3D Drawing with GDI+
Using GDI+, it is possible to create simple 3D shapes without the need for DirectX. Rotate and manipulate the shapes and display them on a 2D surface.
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Build Cross-Platform Graphics with Cairo on Linux
Built from the ground up to create identical output on both printer and screenall in a cross-platform waycairo is becoming a huge player in the Linux graphics space, as well as BSDs, Windows, and OSX platforms. Learn about Cairo, a free software vector drawing library that can draw to multiple output formats.
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OpenGL Video Tutorial
This free video tutorial teaches 3D programming in C++ using OpenGL and GLUT. It covers both OpenGL syntax and 3D programming in general. It is designed to be as beginner-friendly as possible.
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DirectX 10, What is all the Fuss?
We've seen technical articles, and we've seen screenshot pages....but we've never seen an article that puts DirectX 10 in laymen terms, shows screenshots, and gives estimates on game title release dates...so we decided to do it ourselves!
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DirectX 10 FAQ
This FAQ covers DirectX 10, including the new Windows Display Driver Model and the Programmable Pipeline. It also looks at the API changes that developers moving to DirectX 10 from earlier versions of DirectX will face.
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Data Visualization Tools for Linux
Applications for graphical visualization of data on Linux are varied. Explore a variety of open source data visualization tools</a> such as gnuplot, GNU Octave, Scilab, MayaVi, and Maxima to better decide which is best for your application. Each has its advantages and disadvantages and targets different applications.
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Simple, Portable, and Extensible Data Storage with IFF
The IFF interchange file format had many of the features still sought today in modern file formats. IFF is not just a graphics format, but it has also been used for audio, text, saved games, and more This month's Standards and specs looks at the IFF file format and the lessons it has for modern file formats, such as XML.
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Intercept Calls to DirectX with a Proxy DLL
Have you ever wanted to paint your own graphics (or text) on top of a DirectX application (for example, to show TeamSpeak information, or a self-created map, within a game)? If so, the solution discussed below might help you. By using a "proxy DLL," calls to DirectX can be intercepted, data altered, and even new objects can be created and be shown within another application (read: the source code of this application does not need to be available). This article's topics cover the creation of a basic proxy DLL for DirectX8/9 3D-calls (d3d8/d3d9.dll), including the full source. Based on your imagination and knowledge, you might enhance this for your very own applications and needs."
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Getting Started with OpenGL GLUT using Pelles C
GLUT is the OpenGL Utility Toolkit. GLUT is good for learning OpenGL since it is platform independent, and you don't have to worry about Windows programming. The same program should compile under Windows, Linux, UNIX, etc. GLUT applications compile as console applications so you can jump right in and start trying things out. The only drawback of course is no system specific windows components such as menus, buttons, etc. you can still however use the keyboard, a mouse, a joystick, etc. for user input. GLUT also has it's own menu system which will be covered.
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Trajectory Labs
Getting Started with OpenGL GLUT tutorial using Windows and Pelles C. GLUT is the plaform independent OpenGL Utility Toolkit. The same program should compile under Windows, Linux, UNIX, etc. GLUT applications compile as console applications so you can jump right in and start trying things out. This tutorial shows how to set up Pelles C on Windows for programming in GLUT and also shows some sample code.
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SPPACK File Specifications
SPPACK files were in use at AT&T Bell Laboratories. In addition to sampled data, they can store frequency domain and quefrency domain data. Peter Kroon (now with Agere) maintained a signal processing library and promoted the use of this format.
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IRCAM File Specifications
The IRCAM Soundfile format originated from the Institut de Recherche et Coordination Acoustique / Musique in Paris. This format has been subsequently used in a number of programs.
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INRS-Telecom Audio File Specifications
INRS-Telecom files were in use at INRS-Telecom (now INRS-EMT)
and BNR (now Nortel Networks). In the 1970's, a
recording/playback system was put in place, first running on a
Digital PDP-11 machine and later on Digital VAX machines. The
first system used low-level calls for disk access and required
reading/writing of files which were an integral number of
blocks (512 bytes) long. The file header was devised to record
the actual number of samples in the file. This file format was
used for data bases for speech recognition and speech coding.
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ESPS Audio File Specifications
Entropic Research Laboratories used a proprietary file format
for its WAVES+ display program, ESPS signal processing library
and the HTK hidden Markov model speech recognition toolkit.
WAVES+ and ESPS were withdrawn when Entropic was acquired by
Microsoft in October 1999. HTK is now being maintained and
distributed free of charge by Cambridge University: HTK Hidden
Markov Model Toolkit -- speech recognition research toolkit.
The current version of HTK accepts a number of file formats
including the Esignal format designated by Entropic to
supercede the ESPS file format.
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AIFF / AIFC Sound File Specifications
The AIFF and the later AIFF-C specifications came from Apple
Computer. This format is used on SGI machines. The latest data
formats from Apple Computer are supported by the QuickTime
player from Apple.
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The father of computer graphics
Back in 1960, interactive computer graphics would have seemed like an improbable idea. In that year, computer operators typically positioned stacks of prepunched cards onto computers like the Whirlwind at MIT. The Whirlwind weighed 250 tons, powered 12,500 vacuum tubes, and filled a two-story house. But in 1960, all the elements needed for CAD to become a reality were in place.
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Impressions about RenderMan for Maya
The releasing of RenderMan for Maya (RfM) was a well coming news for all users of Maya. As soon as Will knew that we had participated in the RfM beta test program and we were already using it in production, he asked me to write an article about my impressions.
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HDRI Creation and Editing in CS2
Originally only HDRShop supported HDRI creation, but now a number of other companies have entered the mix - the biggest gun being Adobe with its own Photoshop CS2. Photoshop offers quite an attractive solution when compared to other HDR software, it is clearly an industry leader in terms of photo editing and manipulation, and so when you are purchasing CS2, you are not only getting HDR support but also a leading 2d image editing program. So what does Photoshop CS2 offer in its first release supporting HDR? Read on to find out.
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The mental ray pipeline at Rhinofx
At RhinoFX we have built a fairly robust mental ray pipeline, using a combination of tools developed in house and Temerity Softwares Pipeline program, that allows us to handle a variety of jobs in the most efficient way possible. Economy, especially with a rendering pipeline, is always a difficult calculation based on the complexity of the job, the schedule, render times, and the time it takes an artist to wrangle the complexities of the pipeline.
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The unofficial MO3 format description
The MO3 format means "MOdule with MP3", because the main
initial idea was to reduce the size of a module (in .mod, IT,
XM) by compressing the samples using MPEG audio layer 3.
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Visits: 444 Updated: 2006-2-8 Rating: | |
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Create your own real-time visual effects on Linux
EffecTV is a fantastic application written by Fukuchi Kentaro that gives you access to the raw pixel data from a video capture device. You can use its existing open source framework to modify more than two dozen effects, or add your own visual effects on Linux. This article explores the EffecTV and SDL architectures, and teaches you how to harness the power of open source video processing.
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Image Scaling on the Mac Mini Multimedia Appliance
Lewin Edwards looks at the history and design of X and why it matters for an embedded graphics system and introduces a basic scripting language for controlling a multimedia display device. Fast integer math for scaling images and an innovative use of a popular file format help bring the multimedia machine project together.
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