{"title":"Introductory Chapter: Computer Graphics and Imaging","authors":"B. Sobota","doi":"10.5772/intechopen.85518","DOIUrl":"https://doi.org/10.5772/intechopen.85518","url":null,"abstract":"Computer graphics is one of the generational changes in computer technology. Its development is so stormy that it has expanded from precious devices designed for military and top industrial applications to schools and households as a common information medium and a medium of education and entertainment. The history of modern computer graphics began to be written after the Second World War. Thenceforth, the area characterized as an area of technical and natural sciences dealing with the graphical information processing using a computer was named computer graphics. The graphical information is much more intelligible and clear for human than, for example, information in numerical form. A computer graphics affects our daily live. Computer graphics helped to mass-expand computers, and it removed the barriers that ordinary people feel when working with them [1] (they are “flooded” with columns of numbers and text and they are drawn into a world where they cannot be orientated oneself). As can be seen from the previous words, human evolution is tied to the process of collecting, processing, transferring, and recording of information. If we add that most people are gaining the most information by sight, then modern computers are already greatly helping them. However, the history of computer graphics dates back much earlier. Already Johannes Gutenberg discovered and introduced the basic technology of human information transfer—letterpress, in the years 1444–1448. Genius Leonardo da Vinci examined relationships of science and art around the same period (1452– 1515). Joseph Marie Jacquard introduced a loom controlled by punch cards (“a printer predecessor?”) in the years 1805–1808. But W. B. Hales created the first analog computer drawings in the years 1944–1945. Ivan Moscovich designed a drawing machine in 1951. A year later, Ben F. Laposky exposed analog computer graphics in Cherokee Sanford Museum in the USA. Then more and more attention was paid to computer graphics, and the result is already well known in present. Yes, this is the evolution of the computer graphics phenomenon. The phenomena that are increasingly gaining interest in the eyes of the lay public are the following:","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121815768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From Data Chaos to the Visualization Cosmos","authors":"Chao Tong, R. Laramee","doi":"10.5772/INTECHOPEN.82159","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82159","url":null,"abstract":"Data visualization is a general term that describes any effort to help people enhance their understanding of data by placing it in a visual context. We present a ubiquitous pattern of knowledge evolution that the collective digital society is experiencing. It starts with a challenge or goal in the real world. When implementing a real-world solution, we often run into barriers. Creating a digital solution to an analogue problem create massive amounts of data. Visualization is a key technology to extract meaning from large data sets.","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-01-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114180246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Topological Visualisation Techniques for Volume Multifield Data","authors":"D. P. Thomas, R. Borgo, R. Laramee, S. Hands","doi":"10.5772/INTECHOPEN.82185","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82185","url":null,"abstract":"This survey paper provides an overview of topological visualisation techniques for scalar data sets. Topological algorithms are used to reduce scalar fields to a skeleton by mapping critical changes in the topology to the vertices of graph structures. These can be visualised using graph drawing techniques or used as a method of seeding meshes of distinct objects existing in the data. Many techniques are discussed in detail, beginning with a review of algorithms working on scalar fields defined with a single variable, and then generalised to multivariate and temporal data. The survey is completed with a discussion of methods of presenting data in higher dimensions.","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127553516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analytical Method for Reflection and Refraction","authors":"N. Mukai","doi":"10.5772/INTECHOPEN.82147","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.82147","url":null,"abstract":"In computer graphics, ray tracing is very simple and powerful method to present physical phenomena especially light-related things such as reflection and refraction since it traces the ray from the eye to the light source; however, we cannot understand how the result image is generated. Then, this chapter describes the mechanism of reflection and refraction. It is very time-consuming to render the target object considering reflection and refraction. If the object distorted by reflection and refraction is previously obtained, it is very fast to generate the result image since all we have to do is to render the distorted object without considering reflection and refraction. In the proposed method, firstly, a virtual object, which is constructed with vertices translated from original ones by considering reflection and refraction, is generated. Then, the image with reflection and refraction is generated by rendering the virtual object. In the analysis, total reflection and attenuation of light power are also considered. At last, the proposed method is applied to two types of transparent objects: cubed glass and cylindrical glass, and the comparison between the simulation results and the real photos is performed to demonstrate that the generated images are the same as the real ones.","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114623564","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Color Graphics in the Service of Light-Source Visualization and Design","authors":"Lulu Wang, A. Chalmers","doi":"10.5772/INTECHOPEN.81484","DOIUrl":"https://doi.org/10.5772/INTECHOPEN.81484","url":null,"abstract":"In the world of lighting engineering, one of the most active areas of research and industrial application is in the definition of the color rendering properties of light sources. There is a current international standard, and several new methods have been proposed over the last decade. Ordinary consumers are frequently left with little or no knowledge of how to interpret the numerical data produced by any of these systems. This situation has been exacerbated with the advent of LED light sources with widely differing properties. Certain LEDs yield very different results depending on the particular metric in use. We have designed a color graphical system that allows a user to pick a set of (typically) 16 surface color samples, and to be given a realistic comparison of the colors when illuminated by two different light sources, shown on a side-by-side display on a color monitor. This provides a visual analogy to the computations built into the above-mentioned metrics, all of which are based on comparison techniques. This chapter will provide an insight into the design and operation of our lighting computer graphics visualization system. Men-tion will also be made of similar systems that may be found in the published literature.","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123180982","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yasuhiro Watashiba, J. Nonaka, Naohisa Sakamoto, Yasuo Ebara, K. Koyamada, M. Kanazawa
{"title":"A Streaming-based Technique for Volume Rendering of Large Datasets6","authors":"Yasuhiro Watashiba, J. Nonaka, Naohisa Sakamoto, Yasuo Ebara, K. Koyamada, M. Kanazawa","doi":"10.3154/JVS.23.SUPPLEMENT1_387","DOIUrl":"https://doi.org/10.3154/JVS.23.SUPPLEMENT1_387","url":null,"abstract":"We present a streaming-based technique of volume rendering which breaks a large volume data into pieces (sub-volumes) so as to maintain volume rendering processing in physical memory in consideration of the available system resources. Each sub-volume is transferred to a rendering PC, which performs hardware accelerated volume rendering and generates a partial image (sub-image). The sub-images are piled up in depth order to complete the final image. In the rendering PC, we have used general-purpose consumer PC graphics cards (Geforce4) to our system as a low cost solution for large-scale volume rendering. Furthermore, in order to improve the rendering quality, we use not a plane slice sampling but an iso-distance surface slice sampling. This technique has been applied to remote visualization of 3-D finite element analysis result of 3-D flow through a lateral saccular aneurysm, and its effectiveness is confirmed.","PeriodicalId":157974,"journal":{"name":"Computer Graphics and Imaging","volume":"77 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133210888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}