Journal articles on the topic '3D graphics'

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1

Iskierka, Sławomir. "Tworzenie aplikacji interaktywnych w wybranych środowiskach 3D." Dydaktyka Informatyki 15 (2020): 141–50. http://dx.doi.org/10.15584/di.2020.15.10.

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Issues related to 3D computer graphics and creating 3D graphic designs were presented. Selected environments for 3D design and programming were described. The possibilities of using selected 2D and 3D graphic environments to create interactive applications were shown.
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Zhang, Yong, Jun Fang Ni, and Peng Liu. "Research on 3D Reconstruction System for Medical Images." Key Engineering Materials 464 (January 2011): 57–60. http://dx.doi.org/10.4028/www.scientific.net/kem.464.57.

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In accordance with the object-oriented programming, a system for 3D medical images of reconstruction and display has been designed and implemented. The overall software structure is established based on VC++6.0 and display technique of Open Graphics Library. The functional modules, such as acquisition of encoded 3D data, pre-process, reconstruction and display, are achieved by the design and implementation of customized classes. At last the software system provides user-friendly graphical user interfaces, highly efficient data processing and reconstruction, and rapid capability of graphic display.
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Baum, Dan. "3D graphics hardware." ACM SIGGRAPH Computer Graphics 32, no. 1 (February 1998): 65–66. http://dx.doi.org/10.1145/279389.279478.

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Guenter, Brian, Mark Finch, Steven Drucker, Desney Tan, and John Snyder. "Foveated 3D graphics." ACM Transactions on Graphics 31, no. 6 (November 2012): 1–10. http://dx.doi.org/10.1145/2366145.2366183.

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Jurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.

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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.
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Koller, David, and Marc Levoy. "Protecting 3d graphics content." Communications of the ACM 48, no. 6 (June 2005): 74–80. http://dx.doi.org/10.1145/1064830.1064861.

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Glassner, A. "Net results ~3D graphics\." IEEE Computer Graphics and Applications 17, no. 4 (1997): 85–89. http://dx.doi.org/10.1109/38.595280.

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Reddy, M. "Perceptually optimized 3D graphics." IEEE Computer Graphics and Applications 21, no. 4 (2001): 68–75. http://dx.doi.org/10.1109/38.946633.

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Sullivan, Karen. "Interaction in 3d graphics." ACM SIGGRAPH Computer Graphics 32, no. 4 (November 1998): 4. http://dx.doi.org/10.1145/307710.307711.

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Megatek Corporation. "Complex 3D graphics display." Displays 15, no. 1 (January 1994): 57. http://dx.doi.org/10.1016/0141-9382(94)90053-1.

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Marlton, T. "Benchmarking 3D graphics systems." Computer-Aided Design 20, no. 7 (September 1988): 420–22. http://dx.doi.org/10.1016/0010-4485(88)90219-9.

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Zhyrytovskyi, Alexander. "EXPLANATION OF THE ALGORITHMS FOR DISPLAYING 3D FIGURES ON THE COMPUTER SCREEN." EUREKA: Physics and Engineering 4 (July 31, 2018): 35–42. http://dx.doi.org/10.21303/2461-4262.2018.00680.

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Not long time ago people can only dream about the thing that they can see 3-dimensional world inside of the screen of the computer. Computers at that time can display only 256 colors on their screens, they can work only with integer numbers, and their computation speed was not fast enough. This dream comes true with the help of Id Software company. This company started to build its games by using of simplified 3D graphics. All these simplified 3D graphics were calculated by the software 3D rendering algorithms which were not published by these company. At that time there was a global goal to speedup calculations for 3D graphics and to make it look more realistic. The solution for this comes from hardware companies. Hardware companies started to work on hardware 3D accelerators, which can render 3D graphics much faster than software algorithms. These 3D accelerators are fully patented, so that no one knows how they are implemented inside. At that time there were proposed two 3D rendering interfaces: Direct3D and OpenGL. And manufacturers of graphic cards started supporting both of these interfaces. Lots of game development companies started to use these interfaces. And also Id Software company started to redesign its game engine to support these interfaces to take place in game market. From that time, everybody started to use 3D accelerators with built-in 3D rendering features and as a result everybody forgot about software 3D rendering algorithms. Nowadays the situation come in the following way, that most of the algorithms which are used in 3D games are not published on paper, and all the 3D accelerator internal algorithms are patented. All modern 3D graphics are fully conserved by the video cards, so that 3D rendering could not be developed in other way. The goal of this article is explanation of how 3D graphics can be displayed on the screen of the computer.
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Kin, Taichi, Hirofumi Nakatomi, Masaaki Shojima, Minoru Tanaka, Kenji Ino, Harushi Mori, Akira Kunimatsu, Hiroshi Oyama, and Nobuhito Saito. "A new strategic neurosurgical planning tool for brainstem cavernous malformations using interactive computer graphics with multimodal fusion images." Journal of Neurosurgery 117, no. 1 (July 2012): 78–88. http://dx.doi.org/10.3171/2012.3.jns111541.

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Object In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). Methods The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fused using a normalized mutual information method, and then reconstructed by a hybrid method combining surface rendering and volume rendering methods. With surface rendering, multimodality and multithreshold techniques for 1 tissue were applied. The completed interactive computer graphics were used for simulation of surgical approaches and assumed surgical fields. Preoperative diagnostic rates for a DVA associated with brainstem cavernous malformation were compared between conventional 2D imaging and interactive computer graphics employing receiver operating characteristic (ROC) analysis. Results The time required for reconstruction of 3D images was 3–6 hours for interactive computer graphics. Observation in interactive mode required approximately 15 minutes. Detailed anatomical information for operative procedures, from the craniotomy to microsurgical operations, could be visualized and simulated three-dimensionally as 1 computer graphic using interactive computer graphics. Virtual surgical views were consistent with actual operative views. This technique was very useful for examining various surgical approaches. Mean (± SEM) area under the ROC curve for rate of DVA diagnosis was significantly better for interactive computer graphics (1.000 ± 0.000) than for 2D imaging (0.766 ± 0.091; p < 0.001, Mann-Whitney U-test). Conclusions The authors report a new method for automatic registration of preoperative imaging data from CT, MRI, and 3D rotational angiography for reconstruction into 1 computer graphic. The diagnostic rate of DVA associated with brainstem cavernous malformation was significantly better using interactive computer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical access corridor.
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Osadcha, Kateryna, and Victoriia Baluta. "The influence of modern trends in digital art on the content of training in computer graphics and digital design." Ukrainian Journal of Educational Studies and Information Technology 9, no. 1 (March 31, 2021): 1–12. http://dx.doi.org/10.32919/uesit.2021.01.01.

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The development of digital technologies leads to a variety of pictorial arts. With the advent of computer technology and communication technologies, areas such as computer graphics, computer and digital design, and phenomena such as digital art have emerged. The article analyzes these concepts, which provided an opportunity for further study. Based on the analysis of Internet resources on digital art, the following main trends are identified: virtual art, 3D printing, open source software, art of artificial intelligence, a combination of 2D animation and modern technologies, 3D painting, UX / UI design, game design, concept art and character design. Examples of reflection these tendencies in modern art are given. Given the selected trends, it is shown how they affect the content of training in computer graphics and digital design for students of the educational program "Digital Design" (list of compulsory and optional educational components, the content of educational practice). It is noted that to successfully work with computer graphics, students need to master traditional knowledge of pictorial arts (the concept of composition, color, perspective, proportions, shadows) and the ability to use them to create digital products using computer programs (2D graphic editors and 3D graphics) and digital technology (graphics tablet, personal and personal computer, projection equipment, camera, devices for VR and AR reality, scanner and printer, including 3D scanner and 3D printer).
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Sieber, René, Remo Eichenberger, and Lorenz Hurni. "3D Carto-Graphics – Principles, Methods and Examples for Interactive Atlases." Abstracts of the ICA 1 (July 15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-338-2019.

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<p><strong>Abstract.</strong> Atlases are designed to visualize, explore and analyze topographic and thematic information in a geographic environment. As 3D data and real-time display techniques are increasingly available, a trend towards 3D atlases can be observed like the newly released Earth 3D Amazing Atlas (2017) and the Atlas of Switzerland &amp;ndash; online (2016). While creating such interactive 3D atlases, editors are often confronted with the question: How realistic should a cartographic 3D representation look like? Can we introduce some visualization guidelines or even rules to determine the „graphic style“ of cartographic 3D elements? 3D visualizations tend to let users ask for more and more details, leading to photorealistic representations. But photorealism is mostly not suited to pin point the characteristics of a theme; obviously, a creek or a trail would hardly be recognized in a forest area. As Goralski (2009, p.3) states: “3D maps are not meant to be realistic 3D representations of the real world. As in other map types, cartographic rules of abstraction, symbolization and generalization have to be used, to assure efficient transfer of the depicted geographical information, tailored to the purpose, and suitable for the target map user.”</p><p>In our presentation, we will clarify the term of 3D carto-graphics, depict principles, and describe suitable methods and corresponding techniques. In the context of the national Atlas of Switzerland, we will apply and examine these design concepts for 3D representations within the 3D mapping space (Sieber et al. 2013).</p><p>A carto-graphic style for 3D is based on 2D cartographic rules (Imhof 1965) and non-photorealistic computer graphics (Doellner 2012, Bodum 2005). Principles concerning 3D modeling are fundamental for the different representational aspects. In this context, we will discuss principles such as a degree of realism, the level of visual complexity of 3D maps, the graphic quality of map elements, the 3D visualization and symbolization (Near-Far/Distance-Density problem), etc. considering dynamic and real-time applications. As an example of a 3D principle, the <i>visualization</i> should always originate from 3D data; thus a 2D map is a special case of a 3D map (Sieber et al. 2012).</p><p><i>Methods and techniques</i> of 3D modeling affect the whole 3D scene consisting of terrain/topography, and different map objects. We will present some ideas and techniques how to treat 3D topography, and objects like point symbols, charts, lines, areas and solid objects considering real-time interaction. As an example of such methods recommended in the field of 3D topography, DTMs should be based on high-resolution and smoothed TINs applying techniques of low poly height fields (Ferguson 2013). Adaptive DTM smoothing using topographic position index (TPI) and filtering techniques are also taken into consideration (Guisan et al. 1999, Kettunen et al. 2017). For appropriate relief shading, an exemplary approach using smoothing and enhance techniques is suggested (Geisthövel 2017).</p><p>To illustrate the described methods and techniques, we present and discuss characteristic examples from various application fields. Examples may come from cartography, computer graphics, and even from data journalism and info-graphics. In order to demonstrate the feasibility and the usability of this approach, we plan to implement a set of 3D visualizations, which can be interacted with in real-time by means of the Virtual Globe engine of the Atlas of Switzerland &amp;ndash; online.</p>
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Wang, Wujun. "Using 3D Computer Graphics for Enhancing Graphic Design Student Portfolios." International Journal of Design Education 7, no. 4 (2014): 19–33. http://dx.doi.org/10.18848/2325-128x/cgp/v07i04/38414.

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Awaga, M., T. Ohtsuka, H. Yoshizawa, and S. Sasaki. "3D graphics processor chip set." IEEE Micro 15, no. 6 (1995): 37–45. http://dx.doi.org/10.1109/40.476257.

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Dunwoody, J. Craig, and Mark A. Linton. "Tracing interactive 3D graphics programs." ACM SIGGRAPH Computer Graphics 24, no. 2 (March 1990): 155–63. http://dx.doi.org/10.1145/91394.91439.

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Ремонтова, Lyudmila Remontova, Нестеренко, Leonid Nesterenko, Бурлов, V. Burlov, Орлов, and Nikita Orlov. "3D Simulation of Second-Order Surfaces." Geometry & Graphics 4, no. 4 (December 19, 2016): 48–59. http://dx.doi.org/10.12737/22843.

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This paper’s material is destined for high educational institutions’ graduate students and teachers whose professional activity is connected with problems of descriptive geometry and engineering graphics teaching improving on the basis of modern computer technology. The paper will be useful to students of technical universities in their further understanding the course of descriptive geometry and inoculation them an interest in their personal geometric and graphic training, without which a quality engineering creativity is impossible. The paper focuses on use of KOMPAS-3D software possibilities which enables solution of nearly all educational, as well as professional engineering and graphics problems. At the same time, the promotion of domestic IT-product in educational area is an urgent task, arising from the problem of technical education at the present stage of public education’s system development. A number of examples related to solution of spatial problems connected with second-order surfaces simulation have been considered. On the basis of descriptive geometry’s laws applicable to surface problems, a feature of their solution and display on computer screen has been illustrated. For example, in the graphic editor KOMPAS-3D there is the Ellipse command, but there are no Hyperbola or Parabola commands. But without these curves it is impossible to create a 3D model of hyperboloid (one- or two-sheet), paraboloid, or hyperbolic paraboloid. To create these curves it has been proposed to use conics of circular cone, canonical or parametric equations of hyperbolas and parabolas. For each of these options the examples of second-order surfaces 3D models creation have been considered.
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Garvey, Gregory P. "Life Drawing and 3D Figure Modeling with MAYA: Developing Alternatives to Photo-Realistic Modeling." Leonardo 35, no. 3 (June 2002): 303–10. http://dx.doi.org/10.1162/002409402760105325.

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This paper discusses the organization and motivation for a workshop devoted to the experimental use of 3D computer graphics to model the human figure. The workshop introduced a simple technique for modeling a leg by lofting a series of circles into the appropriate shape using sketches drawn from life. This approach links the expressive world of drawing to the impersonal mechanical tasks of computer modeling. The workshop also served as an introduction to 3D modeling and the MAYA 3D Computer Graphics Software Graphical User Interface. The drawing exercises of Kimon Nicolaïdes are discussed and provide inspiration to explore alternatives to photo-realistic modeling that reflect the artistic legacy of early modernist experiments such as cubism and futurism.
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Гузненков and Vladimir Guznenkov. "Information technologies in graphic disciplines of technical university." Geometry & Graphics 1, no. 3 (December 3, 2013): 26–28. http://dx.doi.org/10.12737/2128.

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A structure and content of graphics teaching at technical university with information technologies use are considered in this paper. The necessity to meet the requirements related to information support of products’ life cycle is marked. Educational disciplines of graphic teaching in technical university have been considered and defined. It has been noted that the main feature of modern graphic teaching is a 3D-modeling, and the main purpose of graphics teaching upgrading is a significant increase in the quality of training without increasing the number of training hours. From this it follows that the basic requirement for the geometrical graphics training is significant expansion of modeling volume.
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Park, Chan-Yong, Sung-Hee Park, Soo-Jun Park, Sun-Hee Park, and Chi-Jung Hwang. "ProteinVista: A Fast Molecular Visualization System Using Microsoft Direct3D." Journal of Nanoscience and Nanotechnology 8, no. 9 (September 1, 2008): 4522–26. http://dx.doi.org/10.1166/jnn.2008.ic78.

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Many tools have been developed to visualize protein and molecular structures. Most high quality protein visualization tools use the OpenGL graphics library as a 3D graphics system. Currently, the performance of recent 3D graphics hardware has rapidly improved. Recent high-performance 3D graphics hardware support Microsoft Direct3D graphics library more than OpenGL and have become very popular in personal computers (PCs). In this paper, a molecular visualization system termed ProteinVista is proposed. ProteinVista is well-designed visualization system using the Microsoft Direct3D graphics library. It provides various visualization styles such as the wireframe, stick, ball and stick, space fill, ribbon, and surface model styles, in addition to display options for 3D visualization. As ProteinVista is optimized for recent 3D graphics hardware platforms and because it uses a geometry instancing technique, its rendering speed is 2.7 times faster compared to other visualization tools.
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Wen, Jing Hua, Mei Zhang, and Wei Xiao. "Computer Plotting of Quadric Surface." Applied Mechanics and Materials 66-68 (July 2011): 1006–11. http://dx.doi.org/10.4028/www.scientific.net/amm.66-68.1006.

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Quadric surface is an important part of complex object and free form object, showing its graphics is hot research of computer graphics and 3D data visualization. Researching quadric and deducing the process of its classification. Taking three 3D graphics commands contour3,ezmesh and ezsurf as main line, it is analyzed that 3D drawing function of Matlab7.It comes true that programming is to draw 3D graphics of all kinds of quadric, and it was compared that various graphics results, it can provide reference for computer mapping of any other surface objects.
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Nawfal, Sura, and Fakhrulddin Ali. "The acceleration of 3D graphics transformations based on CUDA." Journal of Engineering, Design and Technology 16, no. 6 (December 4, 2018): 925–37. http://dx.doi.org/10.1108/jedt-04-2018-0072.

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Purpose The purpose of this paper is to achieve the acceleration of 3D object transformation using parallel techniques such as multi-core central processing unit (MC CPU) or graphic processing unit (GPU) or even both. Generating 3D animation scenes in computer graphics requires applying a 3D transformation on the vertices of the objects. These transformations consume most of the execution time. Hence, for high-speed graphic systems, acceleration of vertex transform is very much sought for because it requires many matrix operations (need) to be performed in a real time, so the execution time is essential for such processing. Design/methodology/approach In this paper, the acceleration of 3D object transformation is achieved using parallel techniques such as MC CPU or GPU or even both. Multiple geometric transformations are concatenated together at a time in any order in an interactive manner. Findings The performance results are presented for a number of 3D objects with paralleled implementations of the affine transform on the NVIDIA GPU series. The maximum execution time was about 0.508 s to transform 100 million vertices using LabVIEW and 0.096 s using Visual Studio. Other results also showed the significant speed-up compared to CPU, MC CPU and other previous work computations for the same object complexity. Originality/value The high-speed execution of 3D models is essential in many applications such as medical imaging, 3D games and robotics.
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Хейфец and Aleksandr Kheyfets. "Descriptive geometry course reorganization as the actual task of graphics chairs development." Geometry & Graphics 1, no. 2 (July 25, 2013): 21–23. http://dx.doi.org/10.12737/781.

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The need of descriptive geometry (DG) course reorganization in the direction of reflecting in it the foundations of modern computer 3D geometric simulation techniques is shown. The full rate use of 3D methods calls on students a special theoretical training. New techniques require the knowledge of computer as modern 3D geometric simulation tool. A new theoretical course composed of three modules has been proposed. The basics of 3D are given initially. Then, in accordance with the FSES-3 requirements, the DG elements are given by the example of positional tasks, but they are also underpinned by 3D-methods. The proposed DG course reorganization on the basis of 3D computer geometric simulation will permit to equip the students with new methods of decisions related to graphic tasks, significantly increase their competitiveness on the labor market, as well as to raise the graphics chairs’ rating.
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BENACKA, Jan. "Introduction to 3D graphics through Excel." Informatics in Education 12, no. 2 (April 15, 2013): 221–30. http://dx.doi.org/10.15388/infedu.2013.15.

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Wassertheurer, S. "Photo-based 3D graphics in C++." Simulation Practice and Theory 5, no. 6 (August 1997): p28. http://dx.doi.org/10.1016/s0928-4869(97)84252-8.

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Kirk, David B. "Interactive 3D graphics for the masses." ACM SIGGRAPH Computer Graphics 32, no. 1 (February 1998): 62–64. http://dx.doi.org/10.1145/279389.279471.

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Kadir, Rabiah Abdul, Azlina Ahmad, and Ali Marstawi. "Transformation of Text-to-3D Graphics." Advanced Science Letters 24, no. 2 (February 1, 2018): 1085–89. http://dx.doi.org/10.1166/asl.2018.10692.

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Strauss, Paul S. "IRIS Inventor, a 3D graphics toolkit." ACM SIGPLAN Notices 28, no. 10 (October 1993): 192–200. http://dx.doi.org/10.1145/167962.165889.

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Vialle, J. P. "The UA1 3D graphics analysis system." Computer Physics Communications 45, no. 1-3 (August 1987): 149–59. http://dx.doi.org/10.1016/0010-4655(87)90150-0.

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Blinn, J. F. "W pleasure, W fun [3D graphics]." IEEE Computer Graphics and Applications 18, no. 3 (1998): 78–82. http://dx.doi.org/10.1109/38.674975.

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Latta, John. "A look at 3D graphics industry." ACM SIGGRAPH Computer Graphics 33, no. 3 (August 1999): 18–21. http://dx.doi.org/10.1145/330572.330579.

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Strauss, Paul S., and Rikk Carey. "An object-oriented 3D graphics toolkit." ACM SIGGRAPH Computer Graphics 26, no. 2 (July 1992): 341–49. http://dx.doi.org/10.1145/142920.134089.

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Fluke, C. J., D. G. Barnes, and N. T. Jones. "Interchanging Interactive 3D Graphics for Astronomy." Publications of the Astronomical Society of Australia 26, no. 1 (2009): 64–74. http://dx.doi.org/10.1071/as08025.

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AbstractWe demonstrate how interactive, three-dimensional (3D) scientific visualizations can be efficiently interchanged between a variety of mediums. Through the use of an appropriate interchange format, and a unified interaction interface, we minimize the effort to produce visualizations appropriate for undertaking knowledge discovery at the astronomer's desktop, as part of conference presentations, in digital publications or as Web content. We use examples from cosmological visualization to address some of the issues of interchange and to describe our approach to adapting s2plot desktop visualizations to the Web2.
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Euh, Jeongseon, Jeevan Chittamuru, and Wayne Burleson. "Power-Aware 3D Computer Graphics Rendering." Journal of VLSI Signal Processing-Systems for Signal, Image, and Video Technology 39, no. 1/2 (January 2005): 15–33. http://dx.doi.org/10.1023/b:vlsi.0000047269.03965.e9.

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Wang, Y., A. Mangaser, and P. Srinivasan. "A processor architecture for 3D graphics." IEEE Computer Graphics and Applications 12, no. 5 (September 1992): 96–105. http://dx.doi.org/10.1109/38.156019.

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Koliasa, P. "Analysis of formation methods of graphic competence of future engineering teachers." Journal of Education, Health and Sport 12, no. 1 (January 31, 2022): 446–53. http://dx.doi.org/10.12775/jehs.2022.12.01.038.

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The article substantiates the need to improve the formation methods of graphic competence of future engineering teachers by means of digital technologies. To achieve the goal of the article the analysis of normative documents of training of future engineering teachers in the field of digital technologies, methods of teaching graphic disciplines in Higher Education Institutionі, prospects of improving graphic training of future engineering teachers by means of digital technologies are determined. Based on the analysis of work programs of the cycle of disciplines of graphic training, we conclude that today the method of formation of graphic competence in future engineering teachers in the field of digital technologies needs to be improved. It is established that the most effective way to reform the system of training future engineering teachers in the field of digital technologies is the use of modern learning technologies, which include design, research, integrative technologies that provide personality-oriented learning and graphic competence of future engineering teachers in the field digital technologies. It is determined that it is necessary to improve the teaching methods of the discipline "Engineering Computer Graphics", which will include the study of two-dimensional graphics, three-dimensional spatial modeling, 3D printing technologies and the creation of 4D objects in KOMPAS-3D.
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Mukti, Ajahati. "A Development Perspective of Point-Based Computer Graphics." Science Insights 39, no. 2 (October 30, 2021): 343–52. http://dx.doi.org/10.15354/si.21.re231.

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Every object has its characteristic shape, appearance and responses to physical interactions. Computer graphics center on those three components of an object to bring them onto the computer display. With the rapid development of three dimensional (3D) printing technology, the accuracy of the focused object’s geometry was put forward. Point-based graphing is a way to taking the role in rendering the huge 3D sampled data. Based on the digital geometry processing of point-sampled model, various algorithms were reviewed, and some related key techniques were compared with the potential perspective of the future work in this area was also presented.
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Вышнепольский, Vladimir Vyshnyepolskiy, Сальков, and Nikolay Sal'kov. "The aims and methods of teaching drawing." Geometry & Graphics 1, no. 2 (July 25, 2013): 8–9. http://dx.doi.org/10.12737/777.

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The purposes which must be solved by Geometric and Graphic Disciplines Chair while preparing the working programs of study, and which are the part of learning algorithm are demonstrated. 1. Spatial perception development. 2. To teach the students to work with projection documents: a) teach to read drawing; b) teach to make sketches; c) teach to perform drawing (non-associated) with 2D-graphics. 3. To teach a parameter modeling (3D-graphics). By removing at least one item from this algorithm you can get a faulty graduate.
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Liu, Yang, Wen Bo Fang, Nan Xin Qin, and Hong Yu. "The Design and Implementation of 3D Experimental Model Based on VB and OpenGL." Advanced Materials Research 268-270 (July 2011): 1339–42. http://dx.doi.org/10.4028/www.scientific.net/amr.268-270.1339.

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OpenGL is an excellent tool for developing 3D graphics. Because of its language based on C language, the documents which about OpenGL application in VB are very scarce currently. This article uses a 3D experimental model developed by OpenGL in VB environment as example, to introduce how to set up OpenGL framework in VB, and how to draw 3D graphics and implement interact, how to use the transformation matrix to control the transformations of 3D graphics, to provide some experiences and methods for VB programmers.
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42

Geng, Tie, and Qing Hai Ren. "Key Technologies Research of an Interactive Realistic Graphics Visualization System Based on Visual C++ and OpenGL." Applied Mechanics and Materials 121-126 (October 2011): 4018–22. http://dx.doi.org/10.4028/www.scientific.net/amm.121-126.4018.

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Based on Visual C + + and OpenGL technology, an interactive realistic graphics visualization system is researched and developed, which has STL 3D-model modeling, realistic graphics rendering and mouse-based interaction function. The key technologies such as STL 3D-model modeling, realistic graphics render and interaction are researched.
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43

Anamova, R. R., S. A. Leonova, and T. M. Khvesyuk. "3D-MODELLING OF THE AIRCRAFT ASSEMBLIES AND PARTS USING COMPAS-3D. AIRCRAFT STRENGTH ASSEMBLIES AND PARTS (HOLDERS) DRAWINGS DEVELOPMENT METHODOLOGY." Spravochnik. Inzhenernyi zhurnal, no. 281 (August 2020): 44–56. http://dx.doi.org/10.14489/hb.2020.08.pp.044-056.

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It is obvious that the fundamental knowledge of the general technical discipline “Engineering graphics” should be in combination with a practical course of computer graphics, which allows students to integrate into the aviation products development system at the contemporary level. The article highlighted the need of design teaching at the initial stage of engineering and computer graphics study process. A drawing methodology includes 3D-modeling in a computer aided design program named COMPAS-3D. It is described a specific example of the mechanical part (aviation detail's elements – holders) with complex shape modeling algorithm in the application to the manufacturing technology of real products (casting, stamping, mechanical processing). Drawings development is based on 3D-modeling in COMPAS-3D. Proposed methodology was tested during engineering and computer graphics lessons in Moscow Aviation Institute (National Research University).
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44

Anamova, R. R., S. A. Leonova, and T. M. Khvesyuk. "3D-MODELLING OF THE AIRCRAFT ASSEMBLIES AND PARTS USING COMPAS-3D. AIRCRAFT STRENGTH ASSEMBLIES AND PARTS (HOLDERS) DRAWINGS DEVELOPMENT METHODOLOGY." Spravochnik. Inzhenernyi zhurnal, no. 281 (August 2020): 44–56. http://dx.doi.org/10.14489/hb.2020.08.pp.044-056.

Full text
Abstract:
It is obvious that the fundamental knowledge of the general technical discipline “Engineering graphics” should be in combination with a practical course of computer graphics, which allows students to integrate into the aviation products development system at the contemporary level. The article highlighted the need of design teaching at the initial stage of engineering and computer graphics study process. A drawing methodology includes 3D-modeling in a computer aided design program named COMPAS-3D. It is described a specific example of the mechanical part (aviation detail's elements – holders) with complex shape modeling algorithm in the application to the manufacturing technology of real products (casting, stamping, mechanical processing). Drawings development is based on 3D-modeling in COMPAS-3D. Proposed methodology was tested during engineering and computer graphics lessons in Moscow Aviation Institute (National Research University).
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45

Pang, Kai Min, Ying Zhang, Xin Shi, and Wen Jie Zhao. "Research on Three-Dimensional Displaying Technology of Rotary Entity Based on IGES." Applied Mechanics and Materials 644-650 (September 2014): 803–6. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.803.

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For realizing the three-dimensional display of machine parts, in UG5.0 graphic drawing environment, it provides an interactive experimental method to carry out the display of IGES graphics, taken as the data-exchanged interface. Based on depth analysis of IGES, with VC++6.0, the information of all figures could be obtained. Through data processing, three-dimensional data of rotary entity could be generated, which is based on 3D data of lathe turning IGES rotary entity. Afterwards, OpenGL graphic processing technologies (with light, material, textures, et al.) were applied on the three-dimensional display of graphics input from files or program modules. Finally the parts designer could get a full view of machine parts, going on with some proper modifications.
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46

Wang, Ting Zhong, and Xiao Hui Li. "Applied Technology of Customizable Architecture for 3D Graphics Render Engine Platform." Advanced Materials Research 952 (May 2014): 330–33. http://dx.doi.org/10.4028/www.scientific.net/amr.952.330.

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In order to avoid the flaw including rigid regulations of architecture, strong coupling among modules, removal of fault and advanced technology embedding hard in 3D graphics render engine, a customizable architecture for 3D graphics render engine platform was proposed. The architecture introduced some simulation models which were design standard, expansibility, assembly relation of simulation component resource, development of typical modules and component design. Application developer could customize simulation assembly component flexibly and compose own 3D graphics render engine generally.
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47

Chen, Feng, Ming Liu, Xiao Ying Han, and Wei Chen. "A Rocks Based Visualization Cluster Platform Design and Application for Bridge Health Monitoring." Applied Mechanics and Materials 178-181 (May 2012): 2213–18. http://dx.doi.org/10.4028/www.scientific.net/amm.178-181.2213.

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As high performance computing (HPC) becomes a part of the scientific computing landscape, visualizing HPC has become a critical field of its own. This paper describes a visualization cluster solution developed for bridge health monitoring system. First, LCD display, computer with NVIDIA graphic cards, 1G switch and 10G switch are used to build hardware platform; Secondly, Linux operation system, Rocks management software, CGLX middle software is used to display multi-media and 3D data; Finally, OpenSenceGraph 3D graphics engine is used to write high-performance parallel 3D programs. This approach can be used not only for parallel computing, but also for parallel 3D modeling and display. Some application result on bridge health monitoring is given in the end.
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48

Dougherty, Matthew T. "3d Visualization Tools." Microscopy and Microanalysis 7, S2 (August 2001): 770–71. http://dx.doi.org/10.1017/s1431927600029925.

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The tutorial presents 3D visualization as implemented at NCMI: beginning with a brief overview of the history and philosophy of scientific visualization, proceeding to a description of general methodologies used throughout the field of visualization, and concluding with specific applications in electron microscopy, confocal microscopy and x-ray diffraction. The majority of the tutorial uses biological examples of visualization to demonstrate concepts and tools.History and Philosophy: Effective scientific visualization presents data in a simple, accurate conceptual formulation. Over the last one hundred years there has been a sea change in its economics caused by digital computers: beginning with calculated tables that were manually plotted, proceeding to two dimensional image graphics, and most recently multivariate 3D interactive graphics. The capability of scientific visualization has been greatly facilitated by the evolution of computers; particularly over the last ten years the 3D visualization of biological structures is quickly becoming a necessity for analysis, conceptualization, and presentations.
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49

Anamova, R. R., S. A. Leonova, and T. M. Khvesyuk. "AIRCRAFT STRENGTH ASSEMBLIES AND PARTS (BALANCERS) DRAWINGS DEVELOPMENT METHODOLOGY." Spravochnik. Inzhenernyi zhurnal, no. 282 (September 2020): 41–53. http://dx.doi.org/10.14489/hb.2020.09.pp.041-053.

Full text
Abstract:
It is obvious that the fundamental knowledge of the general technical discipline “Engineering graphics” should be in combination with a practical course of computer graphics, which allows students to integrate into the aviation products development system at the contemporary level. The article highlighted the need of design teaching at the initial stage of engineering and computer graphics study process. A drawing methodology includes 3D-modeling in a computer aided design program named COMPAS-3D. It is described a specific example of the mechanical part (aviation detail's elements – balancers) with complex shape modeling algorithm in the application to the manufacturing technology of real products (casting, stamping, mechanical processing). Drawings development is based on 3D-modeling in COMPAS-3D. Proposed methodology was tested during engineering and computer graphics lessons in Moscow Aviation Institute (National Research University).
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50

Anamova, R. R., S. A. Leonova, and T. M. Khvesyuk. "AIRCRAFT STRENGTH ASSEMBLIES AND PARTS (BALANCERS) DRAWINGS DEVELOPMENT METHODOLOGY." Spravochnik. Inzhenernyi zhurnal, no. 282 (September 2020): 41–53. http://dx.doi.org/10.14489/hb.2020.09.pp.041-053.

Full text
Abstract:
It is obvious that the fundamental knowledge of the general technical discipline “Engineering graphics” should be in combination with a practical course of computer graphics, which allows students to integrate into the aviation products development system at the contemporary level. The article highlighted the need of design teaching at the initial stage of engineering and computer graphics study process. A drawing methodology includes 3D-modeling in a computer aided design program named COMPAS-3D. It is described a specific example of the mechanical part (aviation detail's elements – balancers) with complex shape modeling algorithm in the application to the manufacturing technology of real products (casting, stamping, mechanical processing). Drawings development is based on 3D-modeling in COMPAS-3D. Proposed methodology was tested during engineering and computer graphics lessons in Moscow Aviation Institute (National Research University).
APA, Harvard, Vancouver, ISO, and other styles
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