Micropolygon
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Micropolygon
In 3D computer graphics, a micropolygon (or μ-polygon) is a polygon that is very small relative to the image being rendered. Commonly, the size of a micropolygon is close to or even less than the area of a pixel. Micropolygons allow a renderer to create a highly detailed image. The concept of micropolygons was developed within the Reyes algorithm, in which geometric primitives are tessellated at render time into a rectangular grid of tiny, four-sided polygons. A shader might fill each micropolygon with a single color or assign colors on a per-vertex basis. Shaders that operate on micropolygons can process an entire grid of them at once in SIMD fashion. This often leads to faster shader execution, and allows shaders to compute spatial derivatives (e.g. for texture filtering) by comparing values at neighboring micropolygon vertices. Furthermore, a renderer using micropolygons can support displacement mapping simply by perturbing micropolygon vertices during shading. This ...
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Reyes Rendering
Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Loren Carpenter and Robert L. Cook at Lucasfilm's Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images for the ''Genesis effect'' sequence in the movie ''Star Trek II: The Wrath of Khan''. Pixar's RenderMan (software), RenderMan was one implementation of the Reyes algorithm, until its removal in 2016. According to the original paper describing the algorithm, the Reyes image rendering system is "An architecture for fast high-quality rendering of complex images." Reyes was proposed as a collection of algorithms and data processing systems. However, the terms "algorithm" and "architecture" have come to be used synonymously in this context and are used interchangeably in this article. Name ''Reyes'' is an acronym for ''Renders Everything You Ever Saw'' (the name is also a pun on Point Reye ...
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Displacement Mapping
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are ''displaced'', often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry. For years, displacement mapping was a peculiarity of high-end rendering systems like PhotoRealistic RenderMan, while realtime APIs, like OpenGL and DirectX, were only starting to use this feature. One of the reasons for this is that the original implementation of displacement mapping required an adaptive tessellation of the surface in order to obtain enough m ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector gr ...
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Reconstruction Filter
In a mixed-signal system (analog and digital), a reconstruction filter, sometimes called an anti-imaging filter, is used to construct a smooth analog signal from a digital input, as in the case of a digital to analog converter ( DAC) or other sampled data output device. Sampled data reconstruction filters The sampling theorem describes why the input of an ADC requires a low-pass analog electronic filter, called the anti-aliasing filter: the sampled ''input'' signal must be bandlimited to prevent aliasing (here meaning waves of higher frequency being ''recorded'' as a lower frequency). For the same reason, the output of a DAC requires a low-pass analog filter, called a reconstruction filter - because the ''output'' signal must be bandlimited, to prevent imaging (meaning Fourier coefficients being reconstructed as spurious high-frequency 'mirrors'). This is an implementation of the Whittaker–Shannon interpolation formula. Ideally, both filters should be brickwall filters, constant ...
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Anthony A
Anthony or Antony is a masculine given name, derived from the ''Antonii'', a ''gens'' ( Roman family name) to which Mark Antony (''Marcus Antonius'') belonged. According to Plutarch, the Antonii gens were Heracleidae, being descendants of Anton, a son of Heracles. Anthony is an English name that is in use in many countries. It has been among the top 100 most popular male baby names in the United States since the late 19th century and has been among the top 100 male baby names between 1998 and 2018 in many countries including Canada, Australia, England, Ireland and Scotland. Equivalents include ''Antonio'' in Italian, Spanish, Portuguese and Maltese; ''Αντώνιος'' in Greek; ''António'' or ''Antônio'' in Portuguese; ''Antoni'' in Catalan, Polish, and Slovene; ''Anton'' in Dutch, Galician, German, Icelandic, Romanian, Russian, and Scandinavian languages; ''Antoine'' in French; '' Antal'' in Hungarian; and ''Antun'' or '' Ante'' in Croatian. The usual abbreviated form is Ton ...
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SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia, a second conference held annually, has been held since 2008 in countries throughout Asia. Overview The conference incorporates both academic presentations as well as an industry trade show. Other events at the conference include educational courses and panel discussions on recent topics in computer graphics and interactive techniques. SIGGRAPH Proceedings The SIGGRAPH conference proceedings, which are published in the ACM Transactions on Graphics, has one of the highest impact factors among academic publications in the field of computer graphics. The paper acceptance rate for SIGGRAPH has historically been between 17% and 29%, with the average acceptance rate between 2015 and 2019 of 27%. The submitted papers are peer-reviewed und ...
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Edwin Catmull
Edwin Earl "Ed" Catmull (born March 31, 1945) is an American computer scientist who is the co-founder of Pixar and was the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics (computer science), computer graphics, including the 2019 Turing Award, ACM Turing Award. Early life Edwin Catmull was born on March 31, 1945, in Parkersburg, West Virginia. His family later moved to Salt Lake City, Utah, where his father first served as principal of Granite High School (Utah), Granite High School and then of Taylorsville High School. Early in his life, Catmull found inspiration in Walt Disney Pictures, Disney movies, including ''Peter Pan (1953 film), Peter Pan'' and ''Pinocchio (1940 film), Pinocchio'', and wanted to be an animator; however, after finishing high school, he had no idea how to get there as there were no animation schools around that time. Because he also liked math and physics, he chose a scientific career instead. He ...
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Loren Carpenter
Loren C. Carpenter (born February 7, 1947) is a computer graphics researcher and developer. Biography He was a co-founder and chief scientist of Pixar Animation Studios. He is the co-inventor of the Reyes rendering algorithm and is one of the authors of the PhotoRealistic RenderMan software which implements Reyes and renders all of Pixar's movies. Following Disney's acquisition of Pixar, Carpenter became a Senior Research Scientist at Disney Research. He retired in early 2014. In around 1967 Carpenter began work at Boeing Computer Services (a part of aircraft maker Boeing) in Seattle, Washington. During his time there Carpenter studied for a B.S. in Mathematics (1974) and an M.S. in Computer Science (1976), both from the University of Washington. Some of his work concerned using computer technology to improve Boeing's mechanical design processes, which were still entirely done by hand on paper. On July 14, 1980 he gave a presentation at the SIGGRAPH conference, in which he s ...
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Robert L
The name Robert is an ancient Germanic given name, from Proto-Germanic "fame" and "bright" (''Hrōþiberhtaz''). Compare Old Dutch ''Robrecht'' and Old High German ''Hrodebert'' (a compound of '' Hruod'' ( non, Hróðr) "fame, glory, honour, praise, renown" and ''berht'' "bright, light, shining"). It is the second most frequently used given name of ancient Germanic origin. It is also in use as a surname. Another commonly used form of the name is Rupert. After becoming widely used in Continental Europe it entered England in its Old French form ''Robert'', where an Old English cognate form (''Hrēodbēorht'', ''Hrodberht'', ''Hrēodbēorð'', ''Hrœdbœrð'', ''Hrœdberð'', ''Hrōðberχtŕ'') had existed before the Norman Conquest. The feminine version is Roberta. The Italian, Portuguese, and Spanish form is Roberto. Robert is also a common name in many Germanic languages, including English, German, Dutch, Norwegian, Swedish, Scots, Danish, and Icelandic. It can be use ...
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Normal (geometry)
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a ''curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P ...
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SIMD
Single instruction, multiple data (SIMD) is a type of parallel processing in Flynn's taxonomy. SIMD can be internal (part of the hardware design) and it can be directly accessible through an instruction set architecture (ISA), but it should not be confused with an ISA. SIMD describes computers with multiple processing elements that perform the same operation on multiple data points simultaneously. Such machines exploit data level parallelism, but not concurrency: there are simultaneous (parallel) computations, but each unit performs the exact same instruction at any given moment (just with different data). SIMD is particularly applicable to common tasks such as adjusting the contrast in a digital image or adjusting the volume of digital audio. Most modern CPU designs include SIMD instructions to improve the performance of multimedia use. SIMD has three different subcategories in Flynn's 1972 Taxonomy, one of which is SIMT. SIMT should not be confused with software thr ...
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Derivative
In mathematics, the derivative of a function of a real variable measures the sensitivity to change of the function value (output value) with respect to a change in its argument (input value). Derivatives are a fundamental tool of calculus. For example, the derivative of the position of a moving object with respect to time is the object's velocity: this measures how quickly the position of the object changes when time advances. The derivative of a function of a single variable at a chosen input value, when it exists, is the slope of the tangent line to the graph of the function at that point. The tangent line is the best linear approximation of the function near that input value. For this reason, the derivative is often described as the "instantaneous rate of change", the ratio of the instantaneous change in the dependent variable to that of the independent variable. Derivatives can be generalized to functions of several real variables. In this generalization, the derivativ ...
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