HDTenEightyP/NetNews huggingface dataset:
From: btbg1194@uxa.cso.uiuc.edu (Bradley T Banko)
Subject: Problems with 25 MHz Turbo Speed on AT Upgrade?
Organization: University of Illinois at Urbana
Date: Tue, 13 Oct 1992 06:22:56 GMT

Hi.  I upgraded an old AT machine with a 25 MHz 386sx motherboard, and
when I try to put the machine in "turbo" mode, it seems to have trouble
reading the ST225 20Mb hard drive (I said it was old! :-).

I am guessing that this is a common problem and that I have to get a 
new hard drive controller card.  Is that right?  Should that be *all* I
have to get to get the machine to work with turbo mode? (So I can get
the benefit of this faster processor and memory?)
What type of board do I have to get, and how will I know that it is
fast enough?

Thanks in advance for your comments.

Brad Banko

PS:  This machine also has a multi-function card and a DEPCA DECNET ethernet
card which I don't care if I can keep.  

-- 
Brad Banko;  Dept of Physics;  U of Illinois;  b-banko@uiuc.edu
=========================================================================
Tatiana Gutsu for President!                     73 de kb8cne @ n9lnq.il
From: tlilley@csugrad.cs.vt.edu (Tripp Lilley)
Newsgroups: comp.graphics
Subject: Re: COlor scanning on a B&W scanner ??
Date: 9 Oct 92 19:18:30 GMT
Organization: The MultiMedia Lab at Virginia Tech, Blacksburg, VA


  not all of them... most of the better flatbed BW/Greyscale scanners use
white light... 

- t.
-- 
 USES disclaim;                                                      |^^\/^^| 2
 Tripp Lilley   -- tlilley@csugrad.cs.vt.edu                         | |\/| |
 The MultiMedia Lab of the Colleges of Architecture and Engineering  |_|  |_|
 Virginia Polytechnic Institute and State University         (silly ASCII logo)
From: tlilley@csugrad.cs.vt.edu (Tripp Lilley)
Newsgroups: comp.graphics
Subject: Polaroid CI-5000 'overscan'
Date: 8 Oct 92 14:04:44 GMT
Organization: The MultiMedia Lab at Virginia Tech, Blacksburg, VA


  We have a Polaroid CI-5000 slide recorder.  Is it possible *at all* to tell
it to 'overscan' - so we can get at the *entire* frame?  or would this involve
creating our own back that slightly magnifies the image produced in the box?
Essentially, we want to have access to the sides of the frame so we can 
overlay an optical audio track... any thoughts?

  Also... any pointers to a bulk-35mm back for this thing?  So we can cut
down on the number of splices?  If not, any pointers to technical reference
documentation on the camera control port on the front?  (we're not above a 
hardware hack <g>)

  thanks...

- t.
-- 
 USES disclaim;                                                      |^^\/^^| 2
 Tripp Lilley   -- tlilley@csugrad.cs.vt.edu                         | |\/| |
 The MultiMedia Lab of the Colleges of Architecture and Engineering  |_|  |_|
 Virginia Polytechnic Institute and State University         (silly ASCII logo)
Newsgroups: comp.graphics,alt.binaries.pictures.utilities
From: ilya@kronecker.mit.edu (Ilya Zakharevich)
Subject: Re: Looking for gif/tiff/pcx/fax/.... converter
Summary: pbmplus for OS2
Organization: MIT Department of Mathematics
Date: Mon, 12 Oct 92 14:55:59 GMT

In article <1992Oct9.140707.13968@csc.ti.com> fritz@ra.csc.ti.com (Fritz Whittington) writes:
[A lot of useful advice deleted]
>
>32-bit versions of pbmplus, Gnu Emacs and the full development tolls
>from GNU FSF are available from ftp-os2.nmsu.edu.
>
>
>-- 
>Fritz Whittington Texas Instruments, P.O. Box 655474, MS 446 Dallas, TX 75265
>    Shipping address: 13510 North Central Expressway, MS 446 Dallas, TX 75243  
>fritz@csc.ti.com             Office: +1 214 995 0397     FAX: +1 214 995 6194
>Since I am not an official TI spokesperson, these opinions contain no spokes.


I couldnot find anything like pbmplus (even without the restriction on the
number-of-bitness) on hobbes. If you have better reference, please give it.

Thanks in advance, Ilya
Xref: sparky comp.graphics:10514 alt.graphics:378
From: cwm@Turing.ORG (Chris W. Morris)
Newsgroups: comp.graphics,alt.graphics
Subject: Re: scanning slides/negatives.
Keywords: slides,negatives,scanner,photostyler
Date: 13 Oct 92 01:39:30 GMT
Organization: The Turing Project, Charlottesville Virginia.


 I apologize for the blank message.. I have tried to scan negatives in a 
lite board through a piece of white paper.. with some success! It would take
a few tries to get a quality picture.. also having a dimmer controled light
helps!

Thanks for your interest,
Chris W. Morris
cwm@Turing.org 
---
--
From: dfr@usna.navy.mil (PROF D. Rogers (EAS FAC))
Newsgroups: comp.graphics
Subject: Re: Determining if a polygon is convex
Keywords: polygon, convex, area
Date: 15 Oct 92 00:55:56 GMT
Distribution: usa
Organization: U. S. Naval Academy

In article <1992Oct14.204921.22553@b11.b11.ingr.com! pff@pablo.b11.ingr.com (Pablo Fernicola) writes:
!Walk through all the vertices, taking the cross product between 
!the vectors that form the two adjacent edges.  If at any time the 
!normal (resulting from the cross product) "flips", pointing in the 
!opposite direction of the previous normal, the polygon is not convex.  
!As an added bonus, you can use the normal for your face culling too.

Ahh....someone who read the book! Hey guys this stuff is in all the
standard graphics books. Look in Foley & VanDam or Rogers,
Procedural Elements for Computer Graphics.

Dave Rogers
Newsgroups: comp.graphics
From: stgprao@st.unocal.COM (Richard Ottolini)
Subject: Re: Raster to Vector conversion software...
Organization: Unocal Corporation
Date: Thu, 8 Oct 1992 14:53:45 GMT

In article <1992Oct7.234644.20840@aurora.com> steve@aurora.com (Steve Anderson) writes:
>
>Who are some of the people doing raster->vector conversion software?
>
>(scan an image, output some kind of vector data like AutoCAD, etc.)
>
>I don't care about platforms, formats, etc., I'm looking for general
>information.

The Vision Understanding people sort of do this.
It helps if one has an a priori model of what expects to find in a scene.
For example architectual/drafting vectorizers want line finders and thinning
algorithms.  Lines meet in tees and corners.
Alternatively an airphoto vectorizer is looking for blobs of similar texture.
Natural areas will be roundish while cultural areas rectangular.
Text recognition still different algorithms and so on.
From: zhu@sgi.com (Benjamin Zhu)
Newsgroups: comp.graphics
Subject: Re: wierd polygons (was Re: Determining if a polygon is convex)
Date: 15 Oct 1992 01:35:44 GMT
Organization: Silicon Graphics, Inc.
NNTP-Posting-Host: graphack.asd.sgi.com

In article <19960@ector.cs.purdue.edu> bouma@cs.purdue.EDU (William J. Bouma) writes:
>
>In article <1992Oct14.174018.26387@kpc.com>, hollasch@kpc.com (Steve Hollasch) writes:
>|> fred@kpc.com (Fred Fisher) writes:
>|> > Does anyone know a nice quick way to determine if a polygon is convex?
>|> 
>|> zhu@sgi.com (Benjamin Zhu) writes:
>|> | 
>|> | (1) Throw away vertex ordering, and compute the convex hull of
>|> |     these vertices. If the computed convex hull is identical to the
>|> |     original polygon, the old polygon is convex. Otherwise, not!
>|> 
>|>                                                 0 _____ 3
>|>                                                   \   /
>|>                                                    \ /
>|>     This fails for a bow-tie polygon, i.e.:         X
>|>                                                    / \
>|>                                                   /   \
>|>                                                 2 ~~~~~ 1
>
>
>   This is true, but it is only useful in theory.  I have written a lot of
>   [stuffs deleted.]

	Wait a minute, do not people get it? I thought Reuel's argument
	could not be clearer. When you talk about convex polygons, you are
	not only concerned with vertex geometries, you are more interested
	in vertex connectivities on the hull. In this case, the bow-tie
	polygon has a convex hull 0213. Plain simple like that. How could
	you say it's identical to the original polygon?

	By the way, bow-tie quads are frequently seen-quads in practice.
	Quite a few people in academia do not know that.

	Ben


--
Benjamin Zhu             ;;; Priest of ucode and self-appointed bug terminator
Silicon Graphics, Inc.   ;;; ``Just call my name, I will be there.''
zhu@graphack.asd.sgi.com ;;; ``Projective geometry is all geometry.'' - Cayley
(415) 390-1187           ;;; ``Learn forever, young forever.'' - Anonymous
From: rky57514@uxa.cso.uiuc.edu (Tall Cool One )
Newsgroups: comp.graphics
Subject: Re: Unreal Demo!
Date: 13 Oct 92 16:03:03 GMT
Article-I.D.: news.Bw2Hx7.1H9
Organization: University of Illinois at Urbana

kpm8447@tesla.njit.edu writes:

>I just got a demo called "unreal" from Ultra Force or one of those
>Sweden, Finland, whoever groups.  This is the most impressive graphics
>demo for a 386 or 486.  My question is, how do they do it?  How do they
>get the routines to redraw so fast?  They animate a world in 3-d and
>fly by really quickly and it works!  Have any of these algorithms been
>implemented into virtual reality or other such 3-d graphics oriented
>programs?  Any info would be appreciated.
> - Thanks

>=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>Kirk Membry             ( * * * T H I S   S P A C E   F O R   R E N T * * * )

>kpm8447@tesla.njit.edu                                    kpm8447@teak.njit.edu
>kmembry@andromeda.rutgers.edu                             kpm8447@maple.njit.edu
>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-



Do you remember where this demo can be located??  An FTP site?
From: bouma@cs.purdue.EDU (William J. Bouma)
Newsgroups: comp.graphics
Subject: Re: wierd polygons (was Re: Determining if a polygon is convex)
Date: 15 Oct 92 21:16:05 GMT
Organization: Department of Computer Science, Purdue University


In article <1992Oct15.033528.1427@kpc.com>, hollasch@kpc.com (Steve Hollasch) writes:
|> 
|>     In computer graphics, the fabulous world of modeling is often separate
|> from the dirty world of rendering.  As a modeler, I have control over the
|> type of polygons I generate, and with little additional effort can USUALLY
|> generate nice, simple polygons (not self-intersecting, ordered vertices,

This may be true.  The reason I asked was because I never encounter these
messy polygons, and wondered if any particular application actually does so
on a regular basis.  Thank you for trying to accomodate me.  However, your
example application is one of the modeler creating the wierd polygons:

|>     I'm surprised that you seem to believe that a simple bow-tie polygon
|> would never arise in a real-world situation.  Let me share one.  Some of
|> the code I've worked with models torii with a quadrilateral tesselation.
|> All of these quadrilaterals should be nice and behaved, right?  Well, when
|> the user specifies a torus so fat that it intersects itself, you get
|> bow-tie polygons at the intersection "dimples".  I happened to _like_ the

It just sounds like your mesh generator is broken.  Does it really HAVE to
produce bow tie polygons in this case?  It seems merely a difference of 
opinion here.  You want to have the renderer take general polygons and thus
allow the surface modeler to produce whatever it wants.  I would write the
surface modeler to never create these junk polygons, so the rendering code
wouldn't have to bother looking for them.


|>     Would you propose outlawing reflection and mirror transformations also?

I am not sure how this follows?  I never propose to outlaw anything, (hey, I
am very liberal 8^).  I simply propose not to bring up the irrelevant.
-- 
Bill <bouma@cs.purdue.edu>
From: spl@pitstop.ucsd.edu (Steve Lamont)
Newsgroups: comp.graphics
Subject: Re: PHIGS Users Group Conference
Keywords: PHIGS
Date: 16 Oct 92 22:42:00 GMT
Organization: University of Calif., San Diego/Microscopy and Imaging Resource
NNTP-Posting-Host: pitstop.ucsd.edu

In article <Bw8H7L.9x1@news.iastate.edu> niko@iastate.edu (Nikolaus E Schuessler) writes:
>Could someone tell me (FMI) in a short post
>what PHIGS stands for? 

Piled High with Incomprehensible Gobbledygook Subroutines.

Well, okay. 

Programmer's Hierarchical Interactive Graphics System.  Really.  I'm
not making this up [tm Dave Barry].

							spl
-- 
Steve Lamont, SciViGuy -- (619) 534-7968 -- spl@szechuan.ucsd.edu
UCSD Microscopy and Imaging Resource/UCSD Med School/La Jolla, CA 92093-0608
"Twit twit twit/Jug jug jug jug jug jug/So rudely forc'd./Tereu"
                - T. S. Eliot, "The Waste Land," III. The Fire Sermon
Newsgroups: comp.graphics
From: gamg8733@uxa.cso.uiuc.edu (Gregory Alan Mendel)
Subject: Re: Nearest point on a line from a point. How do I do it in 3D?
Organization: University of Illinois at Urbana
Date: Sat, 10 Oct 1992 18:16:08 GMT

"peter shirley" <shirley@death.cs.indiana.edu> writes:

>One way to get the answer is to represent the line parametrically
>and then minimize disytance while varying the parameter.  If your
>line goes through (x0, y0, z0) and (x1, y1, z1) and your point
>is (xp, yp, zp), then the line is:

>	p = p0 + u(p1 - p0)

>or

>	x = x0 + u(x1 - x0)
>	y = y0 + u(y1 - y0)
>	z = z0 + u(z1 - z0)

>Distance squared from the point to the point on the line is:

>	D2 = (x - xp)^2 + (y - yp)^2 + (z - zp)^2

>Differentiate D2 with respect to u and set to zero.  This gives
>you a linear equation in u which you can solve.

>pete

I think the following would be more simple (especially if the line is
already in parametric form with a normalized direction vector.)

Calculate a unit vector parallel to the line, d: d = (p1 - p0)/|p1-p0|
Thus, your line can be represented as p = p0 + u*d

Then, the parameter u corresponding to the closest point on the line to
a point P is: uc = (P-p0) . d
(This is the dot product of the direction vector of the line and the vector
from the point P to the point p0)

The actual point can then be found by plugging uc into the parametric
line equation: pc = p0 + uc*d

					Greg

Newsgroups: comp.graphics
From: ileicht@jarthur.claremont.edu (Spiff)
Subject: Re: COlor scanning on a B&W scanner ??
Organization: Harvey Mudd College, Claremont, CA 91711
Date: Wed, 7 Oct 1992 19:41:14 GMT

That actually sounds like an interesting project. If it was my black
and white scanner, I might actually think of pursuing that. I am versed
in Linear Algebra.. although the color theory would probably prove to be
quite difficult.  I was hoping that there was already a software package
out there that would handle this. I imagine it could be possible to have
one generalyl written.  You would scan in somoe color like "pure" purple
through the three filters.. the program would then be able to compute the
coefficients of the filters from this then would do the linear algebra.

> I  measured  the fraction of red, green, and blue light transmitted by
> each   of  the  red,  green,  and  blue  filters.   

how did you do this?

You wouldn't happen to still have that old code lying around anywhere
do you?  This would be jsut for recreational scanning so if it wasn't
100% clean.. oh well...

Thanks for the response at the very least it was certainly enlightening.
From: ads@canon.co.uk (Adam Billyard)
Newsgroups: comp.graphics
Subject: Re: source code for wide lines
Date: 13 Oct 92 12:01:32 GMT
Reply-To: ads@canon.co.uk
Organization: Canon Research Centre Europe Ltd

ebina@void.uiuc.edu (Eric Bina) writes:


> IS anyone out there willing to post the source code to a wide line algorithm?
> 
> I've check through Graphics Gems, and can't find anything that takes two x,y
> points, and a line width, and fills in all the pixels to draw the wide line
> between them

If you just want to draw simple wide lines, just synthesise a 2D polygon from the 
end points and use a standard scanline polygon filler (Graphics Gems has one).

Or are you more concerned with the line quality issues (degeneracy etc)?

	adam
Newsgroups: comp.graphics
From: bryan@jeep (Madeleine Bryan)
Subject: Color Printer Recommendations
Keywords: Printer
Organization: Trident Data Systems
Date: Wed, 14 Oct 1992 21:40:17 GMT



Information on printers.........

I need reccommendations on COLOR printers that do the following:

1) Simulaneous Connection to UNIX and MAC (Ethernet TCPIP and Appletalk)
2) Lotsa Colors including Pantone ( I do not know alot on unix color )
3) Postscript Type I and II
4) Ability to increase memory (like over 8???)
5) Not alot of Cartrige changes from Black/White to Color but not alot 
   of Cartridge replacements either

Can some one reccomend brands / vendors in the LA area?
We have been looking at

  Tektronix PXi
  QMS 210
  NEC (no TCPIP???)
  ColorPoint ???
 
How does anyone feel about RasterOPs??? 
 

Newsgroups: comp.graphics,rec.arts.animation
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Wow!  Killer Bee
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 7 Oct 1992 19:43:43 GMT

I just went to see the San Diego Computer Animation Festival '92...
Locomotion, Knick Knack (both excellent), The Mind's Eye (computer
animation up to 1988), and the world premiere of Beyond the Mind's Eye
(computer animation since).

Anyhoo, there was one sequence in Beyond the Mind's Eye called Killer
Bee that just blew everyone away.  It consisted of an insect being
chased by a larger insect.  Anyhow, the animated stuff was of
excellent quality (especially the spider), but the real killer was the
background.  Lush vegitation, trees, dead logs, rivers, ponds, etc.,
looking so damned real, even on extreme closeup, that I actually
thought that they had superimposed the insects on actual footage for a
little while.  You could stick this stuff in a Discover channel
documentary on some forest and nobody would blink an eye.  I just
can't emphasize how real it looked - I was drooling.

It think it might have been done by Angel Studios here in San Diego,
so I'll call them and ask, but till then does anyone know anything
about this one?
-- 
The following statement is not true...
Newsgroups: comp.graphics
From: edd974y@nella6.cc.monash.edu.au (N.P. Green)
Subject: HELP: 3d bitmapping!!
Keywords: bitmap
Organization: Monash University, Melb., Australia.
Date: Tue, 13 Oct 1992 02:57:35 GMT

Hi, I am wondering if some kind soul can give me some info
on implementing and using 3d bitmap graphics (wolf3d kind of thing)
any code or examples would be very appreciated!!

Also is there a way to map bitmaps onto polygons (non rectangles)
I suspect this is related to the above.

Thanks 

Nathan Green
edd974y@nella1.cc.monash.edu.au
Newsgroups: comp.graphics,comp.graphics.visualization,fido7.graphics
From:  dvj@lab2.phys.lgu.spb.su (Vladimir J. Dmitriev)
Subject: nonfractal tree-simple random 3d process
Reply-To: dvj@lab2.phys.lgu.spb.su
Organization: University of St-Petersburg, 2-nd Physics Laboratory.
Date: Fri, 9 Oct 1992 10:22:09 GMT
Keywords: visualization

TREE.GIF is available on conference alt.binaries.pictures.
This image is an attempt to visualize random 3d process :)
and was built by  epiGRAF package
for scientific graphics  and visualization on PC-s.
Format GIF87a     640x480 16 colors.
--
From: hollasch@kpc.com (Steve Hollasch)
Subject: Re: Determining if a polygon is convex
Summary: Why I like cut & paste for article followups...
Organization: Kubota Pacific Computer, Inc.
Date: Thu, 15 Oct 1992 06:49:57 GMT

sloan@cis.uab.edu (Kenneth Sloan) writes:
| 0)Assume that you have the subroutine:
| 
|     RightTurn(A,B,C)
| 
| which returns TRUE iff the path A->B->C describes a strict right turn, 
| and returns FALSE if the path A->B->C describes a left turn, or if the
| points are colinear.
| 
| 1)Assume that your polygon is represented as: P = (P[0], P[1], ..., P[n-1]).
| 
| 2)Assume that you know that the polygon vertices are given in
|   counter-clockwise order (that is, convex vertices turn to the LEFT.
|   [This assumption will be removed later, if necessary]
| 
| 3)CONVEX(P) == for(i=0;i<n;i++)
|                 if (RightTurn(P[i],P[(i+1)%n],P[(i+2)%n]) return FALSE;
|                for(i=2;i<n;i++)
|                 if (RightTurn(P[0],P[(i+1)%n],P[(i+2)%n]) return FALSE; 
|                return TRUE;
| 
| Looks O(n) to me.
| 
| Proof of correctness is left as an exercise.

    Counterexample provided in lieu of proof.

    Consider AGAIN the following polygon:

      3 ________ 2      0-1 (left) 2 (left) 3 (left) 4 (left) 5 (left) 0 ...
        \       |        
         \   5  |       NOTE:  This polygon was included in the original
          \ /|  |              post (over 20 articles ago).  It is a
           X |  |              particularly NASTY polygon - it has big
          / \|  |              wicked fangs and eats rendering weenies
         /   4  |              like you & I for breakfast.  If your method
        /       |              uses dot or cross products, and appears to
      0 ~~~~~~~~ 1             be O(n), check it on this baby first.

______________________________________________________________________________
Steve Hollasch                                   Kubota Pacific Computer, Inc.
hollasch@kpc.com                                 Santa Clara, California
From: killoran@ll.mit.edu (Mike Killoran)
Newsgroups: comp.graphics
Subject: Needed: World population w.r.t. distance from coast
Date: 9 Oct 92 20:32:07 GMT
Reply-To: killoran@ll.mit.edu (Mike Killoran)
Organization: group_102
Originator: killoran@ll.mit.edu (Mike Killoran)


Hi,

I'm looking for some world population information, preferably
both graphic and numerical.  I need to know how many people
live within X miles of the coast all over the world.  I have
a National Geographic map showing in color populaton density
(four different colors showing inhabitants/square kilometer).
But getting accurate numbers from this would be difficult.
The ranges are:

< 1
1 - 10
10 - 100
over 100

This just isn't accurate enough.  I would like to know within
about 5%.

Does ANYONE know where this type of data could be found?  I 
know it must be somewhere!  Lastly, I'm in a hurry.  Worst 
case I'll make an estimate from my map, but if any one has
ideas, send them via e-mail to killoran@ll.mit.edu.

Thanks for any/all help!

Mike Killoran
killoran@ll.mit.edu
Newsgroups: comp.graphics