HDTenEightyP/NetNews huggingface dataset:
From: hamid@imada.ou.dk (Hamid Sarabi)
Newsgroups: comp.graphics
Subject: need Texture algorithms
Summary: an efficient algorithm for texture mapping.
Keywords: texture
Date: 9 Apr 92 11:22:29 GMT
Organization: Dept. of Math. & Computer Science, Odense University, Denmark

I need an algorithm for texture mapping. 
In particular I need 2-dimensional domain techniques,
( mapping on to polygon mesh models).
You can also lead me to a library ( shareware ).


                               Thanking you in anticipation
Xref: sparky alt.binaries.pictures.d:2270 de.alt.binaries.pictures.d:120 comp.graphics:5244
From: dingelde@igd.fhg.de (Dennis Dingeldein)
Newsgroups: alt.binaries.pictures.d,de.alt.binaries.pictures.d,comp.graphics
Subject: Sites for .GL-Files (non-adult ones) ???
Date: 8 Apr 92 09:55:08 GMT
Followup-To: alt.binaries.pictures.d

Hello!

Im am looking for .GL-Files that show 
common human movements, for example a walking person, a jumping
person, person(s) doing sports, fighting, acting and so far.

I am NOT speaking about the .GL-Files in alt.*.erotica.

Every hint is appreciated in an enthusiastic manner.

Please mail to me, if there is some echo, I will sum up all mailings.

Dennis
-- 
Dennis Dingeldein	ZGDV Zentrum fuer Graphische Datenverarbeitung
(dingelde@igd.fhg.de)	Wilhelminenstr. 7 		    mWm
			D-6100 Darmstadt, West Germany	    ~.~
			Phone: +49/6151/155-112		    \-/
Newsgroups: comp.graphics
Subject: film->digital->film
From: nicaugh@otago.ac.nz
Date: 10 Apr 92 10:08:18 +1300
Organization: University of Otago, Dunedin, New Zealand

Hi,-- 
Could someone please tell the name of a company that can take
35mm film & scan it into a digital format at > TV resolution.
I have searched New Zealand & Australia with no success so far.

Also does anyone know what resolution people like ILM use when
doing special effects for film (eg Terminator) & what method's they
use for getting film -> digital -> film.

The reason I ask this is that we have been requested to do an animation 
imvolving some image processing on backdrops & then adding our animation
to the front. As it is all being shot on film, I would like to do everything
at a high resolution at our end & then record back to film for consistency.

Thanks for your time
Nigel
===============================================================================
Nigel Caughey                       Phone : +64-3-4799750
Animation Research Unit             Fax   : +64-3-4799751
University of Otago
Dunedin 
New Zealand                         Email : nicaugh@otago.ac.nz
Organization: Arizona State University
Date: Sunday, 12 Apr 1992 14:09:36 MST
From: Brian C. Berg <AUBRI@ASUACAD.BITNET>
Newsgroups: comp.graphics
Subject: REQUEST: Info on Hierarchical modelling

I am working on a paper for my Photorealistic Rendering and Animation class
at Arizona State. I have decided to explore hierarchical modelling/animation.
Unfortunately, my searches through the library database came up with nothing
in any of the industry journals.

I need leads to sources on this topic, or if you have any information to
contribute, I would like to hear from you.

Some of the areas I'd like to address are:
  - Approximately what time did hierarchical modelling become available?
  - What areas of computer graphics are most useful for this type of modelling?
  - What are the limitations/advantages of this type of modelling?
  - Is hierarchical modelling widely used today? If not, then what is?
  - What software (high-end or low-end) uses this method?

Personal experiences as an example would be fantastic!

Thank you very much in advance for any assistance you can provide!
---
|-----------------------------------<--------------------------------|
|  Brian C. Berg                     <  "I haven't lost my mind...   |
|  Arizona State University Amiga Lab <   it's backed up on tape     |
|  E-Mail: aubri@asuacad.BITNET        <    somewhere!"              |
|---------------------------------------<----------------------------|
From: strat@cutlass.ksu.ksu.edu (Steve Davis)
Newsgroups: comp.graphics
Subject: WANTED:  Tutorial for beginning X11 programmers
Date: 14 Apr 1992 20:30:02 -0500
Organization: Kansas State University
NNTP-Posting-Host: cutlass.ksu.ksu.edu

I'm reasonably handy with C, and I want to program X applications, but
I have no idea where to begin looking for source material.  What I'd
really like is a tutorial for programming X in C.. starting out with
basic stuff like opening windows, etc. etc.

I would prefer electronic to print media.

Stratocaster

-- 
  Steve Davis  |    Contact me at ...            | The Boarding House BBS!
               | Internet:  strat@cis.ksu.edu    | 9600 baud (v.32/v.42)
               | FidoNet:    Steve @ 1:295/3     | America: 913-827-0744
   ******* Don't laugh, my other BBS is an information service... *******
From: leech@cs.unc.edu (Jon Leech)
Newsgroups: comp.graphics
Subject: Re: Distributing Points on a Sphere
Date: 14 Apr 92 16:21:45 GMT
Organization: UNC-Chapel Hill Computer Science

In article <1992Apr10.191350.9921@cis.uab.edu>, sloan@cis.uab.edu (Kenneth Sloan) writes:
> This works quite well.  Note that you can greatly simplify the
> computation by doing a two-phase perturbation of the points: first
> perturb in (unconstrained) <x,y,z>.  Then, convert to (rho, colatitude,
> longitude) and set rho to the radius of the sphere.  This turns out to
> be easier than measuring distances and forces along the surface of the
> sphere.

    acos(r1 . r2) is not particularly difficult, nor is rotating into
the local frame. It amounts to about 6 lines of vector algebra and/or
code.

> Actually, for this type of problem, F=MV is a better world to live
> in.  F=MA gives all sorts of undesirable (for this problem) effects.

    A few more details, please. How do you compute V in this
physically-nonmotivated equation, for example?
--
    Jon Leech (leech@cs.unc.edu)    __@/
    ``Have there been any good flame wars lately. (It's so funny to
    see adults act worse that the kids at my middle school...)'' - Jaci Passey
Newsgroups: comp.graphics
From: mccool@dgp.toronto.edu (Michael David McCool)
Subject: Re: Distributing points on a sphere
Organization: University of Toronto/Computer Science/Playfair Neuroscience Unit
Date: 14 Apr 92 17:08:01 GMT

I did a Master's thesis (partly) on this problem at the University of
Toronto, and have a few suggestions.  I also have a paper coming
out on some aspects of this in Graphics Interface in Vancouver May 11-13.

First, to optimize the positions of points on the surface of a sphere
once you have a good starting configuration (a Poisson Disk distribution
is pretty reasonable), you can use an algorithm
well known in the vector quantization literature: the Generalized
Lloyd Algorithm (GLA), which minimizes the RMS error of the distance
from each point on the sphere to the nearest "quanta" or sample
point.

I don't recommend using f=ma approaches; sometimes an analogy is useful
but in this case the GLA already does a good job, and f=ma has 
stability and efficiency problems.

The GLA goes as follows:
	1. Compute the spherical Voronoi diagram using the current positions
	   of the points.  This gives a set of domains surrounding each point,
       with the property that the set of all points in the domain are
	   closer to the center than any other point on the sphere.  You
	   can use 1/(x.y) as the distance measure; x and y are unit vectors
       from the center of the sphere, so x.y = cosine of the angle. 
	2. Calculate the centroid of each domain.
	3. Move the sample points to the centroids of each domain.
	4. repeat until the total distance moved by each point
	   becomes small enough.
		
Convergence is rapid, but can get trapped in local minima since it is
strictly descending.  Instead of using a Voronoi diagram (which takes
O(n lg n) time but is messy) you can use a Monte-Carlo method: generate
a large number of points, map them to the nearest point, and then
compute the average to get the centroid.  This is simple but extremely
costly.  You also have to be aware that the noise in Monte-Carlo 
integration only decreases as O(sqrt(n)), and as the method converges
you have to increase the number of Monte-Carlo points or the error
swamps your optimization.

You can easily add relaxation to this (add decaying noise to the 
positions) to try for a more globally "optimal" solution.

Michael McCool

Newsgroups: comp.graphics
From: joe@proto.com (Joe Huffman)
Subject: Re: Need help on programming Tseng 4000 VGA
Organization: Prototronics @ Sandpoint, Idaho
Date: Mon, 06 Apr 1992 14:50:16 GMT
Keywords: Tseng 4000, Programming vga

kelly@michaelangelo.vis.citri.EDU.AU (Andrew David KELLY) writes:

>	Does anybody have any code for programming the Tseng 4000 VGA.  I want
>to be able to load two hi res images into video memory, i.e., the purpose is
>to display one image for a short time, then the second.  The application is
>to conduct a set of performance experiments in real time.  Any help would
>be appreciated.  C code would be fantastic.

One possible solution...  Depends on you not needing more than two images
and more than 16 simultaneous colors per image.

Find (or build) a graphics library that supports masking of pixels as it
draws and a 256 color mode that gives you the necessary X,Y resolution.  
Draw one image with a mask of 0x0F and colors that range from 0x00 -> 0x0F.
Draw the other image with a mask of 0xF0 and colors that range from
((0x00 -> 0x0F) << 4).  When you want to show the image on the screen set
the palette as follows:

	Color number	R     G     B
           0x00		0     0     0	(Black)
           0x10		0     0     0
           0x20		0     0     0
	    .
            .
            .
           0xF0		0     0     0
	   0x01		0x10  0     0	(Dark Red or whatever)
           0x11		0x10  0     0
           0x21		0x10  0     0
	    .
            .
            .

Then to display the second image, set the palette as follows:

	Color number	R     G     B
           0x00		0     0     0	(Black)
           0x01		0     0     0
           0x02		0     0     0
	    .
            .
            .
           0x0F		0     0     0
	   0x10		0x10  0     0	(Dark Red or whatever)
           0x11		0x10  0     0
           0x12		0x10  0     0
	    .
            .
            .

Setting the palette can be VERY fast (a few microseconds) if done directly
without going through the BIOS.  The speed of BIOS's varies a great deal,
some will work fine, others will take a second or more to change all 256
colors.

-- 
uunet!proto!joe
joe@proto.com
From: gpr@dcs.exeter.ac.uk (Gordon Price)
Newsgroups: comp.graphics
Subject: Test
Date: 13 Apr 92 13:06:07 GMT

1024x769
800x600
640x480
Newsgroups: comp.graphics,comp.sources.wanted,comp.binaries.ibm.pc.wanted
From: ulisses@ldgo.columbia.edu (ulisses mello)
Subject: Code to solve nonsymmetric banded matrix
Keywords: nonsymmetric banded system
Organization: Lamont-Doherty Geological Observatory
Date: Thu, 9 Apr 1992 18:58:51 GMT

     The subject says all. Does anyone know where I can get a routine
that solves efficiently a nonsymmetric banded system. I have solutions
for symmetric banded matrix (Thompson algorithm) and for solving the
whole system (Gaussian methods). Anything in the middle ?
     Thanks in advance.

ulisses.

-------
ulisses@lamont.ldgo.columbia.edu
From: teittine@cs.Helsinki.FI (Marko Teittinen)
Newsgroups: comp.graphics
Subject: Re: BGI and Turbo Pascal 5.5
Date: 9 Apr 92 21:06:52 GMT
Organization: University of Helsinki, Finland

In <1992Apr08.200912.56067@yuma.acns.colostate.edu>
md432151@longs.LANCE.ColoState.EDU (Michael Donahue) writes:
>
>I am trying to load 16 color gif and ppm files on a PC that has
>ordinary VGA capabilities. I have tried to install my own palette of colors
>using the SetRGBPalette procedure.  It appears that when I try to load my
>images using the PutPixel procedure, the program reverts to the 16 
>predefined colors.

This is a common problem.  The reason for this problem is the EGA
compatability of VGA.  First of all, there are two palettes for the
graphics system in 16 color VGA modes.  There is the full 256 color
palette, which is used by SetRGBPalette, and then there is the 16 color
palette that is used by SetColor, PutPixel etc.  Fortunately these
palettes are not totally disconnected and you can use SetPalette to
choose the 16 color palette from the 256 color palette.  But you can
access only the first 64 colors in the 256 color palette.  The default
entries for the 16 color palette are stored in constants EGABlack,
EGABlue etc.

I'm afraid my explanation wasn't clear enough so I give you two
examples. First, we replace brown with orange.
	SetRGBPalette(EGABrown,63,43,0);
Only one call is needed, because the color definition for brown is
changed. The other example creates a palette with 16 shades of gray.
	for i:=0 to 15 do begin
		SetRGBPalette(i,4*i+3,4*i+3,4*i+3);
		SetPalette(i,i);
	end;
The call to SetRGBPalette sets the color definition at color table and
the call to SetPalette sets the corresponding palette location to use
the defined color. I hope these examples clarified the explanation.

>Also, does anyone know much about the Bitmap type used by the
>Get and Put image procedures?

I don't remember it off-hand, but the first two bytes are an integer
expressing the width of the image, the next two are another integer
expressing the height, and the rest of the memory is reserved for the
image. The image is stored in such a way that first there is the bitmap
for the highest order bit, and then the bitmap for the next bit and so
on. Or maybe it was stored line by line, so that first there is the
highest order bits for the uppermost line, then the next bit for the
same line and so on. Or then it started with the lowest bit first, but
it shouldn't be too difficult to find out with these hints.

Hope this helps,

Marko
--
 Marko Teittinen   !  University of Helsinki  !  teittine@cs.helsinki.fi
  BSc, soon MSc    !     Computer Science     !  teittine@cc.helsinki.fi
-------------------------------------------------------------------------
      Stop .signature <Hi! I'm a .sig virus> viruses: rm .signature
From: turk@Apple.COM (Ken "Turk" Turkowski)
Newsgroups: comp.graphics
Subject: Re: OFF 3D data format
Date: 17 Apr 92 02:41:46 GMT
Article-I.D.: goofy.23459
Organization: Advanced Technology Graphics, Apple Computer, Cupertino, CA, USA

pcourt@waikato.ac.nz writes:

>	A while ago I downloaded a document (off.ms.z) form sunee.uwaterloo.ca
>describing a data format for 3D data, developed by WSE. This refers to a 
>include file and a library file 'Objects.h' and 'Off.a', My question is are 
>these files availiable anywhere. Thanks

I found these a while ago on Dec's gatekeeper server.  I tried
compiling the code, but it didn't compile on our ANSI compilers,
and even had one routine wth the wrong number of arguments.  I've
looked around, and haven't found a version that compiles error-free.
-- 
Ken Turkowski @ Apple Computer, Inc., Cupertino, CA
Internet: turk@apple.com
Applelink: TURK
UUCP: sun!apple!turk
From: davidk@bcsaic.UUCP (Dave Kerlick)
Newsgroups: comp.graphics
Subject: Disphenoids, was three dimensional geometry
Date: 8 Apr 92 20:06:04 GMT
Organization: Boeing Computer Services AI Center, Seattle

In article <1992Apr3.182508.1@acfcluster.nyu.edu> reznick@acfcluster.nyu.edu
asks how to construct an equilateral tetrahedron from and equilateral
triangle as its base.

Lots of ways, e.g intersect the parallel bisecting planes of two of the
sides, pick the point on the line equidistant from two vertices, etc.

One can make a tetrahedron whose sides are all alike
from *any* triangle by
dividing the sides at the midpoints, drawing the 1/4 size triangle
formed by connecting the midpoints, and folding along these
lines.  Coxeter (somebody earlier?) called these tetrahedra
"disphenoids."

-- 
G. David Kerlick,     Research & Technology Boeing Computer Services  
P.O. Box 24346, MS 7L-24, Seattle, WA 98124-0346
Work phone: 206-865-5051 Fax: 206-865-3327  Email: davidk@espresso.boeing.com
From: epetelhb@ccwf.cc.utexas.edu (Erik Peterson)
Newsgroups: comp.graphics
Subject: 32k Color Seirra Ramdac
Date: 16 Apr 92 20:24:13 GMT
Reply-To: epetelhb@ccwf.cc.utexas.edu (Erik Peterson)
Organization: The University of Texas at Austin, Austin TX
Originator: epetelhb@happy.cc.utexas.edu



Can anyone explain to me the process that I must go through to display
32k Color images with my ATI VGA WONDER 512k.
	I have replaced the RAMDAC with the SEIRRA chip but I need 
some drivers or viewers to see pictures.  I am currently using the 
EDSUN CEG Ramdac and I am pleased with the results but the incompatible
.CEG file is a definite hindrance.

If you can tell me which programs would work the best with my 386sx.

Thanks,
Erik
From: carver@adm.csc.ncsu.edu (Donald E. Carver)
Newsgroups: comp.graphics
Subject: Re: S.P.I.E.  ?? (EUROPE)
Date: 9 Apr 92 20:55:31 GMT
Organization: Adm.csc.ncsu.edu (Administration machine NCSU Dept. Computer Science)


SPIE Xantener Strasse 22
D 1000 Berlin 15
FR Germany
Ph. 49-30-883-9507
Fax. 49-30-882-2028
Telex. 181 479 speco d
From: eric@pencom.com
Newsgroups: comp.graphics
Subject: Re: three dimensional geometry
Date: 6 Apr 92 21:36:46 GMT
Organization: Pencom Software

In article <1992Apr6.182107.1242@kpc.com> hollasch@kpc.com (Steve Hollasch)  
writes:
> reznick@acfcluster.nyu.edu writes:
> | i have what (i think) is a very simple question.  my geometry sense has
> | fled from my brain, so i can't seem to figure it out.
> | 
> | all i want to do is, given three vertices [x,y,z] [x1,y1,z1] [x2,y2,z2]
> | of an equalateral triangle, how can i compute the fourth vertex needed
> | to make a three dimensional triangular pyramid?  (all facets are  
equalateral
> | triangles).  thanks.
> 
>     You are indeed correct; it is a simple problem.  In fact, there are
> infinitely many solutions to this problem; how you choose them is up to
> you.  What we want is the set of points which are equidistant from the
> three vertices.  It turns out that this set of points is simply the
> three-sphere 

Huh?  There are exactly 2 points that are a constant distance from
3 points in 3D space.
From: bwalker@btlnck.enet.dec.com (Kevin D. Baranski-Walker)
Newsgroups: comp.graphics
Subject: Dunn MicroColor film recorder ?
Date: 6 Apr 92 13:52:26 GMT
Reply-To: kevin@hiatus.zko.dec.com
Organization: Digital Equipment Corporation, Base Graphics Systems

--
Does anyone [old enough :-)] recall the specs of the Dunn MicroColor [NOT Multi]
camera?  Is it the same as the Matrix MultiColor (after Matrix' buyout)?
Thanks in advance.

- kevin
---------------------------------
Kevin D. Baranski-Walker	->	Internet:    kevin@hiatus.zko.dec.com
Digital Equipment Corporation	->	Airborne:    Cherokee N7928C
Nashua, New Hampshire		->	FAX:	     (603)881-0120
---------------------------------
From: u1190@jsp.umontreal.ca (Della-Noce Daniel)
Newsgroups: comp.graphics
Subject: Graphics library for Sun
Date: 7 Apr 92 20:55:27 GMT
Organization: Universite de Montreal
Originator: u1190@spb43.jsp.umontreal.ca


	This message is the summerize of the news that I posted
last week. My question was ::

>I'm looking for a graphic library, like GL on Silicon Graphics.
>That library should run on a Sun Sparc station. I have access
>to FTP.

	From what I read, if your looking for a graphics library
for a Sun you got three choices ::

1) You could try VOGL from gondwana.ecr.mu.oz.au [128.250.1.63]
   pub/vogl.tar.Z or munnari.OZ.AU [128.250.1.21] pub/graphics/vogl.tar.Z

		bernie@ecr.mu.oz.au
		mdaeng!jrc@utacfd.uta.edu
		jack@cc.gatech.edu 
		peter@engrg.uwo.ca
		tohanson@gonzo.lerc.nasa.gov



2) Nth Graphics of Austin, Texas sells a product called
   NPGL (Nth Portable GL) for Suns that is GL 4.0 
   compatible.  Nth is also on the OpenGL board.

   Anyway, the product sells for $3600 for a single
   station license and $500 maintenance per year.

   Nth Graphics may be reached at

   Nth Graphics
   1908-A Kramer Lane
   Austin, Texas 78758
   Phone (512) 832-1944
   FAX (512) 832-5954
   email npgl@nth.com

   (I'm not affiliated with Nth at all nor have I
   used their products, although I'm thinking about
   it.)

		mdaeng!jrc@utacfd.uta.edu

3) You could try XGL from Sun.  Contact your local Sun sales rep for 
   more information.
     
		Brian.Herzog@Eng.Sun.COM 
		rc2o+@andrew.cmu.edu 
                 
       
	Thank you to all the people who answer my message. Sorry but I 
won't do any personal reply. I hope this will help you as much as it did 
for me. 

--
+===============================================================+
| Daniel Della-Noce	    |					|
| Soltic		    | Tel    : (514) 629-9029		|
| 248 Ivan-Pavlov	    | FAX    : (514) 629-0442		|
| Laval, Quebec, CANADA	    | E-Mail : u1190@jsp.umontreal.ca	|
| H7M 4X8		    |					|
+===============================================================+
Newsgroups: comp.graphics,alt.graphics.pixutils
From: jim@ferkel.ucsb.edu (Jim Lick)
Subject: Re: De-dithering?
Organization: University of California, Santa Barbara
Date: Fri, 17 Apr 1992 20:00:10 GMT

In <1992Apr17.013526.12275@msuinfo.cl.msu.edu> klein@kira.egr.msu.edu (Jeffrey Klein) writes:
>What I`ve been trying to do is write a program that takes a dithered
>color image and smooths out the dithered areas into flat colors without 
>losing too much detail.  I'm working with cartoon images, which lets
>me assume that any area will either be a flat color, a black outline,
>or some color gradient.

One thing you might want to try is not using Floyd-Steinberg in the
quantization step.  Although F-S is usually the best method for real
world images, for cartoons or animation cels, etc. I've found that
F-S does more harm than good.  If you are using ppmquant, try using
it without the -fs flag.  If using djpeg, try the -D flag.  If you
still have too much splotchiness in areas, try using the -map option
on ppmquant, although this can be a *lot* of work.

                            Jim Lick		       
Work: University of California	| Play: 6657 El Colegio #24
      Santa Barbara		|       Isla Vista, CA 93117-4280
      Dept. of Mechanical Engr. |	(805) 968-0189 voice/msg
      2311 Engr II Building     | "when you gonna make up your mind?
      (805) 893-4113            |  when you gonna love you as much
      jim@ferkel.ucsb.edu	|  as i do?" -Tori Amos
From: CTB103@psuvm.psu.edu (Chad Burkins)
Newsgroups: comp.graphics
Subject: TGAFLI problem
Date: 16 Apr 92 22:12:27 GMT
Organization: Penn State University

I am using rayshade 4.0 to create a series of rle files, which I convert
to targa format. (using rletotarga, which is part of the Utah Raster
Toolkit).  Well, it's a fairly simple rendering, with under 10 colors.
It consists of an object spinning in the middle of the screen, with
a checkboard floor (of white and black) underneath it.  My problem,
is that when I download the targa files and use TGAFLI to assemble
them into a .fli movie, the colors get really screwed up.  For instance,
occassionally it will change the black and white floor to a black and
red floor.  I assume this has something to do with TGAFLI fitting the
imgages to a colormap.  There is a /P option for TGAFLI, which
will fit all the images to the same color pallette.  I am not sure if
this will help me, and if it does, I don't know what kind of input
it wants for the color pallette.  Thanks in advance for any help....
Newsgroups: comp.graphics
From: as666@cleveland.Freenet.Edu (Jonathan Roy)
Subject: Targa format specifications
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)
Date: Tue, 14 Apr 92 05:16:51 GMT


Can someone tell me a FTP site I can get the Targa format info from?
I'm know this is a FAQ, but that FAQ posting has scrolled out of my system's
backlog of news, so I can't look it up.

Thanks.
-- 
  |||  Jonathan Roy (The Ninja) Internet: as666@cleveland.freenet.edu
  |||  -- BBS: Darkest Realm - (Down for now) - Public UUCP/Usenet --
 / | \ "...make him want to change his name,take him to the cleaners,
 devastate him, wipe him out, humiliate him." -CHESS   GEnie: J.ROY18