نتایج جستجو برای: drawing graphics

تعداد نتایج: 94622  

1997
David Alberts Carsten Gutwenger Petra Mutzel

A graph drawing algorithm produces a layout of a graph in two-or three-dimensional space that should be readable and easy to understand. Since the aesthetic criteria diier from one application area to another, it is unlikely that a deenition of the \optimal drawing" of a graph in a strict mathematical sense exists. A large number of graph drawing algorithms taking different aesthetic criteria i...

2008
Juha Röning

High resolution displays, fluid user interfaces and impressive graphics have become essential features of modern mobile devices. This trend has prompted a move from traditional pixel-based graphics to more flexible and efficient vector graphics. The relationship between graphics content and performance, however, is not always straightforward with vector graphics. This discrepancy has resulted i...

2006
Xiaoyong Su B. S. Prabhu Chi-Cheng Chu Rajit Gadh

The objective of the current research is to create a novel multi-media computational framework that facilitates mobile collaborative engineering field service. In this paper, we propose a 2D graphics hierarchical representation framework and an ondemand content delivery mechanism. Multi-level graphics content sub-division is utilized to transform large engineering graphics, such as drawings, sc...

Journal: :Computers & Graphics 2002
Lanfang Miao Xinguo Liu Qunsheng Peng Hujun Bao

In raster graphics, a line is displayed as a sequence of connected pixels that best approximate the line with minimum deviation. The displacement code of a line is a sequence of binary codes, each of which represents the displacement of a pixel on the line to its immediate predecessor pixel on the line. In fact, the displacement code records the entire process of drawing a line with successive ...

Journal: : 2022

The article considers the method of "skeletal structures", proposed to simplify process parameterization. When parameterizing objects whose shape has more than one contour, there may be some complications, namely: auto-overlay dependencies, or sequential parameterization relative position image fragments, can lead an excessive number which inconsistencies when performing . allows you minimize s...

1996
Frank Van Reeth

This paper is about a 2%-D animation system, termed RUFIAS @om Rubbery dnimation System), that is utilized for the creation of computer animation sequences which have the look and feel of traditional hand-drawn animation productions. RUFIAS provides a user interface where various basic methods of animation specijication are provided, of which an approximated dynamic motion Specification techniq...

2006
Patrick W. Yaner Ashok K. Goel

We present a method for constructing a teleological model of a drawing of a physical device through analogical transfer of the teleological model of the same device in an almost identical drawing. A source case, in this method, contains both a 2-D vector-graphics line drawing of a physical device and a teleological model of the device called a Drawing-Shape-Structure-Behavior-Function (DSSBF) m...

2013
Dave Mount

Idealized Drawing Window: Because we generally do not have complete control over the window size, it is a good idea to think in terms of drawing on a rectangular idealized drawing region, whose size and shape are completely under our control. Then we will scale this region to fit within the actual graphics window on the display. There are many reasons for doing this. For example, if you design ...

2004
Wille Mäkelä Tommi Ilmonen

The main problems in immersive free-hand interfaces for artists are devices and methods to reach the level of fine motor skills in the human artistic capacity. The artist needs more solutions to flexibly master how the hand traces are left in the graphics. Leaving traces in immersion should not be only an action of controlling the route, but controlling also a variable outlook of the becoming l...

2008
Apeksha Godiyal Jared Hoberock Michael Garland John C. Hart

As graphics processors become powerful, ubiquitous and easier to program, they have also become more amenable to general purpose high-performance computing, including the computationally expensive task of drawing large graphs. This paper describes a new parallel analysis of the multipole method of graph drawing to support its efficient GPU implementation. We use a variation of the Fast Multipol...

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