The Experts below are selected from a list of 174 Experts worldwide ranked by ideXlab platform
Dave Shreiner - One of the best experts on this subject based on the ideXlab platform.
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SIGGRAPH Courses - An introduction to OpenGL programming
ACM SIGGRAPH 2013 Courses on - SIGGRAPH '13, 2013Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive, Computer graphics applications across all of the major Computer Operating Systems. Its uses range from creating applications for scientific visualizations to Computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. While there have been numerous courses on OpenGL in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing numerous techniques that can be implemented using OpenGL.
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Modern OpenGL programming
SIGGRAPH Asia 2011 Courses on - SA '11, 2011Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all major Computer Operating Systems. Its uses span from creating applications for scientific visualizations to Computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. OpenGL has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in OpenGL. An attendee of the course will be introduced to each of the shader stages in OpenGL, along with methods for specifying data to be used in rendering with OpenGL. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API -- culminating in OpenGL version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline, to introducing all of the latest shader stages.
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Introduction to modern openGL programming
ACM SIGGRAPH 2011 Courses on - SIGGRAPH '11, 2011Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all of the major Computer Operating Systems. Its applications range from creating Systems for scientific visualization to Computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing current methods for using the library. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API, culminating in OpenGL version 4.2, provide a wealth of new functionality and features for creation of ever-richer content. In recent years, OpenGL has undergone numerous updates that have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of those changes are the introduction of shader-based rendering, which has expanded to subsume almost all functionality in OpenGL, and the depracation of immediate-mode functions. Course attendees are introduced to each of the shader stages in OpenGL version 4.2, along with methods for specifying data to be used in rendering with OpenGL. The course begins with an overview of the complete OpenGL pipeline, introducing all the latest shader stages. Then it focuses on the shader-based pipeline, which requires an application to provide both a vertex shader and a fragment shader. It also includes an summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting.
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An introduction to OpenGL 4.0 programming: (Copyright restrictions prevent ACM from providing the full text for this article)
ACM SIGGRAPH ASIA 2010 Courses on - SA '10, 2010Co-Authors: Dave Shreiner, Edward AngelAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all of the major Computer Operating Systems. Its uses range from creating applications for scientific visualizations to Computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL with an emphasis on the most modern methods for using the library. OpenGL has undergone numerous updates in recent years, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering, which was introduced into the API many years ago, but has recently expanded to subsume almost all functionality in OpenGL. The course summarizes each of the shader stages in OpenGL version 4.0 and methods for specifying data to be used in rendering with OpenGL. While the annual SIGGRAPH conferences have presented numerous courses on OpenGL over the years, recent revisions to the API, culminating in OpenGL version 4.0, have provided a wealth of new functionality and features that enable creation of ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing all of the latest shader stages.
Mohammad Hedayati - One of the best experts on this subject based on the ideXlab platform.
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Large Scale Linear Programming in the Windows and Linux Computer Operating Systems
Applied Mathematics & Information Sciences, 2013Co-Authors: Saeed Ketabchi, Hossein Moosaei, Hossein Sahleh, Mohammad HedayatiAbstract:In this study, calculations necessary to solve the large scale linear progra mming problems in two Operating Systems, Linux and Windows 7 (Win), are compared using two different methods. Relying on the interior-point methods, linear-programming interior point solvers (LIPSOL) software was used for the first method and re lying on an augmented Lagrangian method-based algorithm, the second method used the generalized derivative. The performed calculations for various problems show the produced random in the Linux Operating system (OS) and Win OS indicate the efficiency of the perfo rmed calculations in the Linux OS in terms of the accuracy and using of the optimum memory.
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New Methods for Solving Large Scale Linear Programming Problems in the Windows and Linux Computer Operating Systems
arXiv: Optimization and Control, 2012Co-Authors: Saeed Ketabchi, Hossein Moosaei, Hossein Sahleh, Mohammad HedayatiAbstract:In this study, calculations necessary to solve the large scale linear programming problems in two Operating Systems, Linux and Windows 7 (Win), are compared using two different methods. Relying on the interior-point methods, linear-programming interior point solvers (LIPSOL) software was used for the first method and relying on an augmented Lagrangian method-based algorithm, the second method used the generalized derivative. The performed calculations for various problems show the produced random in the Linux Operating system (OS) and Win OS indicate the efficiency of the performed calculations in the Linux OS in terms of the accuracy and using of the optimum memory.
Arne Schwabe - One of the best experts on this subject based on the ideXlab platform.
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NOMS - Empowering network Operating Systems with memory management techniques
NOMS 2016 - 2016 IEEE IFIP Network Operations and Management Symposium, 2016Co-Authors: Roberto Doriguzzi-corin, Elio Salvador, Domenico Siracusa, Arne SchwabeAbstract:Similarly to Computer Operating Systems which guarantee safe access to memory resources, Network Operating Systems shall grant SDN applications a reliable access to neatly organized flow table resources. This paper presents the architecture for a controller-agnostic Memory Management System and some of its functionalities that aim at improving flow table usage and preventing network misconfigurations. From the implementation perspective, this work discusses the applicability of the proposed system, a strategy to evaluate it and current open challenges.
Cory W. Monroe - One of the best experts on this subject based on the ideXlab platform.
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Hedonic Price Indexes for Personal Computer Operating Systems and Produtivity Suites
2010Co-Authors: Alan G. White, Jaison R. Abel, Ernst R. Berndt, Cory W. MonroeAbstract:Results from hedonic price regressions for personal Computer Operating Systems and productivity suites advertised in PC World magazine by retail vendors during the time period 1984 to 2000 are reported. Among the quality attribute variables we use are new measures capturing the connectivity and compatibility of Operating Systems and the degree of data exchange among components of productivity suites. Average annual growth rates of quality-adjusted prices of personal Computer Operating Systems range from -15 to -18 percent, while those for productivity suites generally range between -13 and -16 percent. These price declines are generally robust to estimation method and model specification. (This abstract was borrowed from another version of this item.)
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Hedonic Price Indexes for Personal Computer Operating Systems and Productivity Suites
2004Co-Authors: Alan G. White, Jaison R. Abel, Ernst R. Berndt, Cory W. MonroeAbstract:Results of hedonic price regressions for personal Computer Operating Systems and productivity suites advertised in PC World magazine by retail vendors during the time period 1984 to 2000 are reported. Among the quality attribute variables we use are new measures capturing the presence of network effects in personal Computer Operating Systems, such as connectivity and compatibility, and product integration among components of productivity suites. Average annual growth rates of quality-adjusted prices of personal Computer Operating Systems range from -15 to -18 percent, while those for productivity suites generally range between -13 and -16 percent. Price declines are generally greater in the latter half of the samples.
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Hedonic Price Indexes for Personal Computer Operating Systems and Productivity Suites
2004Co-Authors: Alan G. White, Jaison R. Abel, Ernst R. Berndt, Cory W. MonroeAbstract:Results from hedonic price regressions for personal Computer Operating Systems and productivity suites advertised in PC World magazine by retail vendors during the time period 1984 to 2000 are reported. Among the quality attribute variables we use are new measures capturing the connectivity and compatibility of Operating Systems and the degree of data exchange among components of productivity suites. Average annual growth rates of quality-adjusted prices of personal Computer Operating Systems range from -15 to -18 percent, while those for productivity suites generally range between -13 and -16 percent. These price declines are generally robust to estimation method and model specification.
Edward Angel - One of the best experts on this subject based on the ideXlab platform.
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SIGGRAPH Courses - An introduction to OpenGL programming
ACM SIGGRAPH 2013 Courses on - SIGGRAPH '13, 2013Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive, Computer graphics applications across all of the major Computer Operating Systems. Its uses range from creating applications for scientific visualizations to Computer-aided design, interactive gaming, and entertainment, and with each new version its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. While there have been numerous courses on OpenGL in the past, the recent revisions to the API have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing numerous techniques that can be implemented using OpenGL.
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Modern OpenGL programming
SIGGRAPH Asia 2011 Courses on - SA '11, 2011Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all major Computer Operating Systems. Its uses span from creating applications for scientific visualizations to Computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. OpenGL has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in OpenGL. An attendee of the course will be introduced to each of the shader stages in OpenGL, along with methods for specifying data to be used in rendering with OpenGL. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API -- culminating in OpenGL version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline, to introducing all of the latest shader stages.
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Introduction to modern openGL programming
ACM SIGGRAPH 2011 Courses on - SIGGRAPH '11, 2011Co-Authors: Edward Angel, Dave ShreinerAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all of the major Computer Operating Systems. Its applications range from creating Systems for scientific visualization to Computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing current methods for using the library. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API, culminating in OpenGL version 4.2, provide a wealth of new functionality and features for creation of ever-richer content. In recent years, OpenGL has undergone numerous updates that have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of those changes are the introduction of shader-based rendering, which has expanded to subsume almost all functionality in OpenGL, and the depracation of immediate-mode functions. Course attendees are introduced to each of the shader stages in OpenGL version 4.2, along with methods for specifying data to be used in rendering with OpenGL. The course begins with an overview of the complete OpenGL pipeline, introducing all the latest shader stages. Then it focuses on the shader-based pipeline, which requires an application to provide both a vertex shader and a fragment shader. It also includes an summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting.
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An introduction to OpenGL 4.0 programming: (Copyright restrictions prevent ACM from providing the full text for this article)
ACM SIGGRAPH ASIA 2010 Courses on - SA '10, 2010Co-Authors: Dave Shreiner, Edward AngelAbstract:OpenGL is the most widely available library for creating interactive Computer graphics applications across all of the major Computer Operating Systems. Its uses range from creating applications for scientific visualizations to Computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL with an emphasis on the most modern methods for using the library. OpenGL has undergone numerous updates in recent years, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering, which was introduced into the API many years ago, but has recently expanded to subsume almost all functionality in OpenGL. The course summarizes each of the shader stages in OpenGL version 4.0 and methods for specifying data to be used in rendering with OpenGL. While the annual SIGGRAPH conferences have presented numerous courses on OpenGL over the years, recent revisions to the API, culminating in OpenGL version 4.0, have provided a wealth of new functionality and features that enable creation of ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline to introducing all of the latest shader stages.