicht den Überblick zu verlieren. Von Raster- über Vektortiles, von Mapnik über OSM2Vectortiles zu Mapbox. TileMill, Kosmtik oder Mapbox Studio? Wo kommen die Daten her? Wer rendert sie und wie? Ich versuche einen Überblick über die derzeit vorhandene Renderingtechnik und -software zu geben. Dabei werden die Stärken und Schwächen der Software beleuchtet und dargestellt welche Neuerungen im letzten Jahr entstanden sind und welche Möglichkeiten schon ein paar Jahre am Buckel haben. Beispiele sollen überblicksmäßig verdeutlichen welche Komponenten für die einzelnen Möglichkeiten gebraucht werden und wie sie zusammenspielen. Vectortiles sind der heißeste Kandidat für die nächste Generation der Hauptkarte von OpenStreetMap. Ich versuche darzustellen wie hier eine mögliche Zukunft aussehen könnte und welche Schritte heute bereits in diese Richtung unternommen werden. Bleibt Bewährtes bestehen oder kommt es zu einem radikalen Wechsel?
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Farhaan Ebadulla, Chiraag Mudlapur, Gaurav BV · ArXiv.org · 2025
Foveated rendering significantly reduces computational demands in virtual reality applications by concentrating rendering quality where users focus their gaze. Current approaches require expensive hardware-based eye tracking systems, limiting widespread adoption due to cost, calibration complexity, and hardware compatibility constraints. This paper presents GazeProphet, a software-only approach for predicting gaze locations in VR environments without requiring dedicated eye tracking hardware. The approach combines a Spherical Vision Transformer for processing 360-degree VR scenes with an LSTM-based temporal encoder that captures gaze sequence patterns. A multi-modal fusion network integrates spatial scene features with temporal gaze dynamics to predict future gaze locations with associated confidence estimates. Experimental evaluation on a comprehensive VR dataset demonstrates that GazeProphet achieves a median angular error of 3.83 degrees, outperforming traditional saliency-based baselines by 24% while providing reliable confidence calibration. The approach maintains consistent performance across different spatial regions and scene types, enabling practical deployment in VR systems without additional hardware requirements. Statistical analysis confirms the significance of improvements across all evaluation metrics. These results show that software-only gaze prediction can work for VR foveated rendering, making this performance boost more accessible to different VR platforms and apps.
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