Digital geometry | Computer graphics data structures
In computer graphics and digital photography, a raster graphic represents a two-dimensional picture as a rectangular matrix or grid of square pixels, viewable via a computer display, paper, or other display medium. A raster is technically characterized by the width and height of the image in pixels and by the number of bits per pixel. Raster images are stored in image files with varying dissemination, production, generation, and acquisition formats. The printing and prepress industries know raster graphics as contones (from continuous tones). In contrast, line art is usually implemented as vector graphics in digital systems. Many raster manipulations map directly onto the mathematical formalisms of linear algebra, where mathematical objects of matrix structure are of central concern. (Wikipedia).
Texture Mapping & Polygon Rasterizing Tutorial (2/2) [C++20]
Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable GPUs were a thing, they were rendered using nothing but software. How was that achieved? Let’s explore an easy and intuitive method. We create an extensible 3D polygon rasterizer using not
From playlist 3D Rendering Tutorial
The Math Behind Font Rasterization | How it Works
#SoME Join the Discord: https://discord.gg/4tHeAkxNg7 If you have ever wondered how a font is rasterized, look no further. In this video I go into depth about the necessity for font rasterization, the math behind it, and how we convert the math to pixels on the screen. I also go over how
From playlist Summer of Math Exposition Youtube Videos
Pacific Northwest Scala 2013 Functional Raster Image Processing in Scala by Stephen Judkins
Most existing image processing libraries feature clumsy imperative interfaces to complicated mutable data structures. Here, we will show how raster graphics can be represented using simple functions and data structures and how a new library helps bridge the gap to real-world image formats.
From playlist Pacific Northwest Scala 2013
Texture Mapping & Polygon Rasterizing Tutorial (1/2) [C++20]
Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable GPUs were a thing, they were rendered using nothing but software. How was that achieved? Let’s explore an easy and intuitive method. We create an extensible 3D polygon rasterizer using not
From playlist Programming
Details of the triangle rasterization process. Not essential for the rest of the series. (revision of an earlier video: some restructuring and narration fixes)
From playlist OpenGL
If you are interested in learning more about this topic, please visit http://www.gcflearnfree.org/ to view the entire tutorial on our website. It includes instructional text, informational graphics, examples, and even interactives for you to practice and apply what you've learned.
From playlist Photoshop
C Programming Writing in Color
Having color output to the console on your C programs can be very useful in heighlighting to the user diffent elements that they should read. This is easily manged in C on the Raspberry Pi and other LInux systems and we step you through this in the video, We also look at simple functions t
From playlist Raspberry Pi
If you are interested in learning more about this topic, please visit http://www.gcflearnfree.org/ to view the entire tutorial on our website. It includes instructional text, informational graphics, examples, and even interactives for you to practice and apply what you've learned.
From playlist Photoshop
The Basics Of Digital Illustration
Have ever wondered how digital illustrations are made? This video explains the basics. Help us keep making videos by supporting us in https://www.patreon.com/MinuteEarth We try to leave jargon out of our videos, but if you want to learn more about this topic, here are some handy keywords
From playlist MinuteEarth
Live CEOing Ep 304: High-Resolution Displays in Wolfram Language
Watch Stephen Wolfram and teams of developers in a live, working, language design meeting. This episode is about High-Resolution Displays in the Wolfram Language.
From playlist Behind the Scenes in Real-Life Software Design
Lecture 08: Depth and Transparency (CMU 15-462/662)
Full playlist: https://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E Course information: http://15462.courses.cs.cmu.edu/
From playlist Computer Graphics (CMU 15-462/662)
Live CEOing Ep 629: Language Design in Wolfram Language [GeoRaster, Plot Outliers & CompassPoint]
In this episode of Live CEOing, Stephen Wolfram discusses upcoming improvements and features to the Wolfram Language. If you'd like to contribute to the discussion in future episodes, you can participate through this YouTube channel or through the official Twitch channel of Stephen Wolfram
From playlist Behind the Scenes in Real-Life Software Design
Lecture 04: Drawing a Triangle and an Intro to Sampling (CMU 15-462/662)
Full playlist: https://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E Course information: http://15462.courses.cs.cmu.edu/
From playlist Computer Graphics (CMU 15-462/662)
Lecture 01: Course Overview (CMU 15-462/662)
Full playlist: https://www.youtube.com/playlist?list=PL9_jI1bdZmz2emSh0UQ5iOdT2xRHFHL7E Course information: http://15462.courses.cs.cmu.edu/
From playlist Computer Graphics (CMU 15-462/662)
Live CEOing Ep 475: Language Design in Wolfram Language [GeoRaster]
In this episode of Live CEOing, Stephen Wolfram discusses upcoming improvements and features to the Wolfram Language. If you'd like to contribute to the discussion in future episodes, you can participate through this YouTube channel or through the official Twitch channel of Stephen Wolfram
From playlist Behind the Scenes in Real-Life Software Design
Working with Images and Notebooks on Your Hi-Res Display
This talk features Ian Hojnicki giving a brief overview of resolution independence and our support for it in Wolfram Language 12.1's user interface. Also discussed are some common issues that come up and how to go about fixing them.
From playlist Wolfram Technology Conference 2020
2D Graphics with the HTML Canvas - part 1 of 5
Part of a larger series on programming. Visit http://codeschool.org
From playlist 2D Graphics with the HTML Canvas
Building Wolfram Cloud APIs to JS Frontends and Serverless Backends (Part 3)
Mitch Stonehocker discusses making dynamic image APIs with WC for JS front-ends.
From playlist Building Cloud APIs with Mitchell Stonehocker
More videos like this online at http://www.theurbanpenguin.com A quick tour of the components and IO ports of the Raspberry Pi
From playlist Raspberry Pi
Live CEOing Ep 277: Image, Video & Import/Export Features for WL 12.1
Watch Stephen Wolfram and teams of developers in a live, working, language design meeting. This episode is about Image, Video & Import/Export Features for WL 12.1.
From playlist Behind the Scenes in Real-Life Software Design