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Augmenting Haptic Perception in Surgical Tools
Published in Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams, Mixed and Augmented Reality in Medicine, 2018
Randy Lee, Roberta L. Klatzky, George D. Stetten
Rendering in computer graphics refers to the process by which images (visual stimuli) are produced from two-dimensional scenes or three-dimensional (3D) models. In the context of haptics, rendering refers to the process by which tactile stimuli—for example, forces or vibrations—are presented to a user to convey information about a virtual object (Salisbury et al. 2004). High-fidelity haptic rendering therefore requires a method to sense user interaction in terms of position, velocity, or force, in multiple degrees of freedom (DoF), and subsequently to use that interaction to generate feedback forces against the user. Most commercially available haptic renderers (e.g., Geomagic Touch, Novint Falcon) are restricted to actuating in only the three translational DoF, using motors and pulleys that act on a stylus or ball. The Magnetically Levitated Haptic Device (MLHD) from Butterfly Haptics can actuate forces in all six DoF albeit over a smaller reachable volume (Berkelman and Hollis 1997, 2000).
Displaying Bit-Mapped Images
Published in Julio Sanchez, Maria P. Canton, Software Solutions for Engineers and Scientists, 2018
Julio Sanchez, Maria P. Canton
The two possible ways of representing images in a computer screen, or a digital graphics device, are based on vector and raster graphics technologies. All of the graphics primitives discussed in previous chapters are based on vector techniques. Commercially speaking, vector graphics are associated with drawing programs, while raster graphics are associated with painting programs. The vector representation of a line consists of its start and end points and its attributes, which usually include width, color, and type. The raster representation of the same line is a mapping of adjacent screen dots. Most current computer systems are raster based, that is, the screen is a two-dimensional pixel grid and all graphics objects are composed of individual screen dots, as described in Chapter 16. Vector graphics are a way of logically defining images, but the images must be rasterized at display time.
Graphics Programming
Published in Aditi Majumder, M. Gopi, Introduction to Visual Computing, 2018
OpenGL is one of the oldest cross‐language cross‐platform interfaces for 3D graphics rendering providing a way to interact with GPUs. GLUT is the OpenGL Utility toolkit for writing OpenGL programs independent of the window system used for rendering the scene. It implements a simple windowing API for OpenGL making it much easier to learn OpenGL. GLUT also provides a portable API across multiple OS and PCs. OpenGL is defined as a set of functions which can be called by the client program. The functions are similar superficially to C, but are language independent. OpenGL’s popularity is primarily due to its quality of official documentation which are known by the colors of their covers (the red, orange, green and blue books are the first to fourth edition of the OpenGL Programming Guide). Often accompanying libraries like GLU, GLEE or GLEW bind with OpenGL to support useful features that may not be supported in contemporary hardware like mipmapping or tessellation. OpenGL Shading language (GLSL) is a high level shading language based on the syntax of C, first designed to allow OpenGL to access the programmable GPUs with using assembly level or hardware specific languages. OpenGL ES is an extension of OpenGL API for programming for embedded devices. WebGL is a Javascript API for rendering 3D graphics. Direct3D is a similar API offered by Microsoft which promises better performance on Windows OS while Metal is an API that debuted for Apple’s iOS8.
Application of Computer Image Processing Technology in Visual Communication System
Published in Applied Artificial Intelligence, 2023
Guanglin Chen, Sinong Ding, Wei Liu
A technical means of computer processing graphics images. At present, the application of this technical means has to go through two basic processes. One is to transform the image to be studied, convert it into data that can be clearly identified by the computer, and store it in the computer by means of the data. Second, when processing graphics images in a computer, it is necessary to make relevant transformations and processing, and then different calculation methods are used for processing (Li, Yin, and Deng 2021). Ordinary graphic images cannot achieve strong visual effects, and it is difficult to arouse people’s spiritual resonance and attract people’s attention. After the computer graphics image processing technology, the pictures are very rich in color and proportion, and the color saturation is very high. The high-quality images that meet the needs of the human eye have a strong visual impact, making people intuitive, fast and effective. Get picture information, impressive and unforgettable (Onishi et al. 2019).
Three-dimensional interactive cursor based on voxel patterns for autostereoscopic displays
Published in Journal of Information Display, 2022
Vladimir Saveljev, Jung-Young Son, Choonsik Yim, Gwanghee Heo
In computer graphics, rendering is a process of creating an image based on the 3D model of the objects and their properties, such as texture. Typically, it is a view of a scene, which is photographed or calculated for a certain point in 3D, based on geometry, texture, lights, etc. In multiview imaging, this process has to be repeated for each view and then the rendered view images are displayed in a proper manner. For instance, some methods use multiple views (e.g. nine views in [13] and four views in [14]); however, to show the marker, they used to render views of the marker at each of its next locations. The rendering of multiple views is a critical, time-consuming and resource-consuming issue of 3D imaging, where special graphics processors are often used [15,16].
Mining Metaverse – a future collaborative tool for best practice mining
Published in Mining Technology, 2023
A more sinister work is presented by Stephenson (1992) entitled ‘Snow Crash’, where the Metaverse has been described as a dystopian future where people essentially live and work within a virtual environment. According to Novak (2022), the protagonist is inside a computer-generated universe that is rendered onto goggles with sound pumped into earphones. This imaginary place is known as the Metaverse. Novak (2022) describes it as consisting of social virtual spaces or virtual worlds. A virtual world being an imaginary environment often generated by the combination of computer graphics and data to provide some representation of the real world or a modified representation of it, or in fact, a totally imagined world or environment.