The Experts below are selected from a list of 150 Experts worldwide ranked by ideXlab platform
Colares, Adolfo Francesco De Oliveira - One of the best experts on this subject based on the ideXlab platform.
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Desenvolvimento de Interface gráfica como suporte para soluções numéricas das equações de Maxwell em coordenadas gerais – 3D
Programa de Pós-Graduação em Engenharia Elétrica, 2011Co-Authors: Colares, Adolfo Francesco De OliveiraAbstract:In this work, we have implemented a graphical user interface (GUI) by using the Nokia Qt library (version 3.0). The interface is designed to simplify the creation of scenarios for executing parallel E.M. Simulations by using the numerical technique Local Non-Orthogonal Finite Difference Time-Domain (LN-FDTD) method, applied to solve Maxwell's equations. The simulator was developed by using the C programming language and parallelized by using threads. This way, the pthread library was employed. The 3D visualization of the scenario and of the corresponding mesh to be simulated is performed by a specially developed program based on the Opengl Specification. In order to improve the development and to achieve the goals of computational design, we have used concepts of software engineering, such as the process model for software prototyping. Depriving the user to interact directly with the source code of the simulation program, the probability of human errors while performing the constructing process of scenarios is minimized. In order to demonstrate the operation of the developed tool, a study regarding lightning-induced voltages on low voltage lines with catenaries is performed. Induced voltages inside a small building (a residence) are also studied.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorNeste trabalho, é implementada uma interface gráfica de usuários (GUI) usando a ferramenta Qt da Nokia (versão 3.0). A interface visa simplificar a criação de cenários para a realização de simulações paralelas usando a técnica numérica Local Nonorthogonal Finite Difference Time-Domain (LN-FDTD), aplicada para solucionar as equações de Maxwell. O simulador foi desenvolvido usando a linguagem de programação C e paralelizado utilizando threads. Para isto, a biblioteca pthread foi empregada. A visualização 3D do cenário a ser simulado (e da malha) é realizada por um programa especialmente desenvolvido que utiliza a biblioteca Opengl. Para melhorar o desenvolvimento e alcançar os objetivos do projeto computacional, foram utilizados conceitos da Engenharia de Software, tais como o modelo de processo de software por prototipagem. Ao privar o usuário de interagir diretamente com o código-fonte da simulação, a probabilidade de ocorrência de erros humanos durante o processo de construção de cenários é minimizada. Para demonstrar o funcionamento da ferramenta desenvolvida, foi realizado um estudo relativo ao efeito de flechas em linhas de baixa tensão nas tensões transitórias induzidas nas mesmas por descargas atmosféricas. As tensões induzidas nas tomadas da edificação também são estudadas
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Desenvolvimento de Interface gráfica como suporte para soluções numéricas das equações de Maxwell em coordenadas gerais – 3D
2011Co-Authors: Colares, Adolfo Francesco De OliveiraAbstract:Neste trabalho, é implementada uma interface gráfica de usuários (GUI) usando a ferramenta Qt da Nokia (versão 3.0). A interface visa simplificar a criação de cenários para a realização de simulações paralelas usando a técnica numérica Local Nonorthogonal Finite Difference Time-Domain (LN-FDTD), aplicada para solucionar as equações de Maxwell. O simulador foi desenvolvido usando a linguagem de programação C e paralelizado utilizando threads. Para isto, a biblioteca pthread foi empregada. A visualização 3D do cenário a ser simulado (e da malha) é realizada por um programa especialmente desenvolvido que utiliza a biblioteca Opengl. Para melhorar o desenvolvimento e alcançar os objetivos do projeto computacional, foram utilizados conceitos da Engenharia de Software, tais como o modelo de processo de software por prototipagem. Ao privar o usuário de interagir diretamente com o código-fonte da simulação, a probabilidade de ocorrência de erros humanos durante o processo de construção de cenários é minimizada. Para demonstrar o funcionamento da ferramenta desenvolvida, foi realizado um estudo relativo ao efeito de flechas em linhas de baixa tensão nas tensões transitórias induzidas nas mesmas por descargas atmosféricas. As tensões induzidas nas tomadas da edificação também são estudadas.ABSTRACT: In this work, we have implemented a graphical user interface (GUI) by using the Nokia Qt library (version 3.0). The interface is designed to simplify the creation of scenarios for executing parallel E.M. Simulations by using the numerical technique Local Non-Orthogonal Finite Difference Time-Domain (LN-FDTD) method, applied to solve Maxwell's equations. The simulator was developed by using the C programming language and parallelized by using threads. This way, the pthread library was employed. The 3D visualization of the scenario and of the corresponding mesh to be simulated is performed by a specially developed program based on the Opengl Specification. In order to improve the development and to achieve the goals of computational design, we have used concepts of software engineering, such as the process model for software prototyping. Depriving the user to interact directly with the source code of the simulation program, the probability of human errors while performing the constructing process of scenarios is minimized. In order to demonstrate the operation of the developed tool, a study regarding lightning-induced voltages on low voltage lines with catenaries is performed. Induced voltages inside a small building (a residence) are also studied
George S Carson - One of the best experts on this subject based on the ideXlab platform.
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standards pipeline the Opengl Specification
International Conference on Computer Graphics and Interactive Techniques, 1997Co-Authors: George S CarsonAbstract:This is the first in a series of Standards Pipeline articles concerning important "de-facto" or "public" Specifications rather than formal standards. Paula Womack and John Schimpf of SGI contributed the material on which this article is based.
A. Robison - One of the best experts on this subject based on the ideXlab platform.
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RTSL: a Ray Tracing Shading Language
2008Co-Authors: Steven G. Parker, Solomon Boulos, J. Bigler, A. RobisonAbstract:images were rendererd with the Manta interactive ray tracer (left) and the batch Monte Carlo renderer Galileo (right). We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called “ray tracing shading language ” (RTSL), builds on the GLSL language that is a part of the Opengl Specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packetbased SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.
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RTSL: a Ray Tracing Shading Language
2007 IEEE Symposium on Interactive Ray Tracing, 2007Co-Authors: Steven G. Parker, Solomon Boulos, J. Bigler, A. RobisonAbstract:We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called ldquoray tracing shading languagerdquo (RTSL), builds on the GLSL language that is a part of the Opengl Specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packet- based SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.
Steven G. Parker - One of the best experts on this subject based on the ideXlab platform.
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RTSL: a Ray Tracing Shading Language
2008Co-Authors: Steven G. Parker, Solomon Boulos, J. Bigler, A. RobisonAbstract:images were rendererd with the Manta interactive ray tracer (left) and the batch Monte Carlo renderer Galileo (right). We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called “ray tracing shading language ” (RTSL), builds on the GLSL language that is a part of the Opengl Specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packetbased SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.
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RTSL: a Ray Tracing Shading Language
2007 IEEE Symposium on Interactive Ray Tracing, 2007Co-Authors: Steven G. Parker, Solomon Boulos, J. Bigler, A. RobisonAbstract:We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called ldquoray tracing shading languagerdquo (RTSL), builds on the GLSL language that is a part of the Opengl Specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packet- based SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.
Staněk Jan - One of the best experts on this subject based on the ideXlab platform.
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GUI Library on SDL2 Platform Designed for Games
Vysoké učení technické v Brně. Fakulta informačních technologií, 2015Co-Authors: Staněk JanAbstract:This thesis examines the graphical user interfaces in computer games as a medium for communication between the user and the application. Then it describes the design and implementation of generic user interface using the SDL2 platform and the Opengl Specification
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GUI Library on SDL2 Platform Designed for Games
Vysoké učení technické v Brně. Fakulta informačních technologií, 2015Co-Authors: Staněk JanAbstract:Tato práce se zabývá grafickými uživatelskými rozhraními v počítačových hrách jako prostředky pro komunikaci mezi uživatelem a aplikací. Dále se věnuje návrhu a implementaci obecného uživatelského rozhraní postaveného na platformě SDL2 a rozhraní Opengl.This thesis examines the graphical user interfaces in computer games as a medium for communication between the user and the application. Then it describes the design and implementation of generic user interface using the SDL2 platform and the Opengl Specification.