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Art 1

Art 2. Art 3. The BLT Toolkit. PNG (Portable Network Graphics) Home Site. If you're using a Windows version of Netscape Navigator and want to print this page (and still be able to read it), click on the png-printable link at the very bottom of this page.

PNG (Portable Network Graphics) Home Site

An Open, Extensible Image Format with Lossless Compression (Not Related to Papua New Guinea, the Pawnee National Grassland, the Professional Numismatists Guild or the "Pack 'N' Go" format) This Is a Photoshop and It Blew My Mind - Photosketch - Gizmodo. Abstract Fonts - 12,771 Free Fonts. Canvas tutorial - MDC. <canvas> is a HTML element which can be used to draw graphics using scripting (usually JavaScript).

Canvas tutorial - MDC

This can, for instance, be used to draw graphs, make photo composition or simple (and not so simple) animations. The images on the right show examples of implementations <canvas> which they will be in the future in this tutorial. Web Development, JavaScripts for Download. DHTML: Draw Line, Ellipse, Oval, Circle, Polyline, Polygon, Tria. 3d graphics in JavaScript. Andrew Winter&#039;s Homepage. Evolved Virtual Creature. Ray tracer language comparison. OpenGL Programming Guide (Addison-Wesley P. OpenGL Programming Guide or 'The Red Book' About This Guide Chapter 1: Introduction to OpenGL Chapter 2: Drawing Geometric Objects Chapter 3: Viewing Chapter 4: Display Lists Chapter 5: Color Chapter 6: Lighting Chapter 7: Blending, Antialiasing, and Fog Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images Chapter 9: Texture Mapping Chapter 10: The Framebuffer Chapter 11: Evaluators and NURBS Chapter 12: Selection and Feedback Chapter 13: Now That You Know Appendix A: Order of Operations Appendix B: OpenGL State Variables Appendix C: The OpenGL Utility Library Appendix D: The OpenGL Extension to the X Window System Appendix E: The OpenGL Programming Guide Auxiliary Library Appendix F: Calculating Normal Vectors Appendix G: Homogeneous Coordinates and Transformation Matrices Appendix H: Programming Tips Appendix I: OpenGL Invariance Appendix J: Color Plates Glossary (not included in this version) This easily downloadable version was compiled by UnreaL with help by AsKewl.

OpenGL Programming Guide (Addison-Wesley P

Michael Abrashs Graphics Programming Black. Skin Shading. Overview The idea to this painting came when I sat down with my notebook in my sofa one evening, and tried to come up with something that was both upclose and personal, yet touched on larger issues, such as affairs of state.

Skin Shading

Preferrably involving only two people, because I find that can often be more intense. A royal assassination, I thought, and since I like Fantasy, it became an idea of two fairy sisters, one of them Queen, and a serious case of sibling jealousy. Scythe Wolf Tutorial. This painting was time-consuming and a lot of hard work.

Scythe Wolf Tutorial

I made sure to save every step so you can all share the pain I went through. I start with a sketch in Photoshop--no particular reason. I can draw in both Photoshop and Painter. I lay down some basic colors to estabish the overall color palette. The drawing is kept on a Multiply layer in Photoshop. Robert Chang - Digital Illustrator.

This one was done 50% in Photoshop and 50% in Painter.

Robert Chang - Digital Illustrator

I just kept both applications open and switched between the two when I felt necessary. I was never a fan of Painter, but I've always wanted to get to know it better. After this painting, I feel more comfortable with it, and should be using it as much as I use Photoshop from now on. User manual for Netpbm. Updated: 31 January 2014 Overview Of Netpbm Netpbm is a package of graphics programs and a programming library.

User manual for Netpbm

There are over 220 separate programs in the package, most of which have "pbm", "pgm", "ppm", "pam", or "pnm" in their names. For example, pamscale and giftopnm. For example, you might use pamscale to shrink an image by 10%. Documentation - Fast Light Toolkit (FLTK) 199. Abstract About 3.5 billion years ago the first multi-cellular life-forms emerged.


Individual cells that once competed directly against one another formed alliances. This allowed cells to specialize creating highly complex mechanisms such as neural networks and muscle fibers. Karl Sims: Artifical Evolution for Compute. Song Hye Kyo, Max Edwin Wahyudi ( Title: Song Hye Kyo Name: Max Edwin Wahyudi Country: Indonesia Software: 3ds max, ZBrush This is a rendering of SongHyeKyo, the Korean actress. I did this one as a challange from my friends, and also because she is my favourite actress. So, making the head accurate was the most important one for me. I made her smile just for fun, but it turned out to be a very difficult process.

Song Hye Kyo, Korean Actress (WIP. Wow, she's really getting the likeness!

Song Hye Kyo, Korean Actress (WIP

Keep it up, it's looking great. you asked for some advice on the shader setup. from my meager understanding, i will try to give you a couple pointers. first, don't try to simulate the skin, try to mimick it. that is, the skin shader isn't an exact simulation, it fakes a lot of things, so it's not going to be "accurate. " that's one of the biggest hurdles to get over, theory-wise, i think. second, figure out what kind of lighting you're going to want to use. this is going to play a major part in how the final render looks, and what kind of input the shader is going to require. for instance, in your last update, render 1 is approximately the right light color. render 2 i think is a tad too white and not quite cool enough, and render 3 is substantially warmer, from what i can see of the rest of the image. different light colors, intensities, and positions are going to affect the shader differently.

Papers by John C. Hart. RBF Dipole Surface Evolution Yuntao Jia, Xinlai Ni, Eric Lorimer, Michael Mullan, Ross Whitaker, John C. Hart Proc. Shape Modeling International, June 2010. C++ vs OCaml: Ray tracer comparison. Welcome to The Computer Graphics Society. Karl Sims home page. Deformation Transfer for Triangle Meshe. Robert W.

Deformation Transfer for Triangle Meshe

Sumner Jovan Popović Abstract: Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have identical connectivity. The user builds a correspondence map between the triangles of the source and those of the target by specifying a small set of vertex markers.

Deformation transfer computes the set of transformations induced by the deformation of the source mesh, maps the transformations through the correspondence from the source to the target, and solves an optimization problem to consistently apply the transformations to the target shape. POV-Ray - The Persistence of Vision Raytra. Algorithmic Botany: Publication.