HDTenEightyP/NetNews huggingface dataset:
From: ko_mike@jhunix.hcf.jhu.edu (Michael Y Ko)
Newsgroups: comp.graphics
Subject: JPEG and VGA planes
Date: 24 Jan 1993 01:00:27 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
NNTP-Posting-Host: jhunix.hcf.jhu.edu


What are the maximum and normal number of colors for a JPEG graphic?
I know usually the GIF run up to 256.

Also, has anyone ever heard of a program that is allows manipulation of the
vga graphic planes to have more than 256 colors at once?

For example, of the four planes, make three of the planes carry colors
of different intensities. This allows, three planes of 64 levels of colors
each. Because, these planes are switched back and forth, it would appear
that a level of 64, would only be 1/3 or 1/4 of that brightness. So
to have the brightest red, you would need 64 for all three (or four) planes.
Therefore, you would be able to divide the levels of color intensities
even greater than 64 up to 64*3 or 192. So, you could ineffect have
not 262144 different colors, but 192*192*192 or over 7 million with three
planes. With four planes, (64*4)*(64*4)*(64*4) or over 16 million. (Sounds
like 24bit graphics...)
From: orourke@sophia.smith.edu (Joseph O'Rourke)
Newsgroups: comp.graphics.research
Subject: Re: Clipping point generation
Date: 20 Jan 93 23:17:26 GMT
Organization: Smith College, Northampton, MA, US
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu

In article <11757@sun13.scri.fsu.edu> 
	danielbt@cs.curtin.edu.au (Brett Daniel) writes:
>erich@eye.com (Eric Haines) writes:
>
>>Assume you're clipping a 3D polygon to the six frustum clipping planes.  The
>>question I have is, given a polygon with n vertices, what is the maximum
>>number of vertices which can exist after clipping?
>
>Can you describe a convex polygon that intersects all six clipping planes?
>I can only think of a 3D convex polygon intersecting a maximum of four planes.

	Certainly one polygon can intersect all six planes. Imagine
a very large triangle slicing through a cube so that the triangle is
orthogonal to a long diagonal of the cube.  Then the intersection is
a hexagon, with one edge on each of the six faces.
	In this instance, we go from n = 3 to n+3 = 6.

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From: ads@canon.co.uk (Adam Billyard)
Newsgroups: comp.graphics.research
Subject: Re: Clipping point generation
Date: 20 Jan 93 23:17:42 GMT
Reply-To: ads@canon.co.uk
Organization: Canon Research Centre Europe Ltd
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu

danielbt@cs.curtin.edu.au (Brett Daniel) writes:

> Can you describe a convex polygon that intersects all six clipping planes?
> I can only think of a 3D convex polygon intersecting a maximum of four planes.
> Unless you count the polygon intersecting with the edges and corners 
> of the clipping planes. But even in this case one point would be clipped away
> and only two vertices added.

Its quite possible to cut all 6 planes; imagine a plane that cuts the
parallelpipe in a bit like the way the ribbons on a christmas present
might be arranged.  I mean the ones that are wrapped in a shop..  The
plane cuts through the corner of the top face and continues to the
diagonally opposite corner cutting the bottom face in a similar manner. 

  i.e.
                ----------------
                \               \
                |\               \
                | \               \
                |  \              /\
                |   \            /  \
                |    ---------==-----
                |    |   ===        |
                |====|===           |
                \    |              |
                 \   |              |
                  \  |              |
                   \ |              |
                    \----------------

[Cube rendered with backface culling=ON, edges=ON, projection type=PARALLEL and
 14 area light sources]

	Adam

-------------
Adam Billyard, Graphics Division,
Canon Research Centre Europe,
17/20 Frederick Sanger Rd, Surrey Research Park, Guildford, Surrey, GU25YD, UK.
ads@canon.co.uk, ads@canon.uucp, ..!ukc!canon!ads
Tel: +44 (0) 483 574325 Fax: +44 (0) 483 574360
 



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Guy, John R. Murray   <> Administrivia to: graphics-request@scri1.scri.fsu.edu
From: m@jacobi.biology.YALE.EDU (mark mccallum)
Newsgroups: comp.graphics.research
Subject: Patent on Marching Cubes?
Date: 29 Jan 93 03:18:04 GMT
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu


I am attempting to find out if the marching cubes alg. is patented.
I have a client that would like to use it in a commerical piece.

thanks for any help,
mark

[ Moderator's Note: Yes, there is a software patent on the technique used in
the original Marching Cubes paper. I am not sure who holds it. There are other
isosurface routines that have similar results or are improvements on MC,
but I don't have references handy. I will try with difficulty to restrain
myself from commenting on the effectiveness and worth of software patents
in general. - JRM ]

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Guy, John R. Murray   <> Administrivia to: graphics-request@scri1.scri.fsu.edu
From: spencer@med.umich.edu (Spencer W. Thomas)
Newsgroups: comp.graphics.research
Subject: Re: Clipping point generation
Date: 20 Jan 93 23:17:33 GMT
Organization: University of Michigan
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu

Here's a sketch of a proof that the upper bound is 2N+4:

A concave polygon P has Nx convex vertices and Nv concave vertices,
where Nx >= (N+1)/2 and Nv<Nx.  (For N even, Nv <= Nx-2.)

A concave vertex flanked by two convex vertices can contribute 4
vertices to the clipped polygon when all three vertices lie outside
the clipping region.

6 more vertices can be introduced by clipping the convex hull of the
polygon against the clipping region.

For even N, the maximum number of concave vertices is N/2 - 1, so the
number of clipped vertices from concave vertices is 
	4*(N/2 - 1) = 2N - 2.
Adding the 6 from the convex hull yields 2N + 4.

For odd N, the largest number of concave vertices that can be flanked
by convex vertices on both sides is (N-1)/2 - 1, so the total becomes
	4*((N-1)/2 - 1) + 6 (+ 1) = 2N-3 + 6 (+ 1) = 2N + 3 (+ 1)
The (+ 1) in parentheses is potentially contributed by the "extra"
convex vertex, if it is inside the clipping region, again yielding a
maximum of 2N+4.

A more careful analysis would count the contribution by edges
according to classification of their endpoints, but I am convinced
that the result would be the same.

Of course, I'm equally happy to be proved wrong.

--
=Spencer W. Thomas 		|  Info Tech and Networking, B1911 CFOB, 0704
   "Genome Informatician"	|  Univ of Michigan, Ann Arbor, MI 48109
Spencer.W.Thomas@med.umich.edu	|  313-747-2778, FAX 313-764-4133

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Guy, John R. Murray   <> Administrivia to: graphics-request@scri1.scri.fsu.edu
From: wrf@ecse.rpi.edu (Wm Randolph Franklin)
Newsgroups: comp.graphics.research
Subject: Re: Clipping point generation
Date: 20 Jan 93 23:17:37 GMT
Organization: Rensselaer Polytechnic Institute, Troy, NY
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu


In article <11757@sun13.scri.fsu.edu> on 19 Jan 93 15:17:41 GMT,
danielbt@cs.curtin.edu.au (Brett Daniel) writes:

  > Can you describe a convex polygon that intersects all six clipping planes?

Let the clipping polyhedron be the cube with grand diagonal (0,0,0) to
(1,1,1).  The plane x+y+z=3/2 should intersect all 6 faces, if I've done
my math right.  The intersection polygon is a hexagon. Make your
clippable polygon a hexagon in that plane with a vertex just outside
each clip plane, i.e rotated 30 degrees wrt the intersection polygon.
Clipping the clippable polygon should make a dodecagon.

-- 
---------------------
Wm. Randolph Franklin,  wrf@ecse.rpi.edu, (518) 276-6077;  Fax: -6261
ECSE Dept., 6026 JEC, Rensselaer Polytechnic Inst, Troy NY, 12180 USA

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From: jean-pierre.dussault@dmi.usherb.ca (Jean-Pierre Dussault)
Newsgroups: comp.graphics.research
Subject: Re: Help wanted with 3-D Voronoi/Delaunay Tessal
Date: 26 Jan 93 21:35:54 GMT
Reply-To: jean-pierre.dussault@dmi.usherb.ca
Organization: Universite de Sherbrooke -- Dept. De Mathematiques et D'Informatique
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu

I think that you cannot hope for better than O(n*n) for 3-D Voronoi diagrams. 
I think there is an example in some paper by Shamos showing that the diagram consists of
O(n*n) elements


Jean-Pierre Dussault
D.M.I.
Universite de Sherbrooke


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From: jamison@yuma.ACNS.ColoState.EDU (Jamie Gulden)
Newsgroups: comp.graphics.research
Subject: Re: Help wanted with 3-D Voronoi/Delaunay Tessalations...
Date: 21 Jan 93 00:17:25 GMT
Organization: Colorado State University, Fort Collins, CO  80523
X-Submissions-To: graphics@scri1.scri.fsu.edu
X-Administrivia-To: graphics-request@scri1.scri.fsu.edu

In article <11727@sun13.scri.fsu.edu> t.parsons@ic.ac.uk writes:
>I need to do 3-D grid generation work, and in particular, I
>would like to use 3-D voronoi diagrams as the basis for my grids,
>having achieved success using 2-D voronoi diagrams for 2-D grid
>generation. Can anyone help? I have read several 'general' papers
>on the topic, but I really need a good O(nlogn) algorithm, and
>code would be great! 
>
A good survey was in ACM Computing Reviews sometime in the last
year or so.  It listed most voronoi and delaunay (sp?) algorithms
and there O() requirements.  Check it out.


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Newsgroups: comp.graphics
From: jbs@en.ecn.purdue.edu (Jeff Sponaugle)
Subject: Conversion of Autocad 12 Files to NY raytracing format.
Organization: Purdue University Engineering Computer Network
Date: Sat, 23 Jan 93 05:50:20 GMT

	I am trying to convert a scene of objects drawn in Autocad 12
to a format that I can use in one of the public raytracers. (POV, DKB,
Rayshade, Vort.. or any others..).  I have tried the DXF2DKB off of
garbo, but it does not do polylines, which is what most of the file is.
The scene is about 3 MB in DXF form, so it is quite large. Computation
time for conversion or rendering is not important.  What can I do with 
CSG output of Autocad? (Documentation not much help on this..)

Any ideas?  I will post a summary if possible..

Thanks!

Jeff Sponaugle

=================================================================
Jeff Sponaugle                      Purdue University
246 S. Salisbury #3                 Engineering Computer Network
West Lafayette, IN 47906            MSEE 104
(317) 743-7355                      (317) 494-3106 
Internet: jbs@ecn.purdue.edu        MSEE SB50:494-6106 
=================================================================
Newsgroups: comp.graphics
From: martin@kih.no (martin fjeld-kraugerud)
Subject: pcx.doc, error in file
Keywords: pcx, error
Organization: Kongsberg Ingeniorhogskole
Date: Tue, 26 Jan 1993 13:34:54 GMT

The file pcx.doc have som error (sevral word missing). Is there
anyone hwo have a the file pcx.doc without errors?

Martin___
From: arthur@turing.ac.uk (Arthur van Hoff)
Newsgroups: comp.graphics
Subject: PDB -- ANSI-C to PostScript compiler
Date: 24 Jan 93 18:22:45 GMT
Organization: The Turing Institute Ltd., Glasgow, Scotland


Hi PostScript Hackers,

PdB version 2.1 (ANSI-C to PostScript compiler) is now available
via anonymous ftp from:

	 turing.com (192.133.90.28) in pub/pdb2.1-demo.tar.Z
	 ftp.uu.net (192.48.96.9) in graphics/NeWS/pdb2.1-demo.tar.Z

There is no more need to write PostScript! Start using PdB right now!
PdB is an optimizing compiler to compile ANSI-C (like) code into Adobe
compatible PostScript. It includes executables, examples and many 
useful header files. Note that it is not dependend on NeWS.

The release of version 2.1 includes:

- Binaries for Sun SPARC station and IBM RS6000.
- Include files for Abobe PostScript level I.
- Include files for NeWS upto version 3.1.
- Include files for TNT upto version 3.1.
- Support for CPS OpenWindows upto version 3.1.
- Support NeWS classing in a C++ manner.
- Plenty of examples of all the above functions.
- NeWS/OpenWindows test suite.
- PostScript reference manual.
- UNIX manual pages.

Below are some examples of PdB code together with the PostScript
produced by the compiler.

Have fun,

	Arthur van Hoff
	pdb@turing.com



################################
Code to draw a star shape in PdB
################################

#include <graphics.h>
 
void starpath(int ang)
{
        int i;
 
        newpath();
        moveto(100,100);
        for (i = 1 ; i <= (int)(360 / ang) ; i++) {
                rotate(180 + ang);
                rlineto(100,0);
        }
        setgray(0);
        stroke();
}

########################
Verbatim Compiler output
########################

/starpath {
  % int --
  newpath 100 100 moveto 1 360 2 index div cvi exch sub 1 add 0 max {
    dup 180 add rotate 100 0 rlineto
  } repeat
  pop 0 setgray stroke
} def

###########################
Code for bubble-sort in PdB
###########################

#include <postscript.h>
 
/******************************************************
 * Bubble sort (page 66)
 * From: Algorithms + Data Structures = Programs
 *       Nicklaus Wirth
 */
 
void bubblesort(int *a)
{
        int i, j;
 
        for (i = length(a)-1 ; i > 1 ; i--)
                for (j = 0 ; j < i ; j++)
                        if (a[j] > a[j+1]) {
                                int x = a[j+1];
                                a[j+1] = a[j];
                                a[j] = x;
                        }
}

########################
Verbatim Compiler output
########################

/bubblesort {
  % int * --
  dup length 1 sub -1 2 {
    0 1 3 -1 roll 1 sub {
      2 copy get 2 index 2 index 1 add get gt {
        2 copy 1 add get 2 index 2 index 1 add 4 index 4 index get put
        2 index 3 1 roll put
      } {pop} ifelse
    } for
  } for
  pop
} def

--

	Arthur van Hoff 
	The Turing Institute Limited
	36 North Hanover Street, 
	G1 2AD Glasgow, Scotland

	Tel: +44 41 552 8858 or +44 41 552 6400
	Fax: +44 41 552 2985
	Email: arthur@turing.com

	The opinions expressed in this message are not 
	necessarily those of The Turing Institute Limited.
From: lzhao@uoft02.utoledo.edu
Newsgroups: comp.graphics
Subject: efficient way to find curve-surface intersection
Date: 28 Jan 93 21:24:47 EST
Organization: University of Toledo, Computer Services


Hi,

I am now working on a digitizing problem. I need some suggestion
on how to find the intersection point of a curve (or straight line)
and a surface. The surface is given in parametric form. As time is 
a very important issue in digitizing, I want to know the "most efficient" 
way to solving the problem. Any advice on plane and surface intersection 
is also needed.

Regards.

Lixin

email: lzhao@uoft02.utoledo.edu

Newsgroups: comp.graphics
From: hrpctw@pnv.palm.cri.nz (Colin T. Wilson-Salt)
Subject: 3D file format
Organization: DSIR, Palmerston North, New Zealand
Date: Fri, 29 Jan 93 03:30:15 GMT

Can someone please explain what all this means.
I have done my best to figure it out but I haven't
quite managed.  My guesses are to the right.
#   converted from an offfile
#name		vw
#description	volkswagen bug data base from Evans & Sutherland
#copyright	(c) Evans & Sutherland - ok to distribute if copyright appears
#
v                                       <-- start of view description ???
from   150.750000 109.687500 12.125000  <-- the eye point
at   0.000000 29.687500 -2.125000       <-- where we are looking
up   0 1 0                              <-- the up vector
angle   55                              <-- the view angle ???
hither   1.0				<-- ???
resolution   512 512			<-- Screen resolution
#number 2008                            <-- number of polygons
#g -30.25 30.25 0 59.375 -77 72.75      <-- ???
l   1302.500000 1593.750000 727.500000  <-- a light source ???
b   0.3 0.3 0.5                         <-- background light ???
f .8 .1 0.1 .95 .05 5 0 0               <-- ???
pp  3                                   <-- three points -> a triangle
28.25  11 -27.5 -4.12666 -2.80853 -2.50108   <-- the last three must
28.75  10.5 -28 -3.15068 0.0755511 -2.17307  <-- be the coordinates
28.75  8.5 -28.25 -3.44823 -.498185 -1.16482 <-- but what are the
pp  3
-28.75  8.5 -28.25 3.44823 -.498185 -1.16482 <-- first three - my best
-28.75  10.5 -28 3.15068 0.0755511 -2.17307  <-- guess is a normal,
-28.25  11 -27.5 4.12666 -2.80853 -2.50108   <-- for shading use ???
From: lioness@maple.circa.ufl.edu
Newsgroups: comp.graphics
Subject: Filling in 3d rotation matrix
Date: 25 Jan 93 16:36:33 GMT
Reply-To: lioness@maple.circa.ufl.edu
Organization: Center for Instructional and Research Computing Activities


I am trying to determine a rotation matrix for an arbitrary 3d rotation.  What
is the easiest method of accomplishing this given:

absolute vector forward
absolute vector up
absolute vector right

I have an object's rotation/translation matrix ( relative to the world ) against
which I apply vectors 0,0,1 ; 0,1,0 ; and 1,0,0 to determine the above absolute
vectors.  I then translate them so they are relative to the origin by 
subtracting the object's translation, and finally I normalize them.  So, what
can I do with them that is efficient to generate a rotation matrix 
( specifically a camera rotation matrix ).

Thanks,

Brian
From: rahman@ug.cs.dal.ca (Omar A. Rahman)
Newsgroups: comp.graphics
Subject: Colour temperature
Date: 28 Jan 93 15:21:26 GMT
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada


	A quick question: What is the colour temperature of the 'white'
of the various colour models (HSV, RGB, YIQ, ...) It has occured to me
that depending upon what the colour temperature of your ambient light
is (tungsten, flouresent, daylight, candle ...) you will percieve your
monitor's colours differently.
	Does anyone have relevent information on this topic?

			Omar Andrew Rahman
Xref: sparky comp.graphics:14134 comp.windows.x.pex:692 comp.graphics.opengl:271
From: jbulf@balsa.Berkeley.EDU (Jeff Bulf)
Newsgroups: comp.graphics,comp.windows.x.pex,comp.graphics.opengl
Subject: Re: Row major or column major matrices?
Date: 23 Jan 93 00:09:30 GMT
Reply-To: jbulf@balsa.Berkeley.EDU (Jeff Bulf)
Organization: Kubota Pacific Computers Inc.

I have no strong preference for either, but it would make my life
much esier if real-world systems could *choose one and stick with it*!
I recently had days of unnecessary skullsweat grafting OpenGL
evaluator onto a utility library that used the opposite ordering.

On a related note...
I learned most of my 3d graphics in left-handed coordinates. When
z increases into the screen, the perspective transformation falls
out trivially from an extra 1 in the viewing matrix.
(F&VD comes to mind as an example). Yet PEX insists on right-handed
coordinates, and PEX is the nearest thing to an existing standard in
the industrial world. (Arguably brain-dead, but there's no use in
getting into that.) Anyway, more nearly universal consistency would be appreciated here too.

Flame off...

-- 
	dr memory
	jbulf@kpc.com
Newsgroups: comp.graphics,comp.graphics.visualization
From: mavuduru@centi.cs.umn.edu (Rama Mavuduru)
Subject: Re: Contouring advice/code sought
Organization: University of Minnesota
Distribution: comp
Date: Mon, 25 Jan 1993 17:49:22 GMT

In <30707@castle.ed.ac.uk> eonu24@castle.ed.ac.uk (I Reid) writes:

>I need advice (or preferably code) to convert 2D data sets (512 x 298 of
>8 bit integer data) to contour lines.

>I have a number of microscopy images which I want to contour and my
>attempts to find explanations/code to do this have failed so far, so...


	Here's the trick:

	The data is function values on uniform rectangular grid.

	Consider a rectangle of the grid. 

		Split the rectangle into two triangles along a diagonal.

			Consider a triangle. Let the function values
			be F1, F2, and F3, at the vertices V1, V2, and
			V3, respectively.

			Let Fc be the contour value. 

			If F1 <= Fc < F2, the contour passes through
			the edge V1V2. The contour point on this edge
			is found by linear interpolation.

			Similary for other edges of the triangle.

			This procedure will yeild two points per triangle if
			the contour passes through the triangle.

			Join these two points with a line. 

			Repeat this for the other triangle in the rectangle.
		
		Repeat this for other rectangles of the grid.

	This will give the contour of the value Fc on the rectangular grid.

---
Rama Mavuduru
Organization: Queen's University at Kingston
Date: Thu, 21 Jan 1993 20:55:33 EST
From: <JIANGY@QUCDN.QueensU.CA>
Newsgroups: comp.graphics
Subject: Polygon Set Operations Again

Recently many people have asked for pointers to public domain code for

polygon clipping (union, intersection and difference) and got virtually

no response (Some netters responded with pointers to algorithms available

in publications).

   I am wondering that if this kind of source code is commecially available

and its price.

   Thanks for any help. Please post it, since I think some netters might be

interested as well.

   Yaohong Jiang
   Jiangy@Qucdn.QueensU.CA
Xref: sparky comp.graphics:14213 comp.lang.c:20210 comp.os.msdos.programmer:12466
From: esc@media03.UUCP (Erik Schut)
Newsgroups: comp.graphics,comp.lang.c,comp.os.msdos.programmer
Subject: Vesa compatible graphics library
Keywords: VESA SVGA
Date: 26 Jan 93 10:15:01 GMT
Organization: Mediasystemen, Netherlands

Can anybody tell me where I can find an 32-bit VESA-compatible 
graphics C-library. With functions like fill_polygon. I'm also 
interested in 16-bit sources.

Thanks in advance.


Erik Schut (ESC)
Mediasystemen
THE NETHERLANDS
Newsgroups: comp.graphics.avs
From: avs@ncsc.org (International AVS Center)
Subject: New module at IAC - Wide_Arrow
Organization: North Carolina Supercomputing Center
Date: Thu, 28 Jan 1993 17:31:04 GMT

Name        : Wide_Arrow      Version      : 1.000     Mod Number : 1567 
Author      : Wright, E.L., U.S Geological Survey
Submitted   : 01/28/93        Last Updated : 01/28/93  Language   : C        
Ported to   :
Description : This module reads a 1D 3-coordinate irregular field
              containing a single floating-point 2-element vector
              specifying X and Y velocity components at the specified
              (X,Y,Z) coordinate.
-- 
International AVS Center
North Carolina Supercomputing Center
avs@ncsc.org
Newsgroups: comp.graphics.avs
From: novak@ninja.nrl.navy.mil (Larry Novak)
Subject: Large Number of Objects
Followup-To: lnovak@cen.com
Organization: TEW Division, Naval Research Lab
Distribution: usa
Date: Fri, 22 Jan 1993 20:59:32 GMT
Expires: Fri, 5 Feb 1993 05:00:00 GMT

We are running AVS on a Convex. We have an application in which we want
to be able to pick any of a large number (80,000) of objects. When we
try to define a geometry with 80,000 named objects, AVS begins to
gobble memory and runs out of memory long before it completes the
definition of the geometry. Using the same geometry without naming the
objects is no problem.  Is this unique to the Convex implementation or
is it an AVS issue? Is there any workaround?

Thanks,

Larry