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Anselmo A. Lastra is an American computer scientist, a professor and the former Chair [1] of the Computer Science Department at the University of North Carolina at Chapel Hill. His research interests are in the areas of 3D computer graphics, graphics hardware architectures, and virtual reality.
Lastra received a BS in electrical engineering from the Georgia Institute of Technology, and MA and PhD degrees in computer science from Duke University. He has chaired a number of conferences, including I3D 2005 [2] and Graphics Hardware 2002 [3] and 2004, [4] and served as associate editor of the IEEE Transactions on Visualization and Computer Graphics and IEEE Computer Graphics and Applications.
Lastra's major contributions are in hardware-based programmable shading and in the use of graphics hardware for general purpose computing (a technique known as GPGPU). The 1998 dissertation research "A Programmable Pipeline for Graphics Hardware". of his student Marc Olano was on the use of a high-level language for real-time programmable shading on graphics hardware, now a common feature of GPUs. The early work was on PixelFlow, the experimental graphics computer developed at the University of North Carolina at Chapel Hill.
A 2002 paper [5] coauthored with his student Mark Harris and titled Physically-Based Visual Simulation on Graphics Hardware, led to the coining of the term GPGPU and to extensive research in that field.
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
Scientific visualization is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information.
In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.
General-purpose computing on graphics processing units is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU). The use of multiple video cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing.
James F. Blinn is an American computer scientist who first became widely known for his work as a computer graphics expert at NASA's Jet Propulsion Laboratory (JPL), particularly his work on the pre-encounter animations for the Voyager project, his work on the 1980 Carl Sagan documentary series Cosmos, and the research of the Blinn–Phong shading model.
Kurt Akeley is an American computer graphics engineer.
Molecular graphics is the discipline and philosophy of studying molecules and their properties through graphical representation. IUPAC limits the definition to representations on a "graphical display device". Ever since Dalton's atoms and Kekulé's benzene, there has been a rich history of hand-drawn atoms and molecules, and these representations have had an important influence on modern molecular graphics.
The Electronic Visualization Laboratory (EVL) is an interdisciplinary research lab and graduate studies program at the University of Illinois at Chicago, bringing together faculty, students and staff primarily from the Art and Computer Science departments of UIC. The primary areas of research are in computer graphics, visualization, virtual and augmented reality, advanced networking, and media art. Graduates of EVL either earn a Masters or Doctoral degree in Computer Science.
Patrick M. Hanrahan is an American computer graphics researcher, the Canon USA Professor of Computer Science and Electrical Engineering in the Computer Graphics Laboratory at Stanford University. His research focuses on rendering algorithms, graphics processing units, as well as scientific illustration and visualization. He has received numerous awards, including the 2019 Turing Award.
Fluid animation refers to computer graphics techniques for generating realistic animations of fluids such as water and smoke. Fluid animations are typically focused on emulating the qualitative visual behavior of a fluid, with less emphasis placed on rigorously correct physical results, although they often still rely on approximate solutions to the Euler equations or Navier–Stokes equations that govern real fluid physics. Fluid animation can be performed with different levels of complexity, ranging from time-consuming, high-quality animations for films, or visual effects, to simple and fast animations for real-time animations like computer games.
Henry Fuchs is a fellow of the American Academy of Arts and Sciences (AAAS) and the Association for Computing Machinery (ACM) and the Federico Gil Professor of Computer Science at the University of North Carolina at Chapel Hill (UNC). He is also an adjunct professor in biomedical engineering.
Andrew S. Glassner is an American expert in computer graphics, well known in computer graphics community as the originator and editor of the Graphics Gems series, An Introduction to Ray Tracing, and Principles of Digital Image Synthesis. His later interests include interactive fiction, writing and directing and consulting in computer game and online entertainment industries. He worked at the New York Institute of Technology Computer Graphics Lab.
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 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 (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
Ming C. Lin is an American computer scientist and a Barry Mersky and Capital One Endowed Professor at the University of Maryland, College Park, where she is also the former chair of the Department of Computer Science. Prior to moving to Maryland in 2018, Lin was the John R. & Louise S. Parker Distinguished Professor of Computer Science at the University of North Carolina at Chapel Hill.
Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and simulations is often 25-60 hertz, with only a small fraction of the time allotted to an individual frame remaining for physical simulation. Simplified models of physical behaviors are generally preferred if they are more efficient, easier to accelerate, or satisfy desirable mathematical properties. Fine details are not important when the overriding goal of a visualization is aesthetic appeal or the maintenance of player immersion since these details are often difficult for humans to notice or are otherwise impossible to distinguish at human scales.
Markus Gross is a Professor of Computer science at the Swiss Federal Institute of Technology Zürich (ETH), head of its Computer Graphics Laboratory, and the director of Disney Research, Zurich. His research interests include physically based modeling, computer animation, immersive displays, and video technology. He has published more than 430 scientific papers on algorithms and methods in the field of computer graphics and computer vision, and holds more than 30 patents. He has graduated more than 60 Ph.D. students.
IEEE Transactions on Visualization and Computer Graphics is a peer-reviewed scientific journal published by the IEEE Computer Society. It covers subjects related to computer graphics and visualization techniques, systems, software, hardware, and user interface issues. TVCG has been considered the top journal in the field of visualization.
Hanspeter Pfister is a Swiss computer scientist. He is the An Wang Professor of Computer Science at the Harvard John A. Paulson School of Engineering and Applied Sciences and an affiliate faculty member of the Center for Brain Science at Harvard University. His research in visual computing lies at the intersection of scientific visualization, information visualization, computer graphics, and computer vision and spans a wide range of topics, including biomedical image analysis and visualization, image and video analysis, and visual analytics in data science.
Kavita Bala is an American computer scientist, academic and entrepreneur. She is a Professor in the Department of Computer Science at Cornell University. After serving as department chair from 2018–2020, she was appointed Dean of the Faculty for Computing and Information Science, now known as the Ann S. Bowers College of Computing and Information Science.
For the American author, see Mary Ormsbee Whitton.