44,634 results on '"Graphics"'
Search Results
2. NR-Router+: Enhanced Non-Regular Electrode Routing With Optimal Pin Selection for Electrowetting-on-Dielectric Chips
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Pan, Youlin, Liu, Genggeng, Huang, Xing, Li, Zipeng, Huang, Hsin-Chuan, Liang, Chi-Chun, Wang, Qining, Kim, Chang-Jin, and Ho, Tsung-Yi
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Data Management and Data Science ,Information and Computing Sciences ,Engineering ,Electronics ,Sensors and Digital Hardware ,Electrodes ,Routing ,Pins ,Wires ,Shape ,Costs ,Substrates ,Digital microfluidic biochips ,electrowetting-on-dielectric ,network flow ,nonregular electrodes ,routing ,Electrical and Electronic Engineering ,Computer Hardware ,Computer Hardware & Architecture ,Electronics ,sensors and digital hardware ,Graphics ,augmented reality and games - Published
- 2024
3. Introducing Mplots: scaling time series recurrence plots to massive datasets
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Shahcheraghi, Maryam, Mercer, Ryan, Rodrigues, João Manuel de Almeida, Der, Audrey, Gamboa, Hugo Filipe Silveira, Zimmerman, Zachary, Mauck, Kerry, and Keogh, Eamonn
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Bioengineering ,Time series ,Anomalies ,Similarity matrix ,Information and computing sciences - Abstract
Abstract: Time series similarity matrices (informally, recurrence plots or dot-plots), are useful tools for time series data mining. They can be used to guide data exploration, and various useful features can be derived from them and then fed into downstream analytics. However, time series similarity matrices suffer from very poor scalability, taxing both time and memory requirements. In this work, we introduce novel ideas that allow us to scale the largest time series similarity matrices that can be examined by several orders of magnitude. The first idea is a novel algorithm to compute the matrices in a way that removes dependency on the subsequence length. This algorithm is so fast that it allows us to now address datasets where the memory limitations begin to dominate. Our second novel contribution is a multiscale algorithm that computes an approximation of the matrix appropriate for the limitations of the user’s memory/screen-resolution, then performs a local, just-in-time recomputation of any region that the user wishes to zoom-in on. Given that this largely removes time and space barriers, human visual attention then becomes the bottleneck. We further introduce algorithms that search massive matrices with quadrillions of cells and then prioritize regions for later examination by either humans or algorithms. We will demonstrate the utility of our ideas for data exploration, segmentation, and classification in domains as diverse as astronomy, bioinformatics, entomology, and wildlife monitoring.
- Published
- 2024
4. ExTreeM: Scalable Augmented Merge Tree Computation via Extremum Graphs
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Lukasczyk, Jonas, Will, Michael, Wetzels, Florian, Weber, Gunther H, and Garth, Christoph
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Networking and Information Technology R&D (NITRD) ,Scalar field topology ,merge trees ,persistence pairs ,high performance computing ,Artificial Intelligence and Image Processing ,Computation Theory and Mathematics ,Software Engineering ,Information and computing sciences - Abstract
Over the last decade merge trees have been proven to support a plethora of visualization and analysis tasks since they effectively abstract complex datasets. This paper describes the ExTreeM-Algorithm: A scalable algorithm for the computation of merge trees via extremum graphs. The core idea of ExTreeM is to first derive the extremum graph G of an input scalar field f defined on a cell complex K, and subsequently compute the unaugmented merge tree of f on G instead of K; which are equivalent. Any merge tree algorithm can be carried out significantly faster on G, since K in general contains substantially more cells than G. To further speed up computation, ExTreeM includes a tailored procedure to derive merge trees of extremum graphs. The computation of the fully augmented merge tree, i.e., a merge tree domain segmentation of K, can then be performed in an optional post-processing step. All steps of ExTreeM consist of procedures with high parallel efficiency, and we provide a formal proof of its correctness. Our experiments, performed on publicly available datasets, report a speedup of up to one order of magnitude over the state-of-the-art algorithms included in the TTK and VTK-m software libraries, while also requiring significantly less memory and exhibiting excellent scaling behavior.
- Published
- 2024
5. Statistical method scDEED for detecting dubious 2D single-cell embeddings and optimizing t-SNE and UMAP hyperparameters
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Xia, Lucy, Lee, Christy, and Li, Jingyi Jessica
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Algorithms ,Reproducibility of Results - Abstract
Two-dimensional (2D) embedding methods are crucial for single-cell data visualization. Popular methods such as t-distributed stochastic neighbor embedding (t-SNE) and uniform manifold approximation and projection (UMAP) are commonly used for visualizing cell clusters; however, it is well known that t-SNE and UMAP's 2D embeddings might not reliably inform the similarities among cell clusters. Motivated by this challenge, we present a statistical method, scDEED, for detecting dubious cell embeddings output by a 2D-embedding method. By calculating a reliability score for every cell embedding based on the similarity between the cell's 2D-embedding neighbors and pre-embedding neighbors, scDEED identifies the cell embeddings with low reliability scores as dubious and those with high reliability scores as trustworthy. Moreover, by minimizing the number of dubious cell embeddings, scDEED provides intuitive guidance for optimizing the hyperparameters of an embedding method. We show the effectiveness of scDEED on multiple datasets for detecting dubious cell embeddings and optimizing the hyperparameters of t-SNE and UMAP.
- Published
- 2024
6. Automatic cardiothoracic ratio calculation based on lung fields abstracted from chest X-ray images without heart segmentation.
- Author
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Yingjian Yang, Jie Zheng, Peng Guo, Tianqi Wu, Qi Gao, Yingwei Guo, Ziran Chen, Chengcheng Liu, Zhanglei Ouyang, Huai Chen, and Yan Kang
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CONVOLUTIONAL neural networks ,HEART diseases ,X-ray imaging ,CHEST X rays ,CARDIAC imaging - Abstract
Introduction: The cardiothoracic ratio (CTR) based on postero-anterior chest X-rays (P-A CXR) images is one of the most commonly used cardiac measurement methods and an indicator for initially evaluating cardiac diseases. However, the hearts are not readily observable on P-A CXR images compared to the lung fields. Therefore, radiologists often manually determine the CTR's right and left heart border points of the adjacent left and right lung fields to the heart based on P-A CXR images. Meanwhile, manual CTR measurement based on the P-A CXR image requires experienced radiologists and is timeconsuming and laborious. Methods: Based on the above, this article proposes a novel, fully automatic CTR calculation method based on lung fields abstracted from the P-A CXR images using convolutional neural networks (CNNs), overcoming the limitations to heart segmentation and avoiding errors in heart segmentation. First, the lung field mask images are abstracted from the P-A CXR images based on the pre-trained CNNs. Second, a novel localization method of the heart's right and left border points is proposed based on the two-dimensional projection morphology of the lung field mask images using graphics. Results: The results show that the mean distance errors at the x-axis direction of the CTR's four key points in the test sets T1 (21 × 512 × 512 static P-A CXR images) and T2 (13 × 512 × 512 dynamic P-A CXR images) based on various pre-trained CNNs are 4.1161 and 3.2116 pixels, respectively. In addition, the mean CTR errors on the test sets T1 and T2 based on four proposed models are 0.0208 and 0.0180, respectively. Discussion: Our proposed model achieves the equivalent performance of CTR calculation as the previous CardioNet model, overcomes heart segmentation, and takes less time. Therefore, our proposed method is practical and feasible and may become an effective tool for initially evaluating cardiac diseases. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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7. Some Properties and Graphical Applications of a New Subclass of Harmonic Functions Defined by a Differential Inequality.
- Author
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Yalçın, Sibel, Bayram, Hasan, and Oros, Georgia Irina
- Subjects
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GEOMETRIC function theory , *HARMONIC functions - Abstract
This paper establishes new results related to geometric function theory by presenting a new subclass of harmonic functions with complex values within the open unit disk, characterized by a second-order differential inequality. The investigation explores the bounds on the coefficients and estimates of the function growth. This paper also demonstrates that this subclass remains stable under the convolution operation applied to its members. In addition, in the last section, images of the unit disk under some functions of this class are given. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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8. Quality of Experience That Matters in Gaming Graphics: How to Blend Image Processing and Virtual Reality.
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Jumani, Awais Khan, Shi, Jinglun, Laghari, Asif Ali, Estrela, Vania V., Sampedro, Gabriel Avelino, Almadhor, Ahmad, Kryvinska, Natalia, and ul Nabi, Aftab
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IMAGE processing ,USER experience ,QUESTIONNAIRES ,GAMES - Abstract
This paper investigates virtual reality (VR) technology which can increase the quality of experience (QoE) on the graphics quality within the gaming environment. The graphics quality affects the VR environment and user experience. To gather relevant data, we conduct a live user experience and compare games with high- and low-quality graphics. The qualitative feedback obtained through questionnaires prove the importance ofcontextualizing users' experiences playing both games. Furthermore, our findings prove the crucial role of graphics quality in adopting user engagement and enjoyment during gaming sessions. Users consistently reported their feeling more connected when interacting with games and receiving high-quality graphics. If the graphics quality received is low, the user rating for a particular game is low. Further examination of VR technology reveals its potential to revolutionize graphics quality within game play. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
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9. Hemi-diaphragm detection of chest X-ray images based on convolutional neural network and graphics.
- Author
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Yang, Yingjian, Zheng, Jie, Guo, Peng, Wu, Tianqi, Gao, Qi, Zeng, Xueqiang, Chen, Ziran, Zeng, Nanrong, Ouyang, Zhanglei, Guo, Yingwei, and Chen, Huai
- Subjects
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CONVOLUTIONAL neural networks , *LUNGS , *X-ray imaging , *X-ray detection , *COUGH , *CHEST X rays , *IMAGE segmentation - Abstract
Chest X-rays (CXR) are widely used to facilitate the diagnosis and treatment of critically ill and emergency patients in clinical practice. Accurate hemi-diaphragm detection based on postero-anterior (P-A) CXR images is crucial for the diaphragm function assessment of critically ill and emergency patients to provide precision healthcare for these vulnerable populations.Therefore, an effective and accurate hemi-diaphragm detection method for P-A CXR images is urgently developed to assess these vulnerable populations’ diaphragm function.Based on the above, this paper proposes an effective hemi-diaphragm detection method for P-A CXR images based on the convolutional neural network (CNN) and graphics. First, we develop a robust and standard CNN model of pathological lungs trained by human P-A CXR images of normal and abnormal cases with multiple lung diseases to extract lung fields from P-A CXR images. Second, we propose a novel localization method of the cardiophrenic angle based on the two-dimensional projection morphology of the left and right lungs by graphics for detecting the hemi-diaphragm.The mean errors of the four key hemi-diaphragm points in the lung field mask images abstracted from static P-A CXR images based on five different segmentation models are 9.05, 7.19, 7.92, 7.27, and 6.73 pixels, respectively. Besides, the results also show that the mean errors of these four key hemi-diaphragm points in the lung field mask images abstracted from dynamic P-A CXR images based on these segmentation models are 5.50, 7.07, 4.43, 4.74, and 6.24 pixels,respectively.Our proposed hemi-diaphragm detection method can effectively perform hemi-diaphragm detection and may become an effective tool to assess these vulnerable populations’ diaphragm function for precision healthcare. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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10. 15. AN INVESTIGATION INTO STUDENTS' CHOICE AND PLACEMENT IN AREAS OF SPECIALIZATION IN THE DEPARTMENT OF FINE AND APPLIED ARTS, UNIVERSITY OF BENIN, BENIN CITY, NIGERIA.
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Osaigbovo, Felix Onaiwu and Umukoro, Felix Efeoghene
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DECORATIVE arts ,ART ,STUDENTS - Abstract
This paper examines Students' choice and their placement into various areas of specialization in their third year (300-level) of study in the Department of Fine and Applied Arts, University of Benin, Nigeria and what informs such choice and placement. Oftentimes, most students, before this level may not have any area of specialization in mind but the course advisers are to counsel them regarding their areas of strength and interest. Sometimes, the Department uses its discretion to place some student. The objective of this paper is to carve out certain criteria to be taken into consideration in placing students into their various areas of specialization. Pedagogic and survey research designs were used in which case questions were served to respondents in order to elicit responses and at the end, it was found out that majority of the students preferred study areas that attracts immediate and attractive monetary rewards like Graphics and Painting. This research examines students' attitudinal disposition towards areas of specialization from 2016/2017 to 2020/2021 academic sessions. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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11. Physical Cyclic Animations
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Jia, Shiyang, Wang, Stephanie, Li, Tzu-Mao, and Chern, Albert
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,keyframe animation ,periodic motion ,physical simulation - Abstract
We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Our method can handle a variety of physical cyclic animations, including clothes, soft bodies with collisions, and N-body systems.
- Published
- 2023
12. Fast Non-line-of-sight Imaging with Non-planar Relay Surfaces
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Gu, Chaoying, Sultan, Talha, Masumnia-Bisheh, Khadijeh, Waller, Laura, and Velten, Andreas
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Information and Computing Sciences ,Communications Engineering ,Engineering ,Graphics ,Augmented Reality and Games ,Computational Photography ,Time-of-flight Imaging ,Non-line-of-sight Imaging - Published
- 2023
13. Parameter-space ReSTIR for Differentiable and Inverse Rendering
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Chang, Wesley, Sivaram, Venkataram, Nowrouzezahrai, Derek, Hachisuka, Toshiya, Ramamoorthi, Ravi, and Li, Tzu-Mao
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games - Published
- 2023
14. Neural Free‐Viewpoint Relighting for Glossy Indirect Illumination
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Raghavan, Nithin, Xiao, Yan, Lin, Kai‐En, Sun, Tiancheng, Bi, Sai, Xu, Zexiang, Li, Tzu‐Mao, and Ramamoorthi, Ravi
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Artificial Intelligence and Image Processing ,Software Engineering ,Graphics ,augmented reality and games - Abstract
Abstract: Precomputed Radiance Transfer (PRT) remains an attractive solution for real‐time rendering of complex light transport effects such as glossy global illumination. After precomputation, we can relight the scene with new environment maps while changing viewpoint in real‐time. However, practical PRT methods are usually limited to low‐frequency spherical harmonic lighting. All‐frequency techniques using wavelets are promising but have so far had little practical impact. The curse of dimensionality and much higher data requirements have typically limited them to relighting with fixed view or only direct lighting with triple product integrals. In this paper, we demonstrate a hybrid neural‐wavelet PRT solution to high‐frequency indirect illumination, including glossy reflection, for relighting with changing view. Specifically, we seek to represent the light transport function in the Haar wavelet basis. For global illumination, we learn the wavelet transport using a small multi‐layer perceptron (MLP) applied to a feature field as a function of spatial location and wavelet index, with reflected direction and material parameters being other MLP inputs. We optimize/learn the feature field (compactly represented by a tensor decomposition) and MLP parameters from multiple images of the scene under different lighting and viewing conditions. We demonstrate real‐time (512 x 512 at 24 FPS, 800 x 600 at 13 FPS) precomputed rendering of challenging scenes involving view‐dependent reflections and even caustics.
- Published
- 2023
15. A Review of Image Thinning Algorithms
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Milewski, Patryk, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Saeed, Khalid, editor, and Dvorský, Jiří, editor
- Published
- 2024
- Full Text
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16. Research on the Application of Computer Graphics Image Processing Technology
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Ma, Qiuxian, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Hirche, Sandra, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Oneto, Luca, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, Tan, Kay Chen, Series Editor, Pei, Yan, editor, Ma, Hao Shang, editor, Chan, Yu-Wei, editor, and Jeong, Hwa-Young, editor
- Published
- 2024
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17. The Linked Microposter Plots Family as New Means for the Visualization of Eye Tracking Data
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Li, Chunyang, Symanzik, Jürgen, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Deshpande, R.D., Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Mori, Hirohiko, editor, and Asahi, Yumi, editor
- Published
- 2024
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18. Escaping Flatland: Graphics, Dimensionality, and Human Perception
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Vanderplas, Susan, Blankenship, Erin, Wiederich, Tyler, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Deshpande, R.D., Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Mori, Hirohiko, editor, and Asahi, Yumi, editor
- Published
- 2024
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19. Speaking Stata: The joy of sets: Graphical alternatives to Euler and Venn diagrams.
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Cox, Nicholas J. and Morris, Tim P.
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JOY , *ELOCUTION - Abstract
Membership of overlapping or intersecting sets may be recorded in a bundle of (0, 1) indicator variables. Annotated Euler or Venn diagrams may be used to show graphically the frequencies of subsets so defined, but beyond just a few sets such diagrams can be hard to draw and use effectively. This column presents two new commands for graphical alternatives: upsetplot and vennbar. Each command produces a bar chart by default, but there is scope to recast to different graphical forms. The differences between the new commands reflect the divide in Stata between twoway commands and other graph commands. They also provide some flexibility in graph design to match tastes and circumstances. The discussion includes many historical details and references. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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20. THE TRANSFORMATIVE IMPACT OF ADVANCED GRAPHICS TECHNOLOGIES AND COMPUTER-GENERATED IMAGERY IN CIVIL ENGINEERING.
- Author
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BACIU, Ioana-Roxana, PRUNĂ, Liviu, SLONOVSCHI, Andrei, and MAXINEASA, Sebastian George
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COMPUTER-generated imagery ,CIVIL engineers ,CIVIL engineering ,VIRTUAL reality ,INFRASTRUCTURE (Economics) - Abstract
The present study explores how modern graphics technology and computer-generated imagery (CGI) are revolutionizing the field of civil engineering. With an emphasis on 3D modelling, the study investigates how virtual reality (VR), augmented reality (AR), and 3D modelling may transform project design and communication. The research explores how these graphic tools improve planning, analysis, and presentation in civil engineering projects through case studies and software innovations. The construction of safer, more creative, and visually striking infrastructure projects is aided by the integration of CGI, which also enhances visualization and makes decision-making more effective. The important developments at the junction of civil engineering and graphics are highlighted in this study. [ABSTRACT FROM AUTHOR]
- Published
- 2024
21. Evaluating Perceptual Judgements on 3D Printed Bar Charts.
- Author
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WIEDERICH, TYLER and VANDERPLAS, SUSAN
- Subjects
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GRAPHICAL projection , *THREE-dimensional printing - Abstract
Graphical design principles typically recommend minimizing the dimensionality of a visualization - for instance, using only 2 dimensions for bar charts rather than providing a 3D rendering, because this extra complexity may result in a decrease in accuracy. This advice has been oft repeated, but the underlying experimental evidence is focused on fixed 2D projections of 3D charts. In this paper, we describe an experiment which attempts to establish whether the decrease in accuracy extends to 3D virtual renderings and 3D printed charts. We replicate the grouped bar chart comparisons in the 1984 Cleveland & McGill study, assessing the accuracy of numerical estimates using different types of 3D and 2D renderings. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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22. در طرح روی جلد سه کتاب تصویری کودک » عنوان « بره مکنش س هوجهیِ
- Author
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امیرحسین زنجانبر
- Subjects
BOOK covers ,CONCEPTUAL structures ,TYPOGRAPHIC design ,BOOK titles ,DATA libraries - Abstract
In children's literature, the title functions beyond mere labeling for identification purposes. Rather, the titling itself serves a linguocognitive role. Titles are viewed before the book is opened, thereby able to convey aesthetic significance by employing strategic typographic techniques that visually preview a book's tonal direction. The intentional typographic design choice in formatting the title graphically depicts the relative conceptual space the book will inhabit. Additionally, the interaction between the formatted typographic title presentation on the front cover and the illustrative cover imagery contributes an essential role in coalescing the intended holistic cover design impression. This research aims to closely investigate the three-way interaction occurring between "title" (defined here as the linguistic facet encompassing the verbal meaning of the printed title text), "typography" (defined here as the aesthetic facet encompassing the graphical formatting and styling of the printed title text) and "cover image" (defined as the illustrative artwork encompassing the pictorial depiction on the front book cover) within the conceptual structure underlying the unified cover design presentation. The research methodology enacted is applied in nature, based fundamentally in library data collection, and analytical-descriptive in its systematic approach. The target domain under examination focuses exclusively on children's picture storybooks classified for age groups "A" and "B," while concentrating deliberate analysis specifically on three recently published titles selected expressly for their diversity exhibited in typographic title formatting and styling choices implemented: The Big Question (Erlbruch, 2009), Wise Honey (Piumini, 2015), and Sun Detective (Bahari, 2017). Unlike former studies pursuing a one-dimensional correlation between title and cover image, this research proposes a two-dimensional identity operating within the functional book title itself. It explores the complex three-way interac-tion by closely examining how the linguistic reading aspect, aesthetic/graphical typographic aspect, and illustrative cover image aspect relationally interconnect across all three domains through a conceptual triangular dialogue. The book title, like any other written sign, has both a visual and a reader-oriented aspect. This research demonstrates that these two aspects not only individually interact with the cover image but also have internal interactions with each other. Factors such as font size, color, thickness, and font type (visual aspect) can internally interact with the linguistic meaning of the title (reader-oriented aspect). Thus, the cover design results from the triangular relationship of the "reader-oriented aspect of the title," the "visual or typographic aspect of the title," and the "cover image." This triangular relationship initiates with a dual interaction, such as decoding based on the internal interaction of the title (reader-oriented and visual interactions) and subsequently using the decoded information as an introduction for deciphering the codes of the cover image. The diversity in visual structures and themes of each artistic work continues to revolve around a central theme. In each interaction, the main visual structures engage in semantic and interpretative interaction, followed by the sequential interaction of other visual elements in the triad of "title," "typography," and "cover image." The increasing prevalence and diversification of daily Persian typographic interfaces make the necessity of research in this regard undeniable. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
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23. Virtual Reality
- Subjects
virtual reality ,augmented reality ,mixed reality ,real-time visualization ,graphics ,multimedia ,Electronic computers. Computer science ,QA75.5-76.95 ,Information technology ,T58.5-58.64 - Published
- 2024
24. The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design
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Aizenman, Avi M, Koulieris, George A, Gibaldi, Agostino, Sehgal, Vibhor, Levi, Dennis M, and Banks, Martin S
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Human-Centred Computing ,Eye Disease and Disorders of Vision ,Neurosciences ,Clinical Research ,Eye ,HMD ,video games ,stereopsis ,eye movements ,binocular disparity ,eye tracking ,vergence-accommodation conflict ,virtual reality ,field of view ,Computing methodologies → Perception ,Human-centered computing → Virtual reality ,Virtual reality ,Artificial Intelligence and Image Processing ,Information Systems ,Software Engineering ,Graphics ,augmented reality and games - Abstract
The human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content.
- Published
- 2023
25. FoVolNet: Fast Volume Rendering using Foveated Deep Neural Networks
- Author
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Bauer, David, Wu, Qi, and Ma, Kwan-Liu
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Eye Disease and Disorders of Vision ,Clinical Research ,Neurosciences ,Volume data ,volume visualization ,deep learning ,foveated rendering ,neural reconstruction ,Artificial Intelligence and Image Processing ,Computation Theory and Mathematics ,Software Engineering ,Information and computing sciences - Abstract
Volume data is found in many important scientific and engineering applications. Rendering this data for visualization at high quality and interactive rates for demanding applications such as virtual reality is still not easily achievable even using professional-grade hardware. We introduce FoVolNet-a method to significantly increase the performance of volume data visualization. We develop a cost-effective foveated rendering pipeline that sparsely samples a volume around a focal point and reconstructs the full-frame using a deep neural network. Foveated rendering is a technique that prioritizes rendering computations around the user's focal point. This approach leverages properties of the human visual system, thereby saving computational resources when rendering data in the periphery of the user's field of vision. Our reconstruction network combines direct and kernel prediction methods to produce fast, stable, and perceptually convincing output. With a slim design and the use of quantization, our method outperforms state-of-the-art neural reconstruction techniques in both end-to-end frame times and visual quality. We conduct extensive evaluations of the system's rendering performance, inference speed, and perceptual properties, and we provide comparisons to competing neural image reconstruction techniques. Our test results show that FoVolNet consistently achieves significant time saving over conventional rendering while preserving perceptual quality.
- Published
- 2023
26. Quantum Computing and Visualization: A Disruptive Technological Change Ahead
- Author
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Bethel, E Wes, Amankwah, Mercy G, Balewski, Jan, Van Beeumen, Roel, Camps, Daan, Huang, Daniel, Perciano, Talita, and Rhyne, Theresa-Marie
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Human-Centred Computing ,Computer Vision and Multimedia Computation ,Training ,Visualization ,Quantum algorithm ,Quantum entanglement ,Data visualization ,Quantum state ,Performance gain ,Artificial Intelligence and Image Processing ,Electrical and Electronic Engineering ,Software Engineering ,Computer vision and multimedia computation ,Graphics ,augmented reality and games ,Human-centred computing - Abstract
The focus of this Visualization Viewpoints article is to provide some background on quantum computing (QC), to explore ideas related to how visualization helps in understanding QC, and examine how QC might be useful for visualization with the growth and maturation of both technologies in the future. In a quickly evolving technology landscape, QC is emerging as a promising pathway to overcome the growth limits in classical computing. In some cases, QC platforms offer the potential to vastly outperform the familiar classical computer by solving problems more quickly or that may be intractable on any known classical platform. As further performance gains for classical computing platforms are limited by diminishing Moore's Law scaling, QC platforms might be viewed as a potential successor to the current field of exascale-class platforms. While present-day QC hardware platforms are still limited in scale, the field of quantum computing is robust and rapidly advancing in terms of hardware capabilities, software environments for developing quantum algorithms, and educational programs for training the next generation of scientists and engineers. After a brief introduction to QC concepts, the focus of this article is to explore the interplay between the fields of visualization and QC. First, visualization has played a role in QC by providing the means to show representations of the quantum state of single-qubits in superposition states and multiple-qubits in entangled states. Second, there are a number of ways in which the field of visual data exploration and analysis may potentially benefit from this disruptive new technology though there are challenges going forward.
- Published
- 2023
27. OpenMonkeyChallenge: Dataset and Benchmark Challenges for Pose Estimation of Non-human Primates
- Author
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Yao, Yuan, Bala, Praneet, Mohan, Abhiraj, Bliss-Moreau, Eliza, Coleman, Kristine, Freeman, Sienna M, Machado, Christopher J, Raper, Jessica, Zimmermann, Jan, Hayden, Benjamin Y, and Park, Hyun Soo
- Subjects
Machine Learning ,Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Computer Vision and Multimedia Computation ,Behavioral tracking ,Deep learning ,Non-human primates ,Dataset and benchmark challenge ,Artificial Intelligence and Image Processing ,Artificial Intelligence & Image Processing ,Computer vision and multimedia computation ,Graphics ,augmented reality and games ,Machine learning - Abstract
The ability to automatically estimate the pose of non-human primates as they move through the world is important for several subfields in biology and biomedicine. Inspired by the recent success of computer vision models enabled by benchmark challenges (e.g., object detection), we propose a new benchmark challenge called OpenMonkeyChallenge that facilitates collective community efforts through an annual competition to build generalizable non-human primate pose estimation models. To host the benchmark challenge, we provide a new public dataset consisting of 111,529 annotated (17 body landmarks) photographs of non-human primates in naturalistic contexts obtained from various sources including the Internet, three National Primate Research Centers, and the Minnesota Zoo. Such annotated datasets will be used for the training and testing datasets to develop generalizable models with standardized evaluation metrics. We demonstrate the effectiveness of our dataset quantitatively by comparing it with existing datasets based on seven state-of-the-art pose estimation models.
- Published
- 2023
28. Extended reality for biomedicine
- Author
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Yuan, Jie, Hassan, Sohail S, Wu, Jiaojiao, Koger, Casey R, Packard, René R Sevag, Shi, Feng, Fei, Baowei, and Ding, Yichen
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games - Abstract
Extended reality (XR) refers to an umbrella of methods that allows users to be immersed in a three-dimensional (3D) or a 4D (spatial + temporal) virtual environment to different extents, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). While VR allows a user to be fully immersed in a virtual environment, AR and MR overlay virtual objects over the real physical world. The immersion and interaction of XR provide unparalleled opportunities to extend our world beyond conventional lifestyles. While XR has extensive applications in fields such as entertainment and education, its numerous applications in biomedicine create transformative opportunities in both fundamental research and healthcare. This Primer outlines XR technology from instrumentation to software computation methods, delineating the biomedical applications that have been advanced by state-of-the-art techniques. We further describe the technical advances overcoming current limitations in XR and its applications, providing an entry point for professionals and trainees to thrive in this emerging field.
- Published
- 2023
29. Славгородская серия графических портретов Григория Густавовича Ликмана (1904–1991)
- Author
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Ковалев, А.В.
- Subjects
г.г. ликман ,новосибирский художник ,политическая карикатура ,портрет ,графика ,графические портреты 1920-х годов ,живопись ,grigory likman ,novosibirsk artist ,political caricature ,portrait ,graphics ,graphic portraits of the 1920s ,painting ,Fine Arts - Abstract
Статья посвящена изучению творческого наследия сибирского художника Григория Густавовича Ликмана (1904–1991). Мастер создавал произведения в жанре политической карикатуры, писал пейзажи, портреты, сюжетно-тематические полотна, занимался книжной иллюстрацией и иллюстрациями для сибирской периодической печати, резьбой по дереву, работал над декорациями к спектаклям. Основным объектом исследования стали графические портреты Г.Г. Ликмана 1920-х годов из частного собрания Андрея Владимировича Ковалёва. В статье кратко рассмотрены этапы жизни и творческого пути художника, дана общая характеристика его творческой личности, проанализированы графические портреты, созданные в 1920-х годах, когда Г.Г. Ликман трудился в газете «Степная правда» в Славгороде. Для решения поставленных задач автором применены историко-биографический и формально-стилистический методы, элементы иконологического анализа. Помимо высочайшего художественного уровня работ, творчество Григория Ликмана интересно тем, что целиком охватывает советский период, поэтапно затрагивая множество характерных для эпохи стилей. Исследование дополняет представления о творчестве художника и вводит в научный оборот ранее нигде не представленные его графические произведения указанного периода.
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- 2024
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30. Графическое наследие Юлии Рейтлингер (сестры Иоанны)
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Романова, Е.О.
- Subjects
юлия рейтлингер ,сестра иоанна ,отец сергий (булгаков) ,православное искусство ,икона ,графика ,зарисовки ,акварель ,ритм ,«картинки-листки» ,книжная иллюстрация ,«листки для детского чтения» ,julia reitlinger ,sister joanna ,father sergius bulgakov ,orthodox art ,icon ,graphics ,sketches ,watercolour ,rhythm ,“pictures-lists” album ,book illustration ,“leaflets for children's reading” album ,Fine Arts - Abstract
Статья посвящена графическому наследию художницы-иконописца Ю.Н. Рейтлингер (1898–1988), которое хранится в фондах Музея древнерусской культуры и искусства имени Андрея Рублёва и Дома русского зарубежья имени Александра Солженицына. В исследовании ставится цель обобщить и систематизировать сведения о графических работах художницы периода эмиграции с 1921 по 1946 год, а также ввести в научный оборот практически неизвестные графические произведения, созданные после возвращения на родину, в период с 1959 до начала 1980-х годов. Исследование строится на обширном фонде архивных материалов Ю.Н. Рейтлингер — ее записных книжках, духовном дневнике, письмах, комментированной автобиографии, воспоминаниях художницы и ее друзей. Эти источники служат серьезным дополнением к уже опубликованным документам и сведениям о творчестве Ю.Н. Рейтлингер, которое с 2000 года изучалось известными исследователями (Г.В. Поповым, Б.Б. Поповой, Н.П. Белевцевой, Л.А. Мнухиным, Э.Л. Лаевской, Л. Лернером и др.). Систематизация графического наследия художницы позволила существенно дополнить имеющийся корпус научных трудов, которые в своей значительной части посвящены творчеству Ю.Н. Рейтлингер как художника-иконописца. Не фокусируя внимание на иконных работах сестры Иоанны, автор тем не менее обращает внимание на изменение ракурса исследования ее иконописного наследия, что связано с возрождением традиции церковного искусства в России за последние 30 лет. Выдвигавшийся художницей тезис о «творческой иконе» в 1920-х годах нашел свое продолжение почти сто лет спустя в современной отечественной «авторской иконе».
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- 2024
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31. The senses perceive the meanings of graphic processors on smartphones
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Hanan Ahmed and Hanan Samir Abd Elazem
- Subjects
the senses perceive ,processors ,graphics ,mobile ,smartphones ,Fine Arts ,Architecture ,NA1-9428 - Abstract
Perception is a processing of information that comes from the senses to the brain, so that the complex central nervous system determines, organizes and interprets information to understand the world around us, and one of the most important senses is the sense of sight, which includes external visual vision, mental vision, imaginative and internal emotional, through which the human mind adds The meaning depends on the sensory perceptions that it receives, whatever they are. When you see a shape, the eye keeps searching for the meaning of its parts. Visual perception is the ability to interpret the surrounding environment, by interpreting information within visible light. Aesthetic perception is a process of mental activity that takes place after receiving signals emitted from graphics. Through the senses, which is the ability to feel the artwork, whether plastic works or videos loaded on mobile phones, which have become apparent to a large segment of society in displaying and watching artworks through mobile phones, which are affected by various factors on which the perception of the senses of the recipient who enjoys a prior visual culture depends. For artistic work as a result of the stability of the formal perceptions of the work of art.The research problemWhat are the factors that affect the perception of the meanings of the mobile graphic processors on smart phones?Is the process of sensory perception of the meanings of motion graphics affected on smartphones?The research aims:Determine the perception factors that are affected by mobile graphics processors on smartphones.Emphasis on the aspects of the process of perception of the senses of the meanings of the animated graphics on smartphonesresearch importance:Standing on the modern capabilities of smartphones in running animated graphics.Emphasizing of the complementarity of the senses in perceiving the animation graphics in smartphones.
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- 2024
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32. Ckliwie na szkliwie - osobista kolekcja wspomnień na ceramicznych talerzach.
- Author
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Kmita, Anna
- Abstract
Copyright of Glass & Ceramics / Szklo i Ceramika is the property of Institute of Ceramics & Building Materials and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
33. Differentiable Rendering of Neural SDFs through Reparameterization
- Author
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Bangaru, Sai Praveen, Gharbi, Michael, Luan, Fujun, Li, Tzu-Mao, Sunkavalli, Kalyan, Hasan, Milos, Bi, Sai, Xu, Zexiang, Bernstein, Gilbert, and Durand, Fredo
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games - Published
- 2022
34. A multi-modal scanning system to digitize CBRNE emergency response scenes
- Author
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Salathe, Marco, Quiter, Brian J, Bandstra, Mark S, Chen, Xin, Negut, Victor, Folsom, Micah, Weber, Gunther H, Greulich, Christopher, Swinney, Mathew, Prins, Nicholas, and Archer, Daniel E
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games - Abstract
A handheld system developed to digitize a contextual understanding of the scene at a chemical, biological, radiological, nuclear and/or explosives (CBRNE) events is described. The system uses LiDAR and cameras to create a colorized 3D model of the environment, which helps domain experts that are supporting responders in the field. To generate the digitized model, a responder scans any suspicious objects and the surroundings by carrying the system through the scene. The scanning system provides a real-time user interface to inform the user about scanning progress and to indicate any areas that may have been missed either by the LiDAR sensors or the cameras. Currently, the collected data are post-processed on a different device, building a colorized triangular mesh of the encountered scene, with the intention of moving this pipeline to the scanner at a later point. The mesh is sufficiently compressed to be sent over a reduced bandwidth connection to a remote analyst. Furthermore, the system tracks fiducial markers attached to diagnostic equipment that is placed around the suspicious object. The resulting tracking information can be transmitted to remote analysts to further facilitate their supporting efforts. The paper will discuss the system's design, software components, the user interface used for scanning a scene, the necessary procedures for calibration of the sensors, and the processing steps of the resulting data. The discussion will close by evaluating the system's performance on 11 scenes.
- Published
- 2022
35. A new approach for microstructure imaging
- Author
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Plancoulaine, Benoît, Rasmusson, Allan, Labbé, Christophe, Levenson, Richard, and Laurinavicius, Arvydas
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Biological Sciences ,Algorithms ,Lighting ,Imaging ,Three-Dimensional - Abstract
A recurring issue with microstructure studies is specimen lighting. In particular, microscope lighting must be deployed in such a way as to highlight biological elements without enhancing caustic effects and diffraction. We describe here a high frequency technique due to address this lighting issue. First, an extensive study is undertaken concerning asymptotic equations in order to identify the most promising algorithm for 3D microstructure analysis. Ultimately, models based on virtual light rays are discarded in favor of a model that considers the joint computation of phase and irradiance. This paper maintains the essential goal of the study concerning biological microstructures but offers several supplementary notes on computational details which provide perspectives on analyses of the arrangements of numerous objects in biological tissues.
- Published
- 2022
36. An Analytical Algorithm for Tensor Tomography From Projections Acquired About Three Axes
- Author
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Tao, Weijie, Rohmer, Damien, Gullberg, Grant T, Seo, Youngho, and Huang, Qiu
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Biomedical Imaging ,Bioengineering ,Humans ,Algorithms ,Tomography ,X-Ray Computed ,Tomography ,Phantoms ,Imaging ,Imaging ,Three-Dimensional ,Image Processing ,Computer-Assisted ,Tensors ,Image reconstruction ,X-ray imaging ,Ellipsoids ,Three-dimensional displays ,Filtering algorithms ,Biomedical measurement ,Filtered back-projection algorithm ,solenoidal and irrotational components ,tensor tomography ,directional X-ray projections ,Engineering ,Nuclear Medicine & Medical Imaging ,Information and computing sciences - Abstract
Tensor fields are useful for modeling the structure of biological tissues. The challenge to measure tensor fields involves acquiring sufficient data of scalar measurements that are physically achievable and reconstructing tensors from as few projections as possible for efficient applications in medical imaging. In this paper, we present a filtered back-projection algorithm for the reconstruction of a symmetric second-rank tensor field from directional X-ray projections about three axes. The tensor field is decomposed into a solenoidal and irrotational component, each of three unknowns. Using the Fourier projection theorem, a filtered back-projection algorithm is derived to reconstruct the solenoidal and irrotational components from projections acquired around three axes. A simple illustrative phantom consisting of two spherical shells and a 3D digital cardiac diffusion image obtained from diffusion tensor MRI of an excised human heart are used to simulate directional X-ray projections. The simulations validate the mathematical derivations and demonstrate reasonable noise properties of the algorithm. The decomposition of the tensor field into solenoidal and irrotational components provides insight into the development of algorithms for reconstructing tensor fields with sufficient samples in terms of the type of directional projections and the necessary orbits for the acquisition of the projections of the tensor field.
- Published
- 2022
37. Searching for Fast Demosaicking Algorithms
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Ma, Karima, Gharbi, Michael, Adams, Andrew, Kamil, Shoaib, Li, Tzu-Mao, Barnes, Connelly, and Ragan-Kelley, Jonathan
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Demosaicking ,super-resolution ,domain specific programming ,differentiable programming ,neural architecture search ,data driven methods ,Artificial Intelligence and Image Processing ,Information Systems ,Software Engineering ,Graphics ,augmented reality and games - Abstract
We present a method to automatically synthesize efficient, high-quality demosaicking algorithms, across a range of computational budgets, given a loss function and training data. It performs a multi-objective, discrete-continuous optimization which simultaneously solves for the program structure and parameters that best tradeoff computational cost and image quality. We design the method to exploit domain-specific structure for search efficiency. We apply it to several tasks, including demosaicking both Bayer and Fuji X-Trans color filter patterns, as well as joint demosaicking and super-resolution. In a few days on 8 GPUs, it produces a family of algorithms that significantly improves image quality relative to the prior state-of-the-art across a range of computational budgets from 10 s to 1000 s of operations per pixel (1 dB–3 dB higher quality at the same cost, or 8.5–200× higher throughput at same or better quality). The resulting programs combine features of both classical and deep learning-based demosaicking algorithms into more efficient hybrid combinations, which are bandwidth-efficient and vectorizable by construction. Finally, our method automatically schedules and compiles all generated programs into optimized SIMD code for modern processors.
- Published
- 2022
38. Optimization and Augmentation for Data Parallel Contour Trees
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Carr, Hamish A, Rübel, Oliver, Weber, Gunther H, and Ahrens, James P
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Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Algorithms ,Computer Graphics ,Vegetation ,Topology ,Task analysis ,Data analysis ,Tools ,Level set ,Parallel algorithms ,Computational topology ,contour tree ,parallel algorithms ,Artificial Intelligence and Image Processing ,Computation Theory and Mathematics ,Software Engineering ,Information and computing sciences - Abstract
Contour trees are used for topological data analysis in scientific visualization. While originally computed with serial algorithms, recent work has introduced a vector-parallel algorithm. However, this algorithm is relatively slow for fully augmented contour trees which are needed for many practical data analysis tasks. We therefore introduce a representation called the hyperstructure that enables efficient searches through the contour tree and use it to construct a fully augmented contour tree in data parallel, with performance on average 6 times faster than the state-of-the-art parallel algorithm in the TTK topological toolkit.
- Published
- 2022
39. High performance GPU graphics API abstraction layer in C# for real-time graphics.
- Author
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Szabó, Dávid and Illés, Dr. Zoltán
- Subjects
GRAPHICAL user interfaces ,COMPILERS (Computer programs) ,GRAPHICS processing units ,RENDERING (Computer graphics) - Abstract
Real-Time rendering is the technique which allows us to have graphical applications in our everyday life, whether it is a 3D game or a tool with graphical user interface. Nowadays graphics rendering is handled by the GPU (Graphics Processing Unit) in our device. There are many layers of abstraction above the programming of GPUs through libraries and graphics engines, though the most low-level way of accessing a GPU in user-mode applications is using a Graphics API. Due to the need of high performance and low-level capabilities usually these APIs are used from C or C++, but we realized the need to utilize these APIs in higher level languages as well. In our approach we're using the.NET C# language for developing multi-platform real-time graphical applications instead of the C or C++ languages. Using the modern.NET environment, we're able to use Graphics APIs for rendering onto common.NET UI Frameworks while consuming all our previously implemented C# libraries and.NET technologies in the same application. To maintain compatibility with multiple platforms we're developing a library system allowing the use different Graphics APIs from the same C# source-code. The library system contains a Graphics API abstraction layer with multiple Graphics API implementations of this layer in C# and a C# to shader language compiler for cross-API shader development in C#. In this paper, we're proposing our considerations for implementing a library to be able to use the Vulkan and OpenGL APIs through a single C# codebase. We provide solutions for multi-platform rendering and dealing with the low-level challenges of using the two deeply different APIs, while maintaining performance capable to do real-time rendering. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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40. ПСИХОФИЗИОЛОГИЧЕСКИЕ ОСОБЕННОСТИ СОЗДАНИЯ ХУДОЖЕСТВЕННЫХ ИЗОБРАЖЕНИЙ
- Author
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Севостьянов, Дмитрий
- Abstract
Copyright of Central Asian Journal of Art Studies is the property of Central Asian Journal of Art Studies and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
41. Application of Perceived Teaching with Moderate Elimination of“Graphics”in Architectural Design Courses.
- Author
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LIU Hongyun, WANG Xingyi, LI Tianjiao, CHEN Yongsheng, and ZHANG Wenming
- Subjects
- *
ARCHITECTURAL design , *GEOGRAPHICAL perception , *ARCHITECTURAL education , *VISUAL perception , *TEACHING methods , *ONTOLOGIES (Information retrieval) , *ARCHITECTURAL designs - Abstract
Starting from the traditional form of “graphic” architectural education, this paper explores a teaching method of entity construction experience, instrument assistance, and digital virtual expression symbiosis symbiosis from three aspects: environmental perception, ontology perception, and extension perception. Using physical perception as a medium, and gradually rising from active perception to a comprehensive expression of visual audience perception through practical operation, it allows students to have a more comprehensive understanding of the meaning of architectural design on the basis of the “graphic” expression paradigm. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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42. РЕПРЕЗЕНТАЦІЯ КОЛЕКЦІЇ ДНІПРОВСЬКОГО ХУДОЖНЬОГО МУЗЕЮ ПОРУБІЖЖЯ XIX-XX СТОЛІТЬ В ЕКСПОЗИЦІЙНОМУ БЛОЦІ «МОДЕРН. АВАНГАРД. СИМВОЛІЗМ»
- Author
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Ігорівна, Кравченко Анастасія
- Abstract
The purpose of the article is to identify features and regularities in representation of part of collection of the Dnipro Art Museum of the verge of 19th and 20th centuries, presented in the block of the main museum exposition "Modern. Avant-Garde. Symbolism" from 19 May 2018 to 23 February 2022. The research methodology is based on the application of a systemic approach in a combination of general scientific and special methods of cognition, such as analytical, formal-stylistic, systematisation, and generalisation. The application of the specified methods and approaches contributed to a profound study of the identified issues and made it possible to formulate reasoned conclusions. The scientific novelty of the work lies in a comprehensive approach to the analysis and generalisation of a range of issues regarding the peculiarities of the representation of fine art pieces at the turn of the 20-21 centuries presented in the block of the permanent exposition of the Dnipro Art Museum "Modern. Avant-Garde. Symbolism". Conclusions. Based on the results of the present research, the author can state that permanent exhibition hall of the Dnipro Art Museum "Modern. Avant-Garde. Symbolism", which consisted of four thematic blocks, is an example of a successful combination of expositional and scientific work, which made it possible to represent the relevant section of the museum collection at a decent level. One of the notable features is the non-trivial solution of exhibition space in colour, which was characterised by accented contrasting zoning. Among the notable features, the author notes the balance found between the demonstration of artworks of recognised masters of the modernist era and representatives of the regional art centre. The inclusion in the main exposition of a number of paintings by the local symbolist artist Mykhailo Sapozhnykov contributed to a certain extent to the integration of his figure and creative work into the line of Ukrainian fine art development in the first third of the 20th century. [ABSTRACT FROM AUTHOR]
- Published
- 2024
43. Hand and Eye: Study on the Relationship between Painting and Photography from Benjamin's Perspective.
- Author
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Yuan Lei
- Subjects
PRINTMAKING ,HISTORY of photography ,ART theory ,PHOTOGRAPHY ,MODERN art ,CRYSTALLINE lens - Abstract
The birth of printing brought great changes to literature, and the continuous fragmentation of printmaking media allowed pictorial art products to flow into the market. However, no one could have imagined that just a few decades later, the birth of photography would remove the human hand from the main artistic task of image reproduction, which would henceforth be reserved for the eyes staring at the lens. Walter Benjamin, as an early scholar among Western intellectuals in the 20th century, paid attention to the study of the relationship between photography and painting. The Small History of Photography and Works of Art in the Era of Mechanical Reproduction written by him can be regarded as classic works of photographic theory, modern cultural theory and modern art theory. His focus is on the juxtaposition study of photography and painting, two art categories that are both visual image presentation, which is pioneering, original and foundational. Although the paper is not long, the game between symbol and image, politics and economy, and subjective and objective is particularly wonderful. Therefore, it is particularly necessary to dig deeper into Benjamin's theoretical connotation and fully reveal his value in all aspects. The combination of the relationship between painting and photography has also injected impetus into the construction of contemporary visual culture. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
44. THE TRANSFORMATIVE IMPACT OF ADVANCED GRAPHICS TECHNOLOGIES AND COMPUTER-GENERATED IMAGERY IN CIVIL ENGINEERING
- Author
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Ioana-Roxana BACIU, Liviu PRUNA, Andrei SLONOVSCHI, and Sebastian George MAXINEASA
- Subjects
graphics ,virtual reality ,augmented reality ,3D modelling ,civil engineering ,Architectural engineering. Structural engineering of buildings ,TH845-895 ,Engineering design ,TA174 - Abstract
The present study explores how modern graphics technology and computer-generated imagery (CGI) are revolutionizing the field of civil engineering. With an emphasis on 3D modelling, the study investigates how virtual reality (VR), augmented reality (AR), and 3D modelling may transform project design and communication. The research explores how these graphic tools improve planning, analysis, and presentation in civil engineering projects through case studies and software innovations. The construction of safer, more creative, and visually striking infrastructure projects is aided by the integration of CGI, which also enhances visualization and makes decision-making more effective. The important developments at the junction of civil engineering and graphics are highlighted in this study.
- Published
- 2024
45. Technical writing : a practical guide for engineers and scientists.
- Author
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Laplante, Phillip A.
- Subjects
Business Communications ,Communication in science ,Graphics ,Technical writing - Abstract
Summary: Concisely written, fastpaced, comprehensive, and written with workplace expectations in mind, Laplante hits the mark when he says his book is intended to complement reference books or other technical communication books. ... The language is easy for students to understand; the design, graphics, and examples keep readers engaged; and it can be a great supplement or primary text depending on how much original material of your own you would like to provide to your students.
- Published
- 2018
46. Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation
- Author
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Duval, Jared, Thakkar, Rutul, Du, Delong, Chin, Kassandra, Luo, Sherry, Elor, Aviv, El-Nasr, Magy Seif, and John, Michael
- Subjects
Information and Computing Sciences ,Graphics ,Augmented Reality and Games ,Human-Centred Computing ,Neurosciences ,Rehabilitation ,Brain Disorders ,Stroke ,Networking and Information Technology R&D (NITRD) ,Clinical Research ,Good Health and Well Being ,Stroke rehabilitation ,digital therapeutics ,therapy ,immersive virtual reality ,game design ,games for health ,serious games ,Allied health and rehabilitation science ,Human-centred computing - Abstract
Developing games is time-consuming and costly. Overly clinical therapy games run the risk of being boring, which defeats the purpose of using games to motivate healing in the first place [ 10 , 23 ]. In this work, we adapt and repurpose an existing immersive virtual reality (iVR) game, Spellcasters, originally designed purely for entertainment for use as a stroke rehabilitation game—which is particularly relevant in the wake of COVID-19, where telehealth solutions are increasingly needed [ 4 ]. In preparation for participatory design sessions with stroke survivors, we collaborate with 14 medical professionals to ensure Spellcasters is safe and therapeutically valid for clinical adoption. We present our novel VR sandbox implementation that allows medical professionals to customize appropriate gestures and interactions for each patient’s unique needs. Additionally, we share a co-designed companion app prototype based on clinicians’ preferred data reporting mechanisms for telehealth. We discuss insights about adapting and repurposing entertainment games as serious games for health, features that clinicians value, and the potential broader impacts of applications like Spellcasters for stroke management.
- Published
- 2022
47. Futbol Kulüplerinin Amblem-Logolarında Yer Alan Somut ve Somut Olmayan Kültür Varlıkları
- Author
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Mustafa Kınık and Muzaffer Yılmaz
- Subjects
cultural heritage ,graphics ,art history ,football. ,kültür varlığı ,grafik ,sanat tarihi ,futbol. ,History of the arts ,NX440-632 - Abstract
Futbol Kulüplerinin Amblem-Logolarında Yer Alan Somut ve Somut Olmayan Kültü Varlıkları adlı makalede; 2020-2021 sezonu itibariyle, Türkiye Futbol Federasyonu (TFF) erkekler Süper, 1. 2. ve 3. liglerinde yer alan takımların amblem ve logolarında yer alan somut ve somut olmayan kültür varlıkları ele alınmıştır. Buna göre ilgili liglerde mücadele eden takımların tamamı incelenmiş ve toplam otuz bir adet spor kulübünün amblem-logolarına makalede yer verilmiştir. Spor kulüplerinin amblem-logoları üzerine yapılan tespit ve değerlendirmelerde hem grafik tasarım hem de sanat tarihi disiplinlerinden istifade edilmiştir. Amblem-logolar tasarım açısından tanımlandıktan sonra, amblem-logolarda yer alan kültür varlıkları ve mitolojik unsurlar hakkında ayrıca bilgi verilmiş, değerlendirme kısmında ise tüm çalışmalar bütüncül bir bakış açısıyla ele alınarak kendi içerisinde bir karşılaştırılmaya tabi tutulmuştur. Yaklaşık bir yıllık bir araştırmanın ürünü olan bu çalışmada deskriptif bir metodoloji tercih edilmiştir. Bu araştırma ile spor kulüplerinin amblem-logolarının biçimlenmesinde kültür ve tarih olgularının belirleyici olduğunun gösterilmesi ve sosyolojik bir arka plana sahip olduğunun bu vesileyle vurgulanması, çalışmanın en önemli çıktılarından birini oluşturmaktadır. Çalışmanın bir diğer önemli çıktısı ise ticari bir kaygı merkezli tanınırlık özelinde, kültür varlıklarının spor kulüpleri tarafından tercih edildiğinin gösterilmesidir. Spor kulüplerinin aynı zamanda birer ticari kuruluş misyonları da olduğu düşünüldüğünde, kültür varlıklarının kentlerin simgeleri olmalarının yanında, spor kulüplerinin marka değerini de hizmet ettikleri de görülmektedir. Çalışmanın grafik sanatı ve sanat tarihi odaklı disiplinlerarası bir araştırma olduğu düşünüldüğünde, makalenin benzer konuda çalışma yapacaklara bir kaynak teşkil etmesinin bir temel hedef olarak amaçlandığını da ayrıca belirtmek gerekmektedir.
- Published
- 2023
- Full Text
- View/download PDF
48. THE CONCEPT OF THE NATIONAL HERO «QUONAKH» IN PAINTING AND GRAPHICS DURING THE CHECHEN CRISIS (90S OF THE TWENTIETH CENTURY)
- Author
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Zarema R. Khamzatova
- Subjects
image-concept ,quonakh ,mythology ,folklore ,modern chechen painting ,graphics ,nokhchii nation ,chechens ,General Works ,Social Sciences - Abstract
The paper is devoted to the research and study of the artistic interpretation of the concept of “Quonakh” (national hero) in Chechen painting and graphics in the 1990s. The novelty of the paper is the appeal to the origins of the concept of “Quonakh” in the works of Chechen artists, which found manifestation in certain historical conditions, respectively. The chronological scope of the study covers the period of the so-called “the First Chechen War” or the operation to restore constitutional order in Chechnya (1994-1996) and the post-war years (1996-1999). In the visual culture of this time, images of national leaders appear, carrying at this stage not so much an aesthetic, but an ideological load. Beybulat Taimiev, Zelimkhan Kharachoevsky, Baysangur Benoevsky and other heroes become, in a certain sense, symbols of Chechen culture and are still present in it to nowadays. Heroic images (in their close connection with the most important national concept), embodied in the interpretation of Chechen artists of the late 90s (XX century), are analyzed. The most professionally executed and deep in content works of Sultan Abaev, Kharon Isaev, Said Bitziraev, Khasan Sediev, which are characterized not only by a patriotic orientation, but also by a veiled form of perception of the atmosphere of modernity, were selected for the research. The purpose of this article is to identify and describe the structural and semantic features of the image-concept “Quonakh” and its reflection in professional national fine arts, which is very important in the context of not only Chechen, but also Russian culture. The methodology is based on art criticism, comparative and system-constructive analysis. The use of the historical-biographical method allows us to trace the influence of specific historical personalities on the process of creating a pictorial image. The conclusions of the study include the recapitulation about the possibilities of “artistic and figurative interpretation of philosophical concepts” that contribute to the creation of new artistic realities by transmitting feelings of heroism, patriotism, honor, using educational techniques based on the traditions of the Chechens/Nokhchiis. The image-concept “Quonakh” is one of the axiological dominants on which the existence of a distinctive ethnic culture is based. In fact, real “Chechenness”, as a property of the national character, is manifested by the presence in it of connections with the “Quonakhalla” code.
- Published
- 2023
- Full Text
- View/download PDF
49. Мир графики Дагдангийна Амгалана
- Author
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Сарантуяа, Б.
- Subjects
изобразительное искусство монголии ,дагдангийн амгалан ,монгольская народная республика ,печатная графика ,линогравюра ,графическая серия ,московский художественный институт имени в.и. сурикова ,fine art of mongolia ,dagdangijn amgalan ,mongolian people’s republic ,printing ,graphics ,linocut ,graphic series ,moscow state academic art institute named after v.i. surikov ,Fine Arts - Abstract
В статье рассматриваются графические произведения выдающегося монгольского художника Дагдангийна Амгалана (1933–2009). Впервые в научной литературе ставится вопрос об особом значении графики в его творчестве и анализируются основные произведения, относящиеся к данному виду искусства. Основное внимание уделено трем выполненным им сериям линогравюр — «Социалистический Улан-Батор» (1961), «Утро моей родины» (1962) и «Рождение человека» (1966). В качестве основной исследовательской задачи поставлены вопросы о том, каким образом выстраиваются связи между отдельными графическими листами внутри каждой серии и какими выразительными средствами пользовался художник. Делается вывод об эволюции на протяжении 1960-х годов изобразительной стилистики и художественных приемов организации рассказа, использованных Амгаланом. В статье показано, что графика служила для него в качестве области художественного эксперимента, где формировались стилистические решения, впоследствии применявшиеся в других видах искусства.
- Published
- 2023
- Full Text
- View/download PDF
50. Some Properties and Graphical Applications of a New Subclass of Harmonic Functions Defined by a Differential Inequality
- Author
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Sibel Yalçın, Hasan Bayram, and Georgia Irina Oros
- Subjects
harmonic function ,convolution ,coefficient estimates ,graphics ,Mathematics ,QA1-939 - Abstract
This paper establishes new results related to geometric function theory by presenting a new subclass of harmonic functions with complex values within the open unit disk, characterized by a second-order differential inequality. The investigation explores the bounds on the coefficients and estimates of the function growth. This paper also demonstrates that this subclass remains stable under the convolution operation applied to its members. In addition, in the last section, images of the unit disk under some functions of this class are given.
- Published
- 2024
- Full Text
- View/download PDF
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