Abstract Graphical Data Type
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Abstract Graphical Data Type
An abstract graphical data type (AGDT) is an extension of an abstract data type for computer graphics. AGDTs provide the advantages of the ADTs with facilities to build graphical objects in a structured way. Formally, an AGDT may be defined as a "class of graphical objects whose logical behavior is defined by a set of graphical characteristics and a set of graphical operations". AGDTs were introduced in 1979 by Nadia Magnenat Thalmann and Daniel Thalmann. The most important tool in this graphical extension is the 3-D graphical type—the figure type. The syntax is described in Figure 2. The word "figure" is a keyword. The formal parameter section, the declaration, and the body are similar to the corresponding elements in a procedure. To define a figure type, one must # find the characteristics of the figure, which become the parameters; # find the algorithm that allows the user to build the figure with the help of the parameters. To build the figures, typical graphical statement ...
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Abstract Data Type
In computer science, an abstract data type (ADT) is a mathematical model for data types, defined by its behavior (semantics) from the point of view of a '' user'' of the data, specifically in terms of possible values, possible operations on data of this type, and the behavior of these operations. This mathematical model contrasts with ''data structures'', which are concrete representations of data, and are the point of view of an implementer, not a user. For example, a stack has push/pop operations that follow a Last-In-First-Out rule, and can be concretely implemented using either a list or an array. Another example is a set which stores values, without any particular order, and no repeated values. Values themselves are not retrieved from sets; rather, one tests a value for membership to obtain a Boolean "in" or "not in". ADTs are a theoretical concept, used in formal semantics and program verification and, less strictly, in the design and analysis of algorithms, data structu ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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Nadia Magnenat Thalmann
Nadia Magnenat Thalmann is a computer graphics scientist and robotician and is the founder and head of MIRALab at the University of Geneva. She has chaired the Institute for Media Innovation at Nanyang Technological University (NTU), Singapore from 2009 to 2021. Biography Thalmann received an MS in psychology, an MS in biology and a Master in biochemistry at the University of Geneva. She obtained a PhD in Quantum Physics in 1977 from the same university. She started her career as an assistant professor at the University Laval in Canada, then became a professor at HEC, University of Montreal until 1988. In 1989, she moved to the University of Geneva where she founded the MIRALab laboratory. Thalmann has authored and co-authored more than 600 papers in the area of Virtual Humans, social robots, VR, and 3D simulation of human articulations. She has participated in more than 45 European research projects. She has served the Computer Graphics community by creating the Computer Ani ...
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Daniel Thalmann
Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland. Biography After a master's degree in Nuclear Physics (1970) and a combined Certificate in Statistics and Computer Science (1972) both from the University of Geneva, he earned a PhD in Computer Science (1977) also from the University of Geneva. In his PhD, he worked very early on the concept of abstract machines for portable compilers and operating systems. From 1977 to 1989, he was Professor at the University of Montreal, in Canada, where he started to work on computer graphics and animation. Then, he came back to Switzerland and founded the virtual reality lab (VRlab) at EPFL, Switzerland. He has been Visiting Professor/ Researcher at CERN, University of Nebraska-Lincoln, University of Tokyo, and National University of Singapore. From 2009 to 20 ...
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Pyramid
A pyramid () is a structure whose visible surfaces are triangular in broad outline and converge toward the top, making the appearance roughly a pyramid in the geometric sense. The base of a pyramid can be of any polygon shape, such as triangular or quadrilateral, and its surface-lines either filled or stepped. A pyramid has the majority of its mass closer to the ground with less mass towards the pyramidion at the apex. This is due to the gradual decrease in the cross-sectional area along the vertical axis with increasing elevation. This offers a weight distribution that allowed early civilizations to create monumental structures.Ancient civilizations in many parts of the world pioneered the building of pyramids. The largest pyramid by volume is the Mesoamerican Great Pyramid of Cholula, in the Mexican state of Puebla. For millennia, the largest structures on Earth were pyramids—first the Red Pyramid in the Dashur Necropolis and then the Great Pyramid of Khufu, bot ...
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Tree (computer Science)
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the ''root'' node, which has no parent (i.e., the root node as the top-most node in the tree hierarchy). These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes (parent and children nodes of a node under consideration, if they exist) in a single straight line (called edge or link between two adjacent nodes). Binary trees are a commonly used type, which constrain the number of children for each parent to at most two. When ...
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Pascal (programming Language)
Pascal is an imperative and procedural programming language, designed by Niklaus Wirth as a small, efficient language intended to encourage good programming practices using structured programming and data structuring. It is named after French mathematician, philosopher and physicist Blaise Pascal. Pascal was developed on the pattern of the ALGOL 60 language. Wirth was involved in the process to improve the language as part of the ALGOL X efforts and proposed a version named ALGOL W. This was not accepted, and the ALGOL X process bogged down. In 1968, Wirth decided to abandon the ALGOL X process and further improve ALGOL W, releasing this as Pascal in 1970. On top of ALGOL's scalars and arrays, Pascal enables defining complex datatypes and building dynamic and recursive data structures such as lists, trees and graphs. Pascal has strong typing on all objects, which means that one type of data cannot be converted to or interpreted as another without explicit conversions ...
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