waashk/20ng huggingface dataset:
buck@HQ.Ileaf.COM (David Buchholz x3252) writes:  >I'm looking for any leads to the source of a good Windows >Meta File converter or interpreter. I need this for use >outside the Windows environment. PD sources preferred, but >not a requirement. Please reply to the address below.  On a related topic, I have been searching (with no success) for a specification of the Enhanced Metafile format.  I have the original WMF format (Graphics File Formats, Levine et al), but no info on the 32 bit version.  Any pointers ?
In article <matess.735934793@gsusgi1.gsu.edu> matess@gsusgi1.gsu.edu (Eliza Strickler) writes: >I just donwloaded a *.bin file from a unix machine which is >supposed to be converted to a MAC format. Does anyone know  >what I need to do to this file to get it into any Dos, Mac >or Unix readable format. Someone mentioned fetch on the unix >machine - is this correct? Could someone explain the .bin >format a little? >  This is almost certainly a MacBinary file which is an encoded version of a mac file so the Resource fork and Data fork get preserved. You need a program that converts this to a regular file. If this is a macbinary file, you may have downloaded it in Text mode and is probably corrupt (if you did). If you're using FTP to transfer it at any point make sure you type "binary" first.  If you can open the file with a text editor and find (This file must be converted with Bin.... at the top, it is a BinHex file and can be decoded with BinHex 4.0 (among other programs).
jgreen@amber (Joe Green) writes: >> > Anyone know about the Weitek P9000 graphics chip?  >Do you have Weitek's address/phone number?  I'd like to get some information >about this chip.  Yes, I am very interested in this chip.  Please follow up or email.
Hi,  I'm hoping someone out there will be able to help our computer science project group. We are doing computer science honours, and our project is to do a 'graphical simulator for a finite state automata'.  Basically, the program must draw a diagram of a FSA from a textual grammar, showing circles for states, and labeled arc's in-between.  The problem is working out the best way to layout the states, and draw the arc's in-between so that as few arc's as possible cross each other.  If anyone has any suggestions/algorithms/bug-free ready to compile C code :)  that might help us, it would be much appreciated.  Thanks in advance,
In <trevorC6Cz03.x2@netcom.com> trevor@netcom.com (Sandy Santra) writes:  >Mike Mattone (mike@nx03.mik.uky.edu) wrote:  >: I've only had the computer for about 21 months.  >"Only"?!?  That's a long time!  >: Is that a reasonable life >: cycle for a LCD display?  >I think 21 months with nothing wrong until now is quite reasonable.  If >you had bought a Compaq or Toshiba, you might have reasonably expected the >machine to last longer before something went wrong; but that's a moot >point, perhaps.  Maybe. I've had an Epson portable with backlit LCD since 1988 which is still used daily and the screen on that is fine. The only problem it has (and ever has had) is the "arm" of the screen is sorta lose and if you bend it fairly harshly the screen goes off until you wiggle it round a bit. But other than that, it's been perfect! So what's that, about um, 60 months???!
>>>>> "Archer" == Archer (Bad Cop) Surly (archer@elysium.esd.sgi.com)  Archer> How about "Interactive Sex with Madonna"?  or "Sexium" for short.  /Lars
N020BA@tamvm1.tamu.edu wrote: :     Help!! I need code/package/whatever to take 3-D data and turn it into : a wireframe surface with hidden lines removed. I'm using a DOS machine, and : the code can be in ANSI C or C++, ANSI Fortran or Basic. The data I'm using : forms a rectangular grid. :    Please post your replies to the net so that others may benefit. IMHO, this : is a general interest question. :    Thank you!!!!!!
In article <1993Apr30.182605.5999@nessie.mcc.ac.uk> C.C.Lilley@mcc.ac.uk writes: > >>XV allows this feature, but I don't recommend to use it with the >>mentioned type images. > >Ah! now we see thew problem! First you want to extend xv to allow >editing of 8 bit previews of 24 bit images. Then I point out problems >with this. Now you are saying there is no problem because you, >personally, happen not to use those parts of the program that cause >the problem!! [ ..see previous article on this debate for the rests.. ]  I can see XV-3.00 agree with my view in cases you don't -- even I say my personal opinion (as above), it doesn't mean that it is not most obvious thing. Please, if you use my previous writings as contradicting argument, please do read them -- you have not saw them at all; you just refered to text from which I wrote 'something' -- and you make hard decisions from that, without reading what exactly I have written.  It is really hard read when one writes a reply line by line method and don't understand include previously written material with the new sentences to give them meaning. You seem to be one such.  You also start replying to my articles, even you don't understand what is going on; you ask me repeatedly to decsribe my views what were wrong with XV 2.21 even I posted them within the article you did reply to. Believe me, it is not nice to get flamed specially when I know that you have not read my article carefully in the first place.  XV-3.00 and JPEG FAQ and users I have written to agree me with the places you didn't; I'm sure you just didn't undertand what about I wrote. We can blame my writing skills (in English?) for that, or?  Better stop the discussion and check what new ideas XV-3.00 gives; I allready mailed one to Bradley...
I am involve in a Distant Learning project and am in need of Jpeg and Mpeg encode/decode source and object code. This is a NOT-FOR PROFIT project that once completed I hope to release to other educational and institutional learning centers. This project requires that TRUE photographic images be sent over plain telephone lines. In addition if there is a REAL Good GUI lib with 3D objects and all types of menu classes that can be use at both end of the transaction (Server and Terminal End) I would like to hear about it.   We recently posted an RFD announcing the OTG (Open Telematic Group) that will concern itself with the developement of such application and that it would incorporate NAPLPS, JPEG, MPEG, Voice, IVR, FAX Sprites, Animation(fli, flc, etc...). At present only DOS and UNIX environment is being worked on and it our hope that we can generate enough interest where all the major platform can be accomodated via a plaform independent API/TOOLKIT/SDK We are of the mind that it is about time that such project and group be form to deal with these issues. We want to setup a repository where these files may be access such as Simte20 and start putting together a OTG FAQ. If you have some or any information that in your opinion would be  of interest to the OTG community and you like to see included in our first FAQ please send it email to the address below.   Thanks in Advance   Ed P.O. box 95901 Atlanta Ga. 30347-0901 (404)985-1198 zyxel 14.4 epimntl@world.std.com  ed.pimentel@gisatl.fidonet.org
Blue-Knight@bknight.jpr.com (Yury German) writes:  >	.DXF can not be changed over to .IFF format what it can be changed >to is an object format used by one of the 3D programs on the Amiga. The >only tools around are comercial for that conversion.  Actually, IFF is a *format standard*.  It is not a picture file format, sound file format, but there exist several formats that use the IFF standard.  The IFF picture standard used by mostly everybody is a FORM ILBM (or just ILBM). The only 3D IFF specification I know of is TDDD, which is used by Imagine and it's predecessor, Turbo Silver.   It is possible that some of the other Amiga packages use another *IFF* spec, but I don't know of any.  Lightwave will load TDDD FORM's I believe.
In <1rkkb6$gec@st-james.comp.vuw.ac.nz> Craig.Humphrey@comp.vuw.ac.nz (Craig Andrew Humphrey) writes:   >In article <ltqp28INNpa7@pageboy.cs.utexas.edu>, jhpark@cs.utexas.edu (Jihun Park) writes: >>Hello, >>I have some problem in converting tga file(generated by POVray) to >>rle file. When I convert, I do not get any warning message. But >>if I use xloadimage/getx11, something is wrong.  >[edited]  >>I know that I need to install ppmtorle and tgatoppm, but I do not spend >>time to install them. Even I do not want to generate .rgb from POVray >>and then convert them to rle, if possible.(.rgb to rle works, but >>it will mess up my directory with so many files, and it needs 2 more >>steps to finally convert to rle file. say cat | rawtorle | rleflip ) >>Does any body out there have same experience/problems ?   >Well for starters, why use rle files?    Exactly...  I didn't want to mess with tga or rle.  So I wrote the following script.  All you need is the very standard set of pbm utilities.   This script is a .pov to .jpg converter.  Just run it like this:    pov2jpg 1280 1024 fred.pov   You will need to modify the path's in the script to reflect where you put povray and its include files.  If you have a problem with disk space, you can use named pipes instead of temporary files.  I hope you find it useful...  ----------------------------------------------------------------------------  #!/bin/sh  if [ $# -lt 3 ] ; then   echo "usage:  $0 width height sourcefile.pov other_options"   exit fi  width=$1 height=$2 datafile=$3 shift 3  #basedatafile=`echo $datafile | sed -e "s/\(.*\)\.pov/\1/"`  thedatafile=`basename $datafile`  basedatafile=`basename $datafile .pov`  dirdatafile=`dirname $datafile`   cd $dirdatafile /afs/rnd.sas.com/u/sherman/pov/povsrc/build/povray \   +l/afs/rnd.sas.com/u/sherman/pov/povscn/include \   +o/tmp/data$$ +w${width} +h${height} +fr +i${thedatafile} $*  echo " " rawtopgm $width $height < /tmp/data$$.grn > /tmp/green$$ rawtopgm $width $height < /tmp/data$$.red > /tmp/red$$ rawtopgm $width $height < /tmp/data$$.blu > /tmp/blue$$ rgb3toppm /tmp/red$$ /tmp/green$$ /tmp/blue$$ | cjpeg > ${basedatafile}.jpg  rm /tmp/red$$ /tmp/green$$ /tmp/blue$$ /tmp/data$$.grn /tmp/data$$.red \    /tmp/data$$.blu echo "Wrote output to ${basedatafile}.jpg"  ---------------------------------------------------------------------------
I bought the diamond stealth 24 a few months ago.  it seems to be a great card especially with my multimedia presentations.  It runs graphics and animation as well as some near full motion video very well.  The only thing I can tell that it lacks is speed above 256 colors.  Its qualit in between 256 and 16.7 million collors un unreal but you definitly compromise speed.  It seems to be a great card for graphics and it comes with some great software, but Im not so sure about the excelerator part.  I used to own a paridise and it doesnt seem to be much faster than that.  One thing I do like is that it loads its own vesa driver from ROM at startup, (I think) because I have never had to load it for links386 or any other programs that require special VESA drivers at startup.     gromi a16pd                                          HINTMATT@BA.BA.ISU.EDU
doug@hparc0.aus.hp.com (Doug Parsons) writes:  >I was chaining around in the anonymous ftp world looking for 3D Studio >meshes and other interesting graphical stuff for the program, and found >a few files with the extension 3D2.  My 3DS v2.01 doesn't know this type >of file, so what are they?  They are 3D object files for CAD 3D 2.0, a program written by Tom Hudson for the Atari ST computers.  Don't know much more about them except that they are stored with the points first, then the surfaces are next, and are made by listing 3 point numbers that make up the triangle surface. Then there's a header that describes coloring, lighting, etc.  Don't know much more than this, hope this helps.
In article <1993Apr24.201117.26232@cs.wisc.edu>, oehler@yar.cs.wisc.edu (Wonko the Sane) writes:  >	I was recently talking to a possible employer ( mine! :-) ) and he made a >reference to a 48-bit graphics computer/image processing system.  I seem to >remember it being called IMAGE or something akin to that.  Anyway, he claimed >it had 48-bit color + a 12-bit alpha channel.  That's 60 bits of info--what >could that possibly be for?  Specifically the 48-bit color?  That's 280 >trillion colors, many more than the human eye can resolve.  Is this an >anti-aliasing thing?  Or is this just some magic number to make it work better >with a certain processor.  Well 48 bit colour *could* be for improved resolution but 16 bits per channel seems like a bit excessive. I have seen a paper that quoted 10 bits per channel of 12 bits for computational precision. More than that would seem to be wasted.  Perhaps the frame buffer uses another colourspace which needs more bits to represent the full range - RGB is a cube so it is a compact encoding.  Most likely however is that there are two separate 24 bit (8 bits per component) frame buffers. This set up, called double buffering, allows a complex 3d picture to be built up on one buffer while the other buffer (containing the previous frame) is displayed. This makes for smoother animation.  >(sadly, I have access to none of them.  Just a DEC 5000/25.  Sigh.)  Well hey if you want to brag about numbers, the 5000 range can take a PXG Turbo+ card with 96 bits per pixel. Full double buffering (Two 24 bit buffers), a 24 bit Z buffer and an extra 24 bit buffer for off screen image storage.  Mind you the card costs more than your workstation.  -- Chris Lilley ---------------------------------------------------------------------------- Technical Author, ITTI Computer Graphics and Visualisation Training Project Computer Graphics Unit, Manchester Computing Centre, Oxford Road,  Manchester, UK.  M13 9PL                        Internet: C.C.Lilley@mcc.ac.uk  Voice: +44 (0)61 275 6045  Fax: +44 (0)61 275 6040 Janet: C.C.Lilley@uk.ac.mcc
Charles Boesel writes >  > In article <C5w8xB.Iv6@world.std.com>   (sci.image.processing,comp.graphics), wdm@world.std.com (Wayne Michael)   writes: > >    I have been searching for a quality image enhancement and > >    manipulation package for Unix/X/Motif platforms that is comparable > >    to Adobe Photo Shop for the Mac. [stuff deleted] >  > I understand that Adobe is working on making Photoshop available for > the SGI Indigo, but that is just "rumor" and I wouldn't bet on it > until I see it. But they >are< going to release Illustrator for the SGI > "real soon now." >   Illustrator for SGI is a shipping product. Adobe and SGI have announced that   Photoshop is being ported to SGI machines. A simillar announcement has been   made by Adobe and Sun for Sun platforms. No dates have been announced to the   best of my knowledge.
Does anyone know if the source is available to create FLI or FLC animations? I would ideally like DLL's for Windows but would settle for C source.  I've heard they might be  available on Amiga forums somewhere.  The libraries currently distributed by Autodesk, AAWIN, AAPLAY, do NOT have FLI creation capability, only playback.  Any pointers would be appreciated, thanks!
Hi, I'm looking for the 3-D studio driver for the 	Oak card with 1 M of RAM. 	This would be GREATLY (and I mean that) appreciated
CALL FOR PAPERS                              ===============                           Progress In Neural Networks                      Special Volume on Shape Analysis                   Omid M. Omidvar         Minsoo Suk                  Series Editor        Volume Editor    Significant progress has been made recently in shape analysis using neural networks and the energy minimization concept. Ablex Publishing Corporation is planning a special volume on "Shape Analysis", scheduled for this year.  This volume will be a part of "Progress in Neural Networks," an annual book series reviewing research in modelling, analysis, design and application of neural networks. The primary aim of this volume is to present, in a single volume, the most important achievements made on this important topic, which are otherwise scattered in diverse literature.  Authors are invited to submit original manuscripts detailing recent progress. Suggested topics include, but are not limited to: shape modelling, shape estimation, shape recovery, shape representation, shape matching, surface reconstruction and surface decomposition. Research work utilizing neural networks directly or based on energy minimization techniques such as Markov random field, mean field annealing, simulated annealing, graduated non-convexity algorithms and resistive networks are most welcome.  The paper should be tutorial in nature, self contained and preferably, but not necessarily, about fifty double spaced pages in length. Please send electronically (if you prefer, you can send a hardcopy to the address below) an  abstract and an outline to msuk@ima.enst.fr by May 30, 1993. The full paper must be submitted by July 31, 1993 to:    Europe                                  USA
In article <1sua3tINNqs2@no-names.nerdc.ufl.edu> LIONESS@ufcc.ufl.edu writes: >My three-d library does a lot of projections ( duh ), but currently it >is projecting an object's vertices on a _per triangle basis_.  This is >grossly inefficient for 99% of the objects displayed ( which can >be optimized by doing projections ONE time, once for each vertex ), but >objects whose Z-extents intersect the hither plane can't benefit from >this because new vertices must be created during Z-clipping.  >Anyone have any better ideas?  Yes.  Here's what you should do.  Keep the vertices in an array, and have the polygons (triangles are okay, but n-sided polygons are slightly more efficient) store the indices into the array of the vertices that comprise them.  You set a flag for each vertex when you transform it, so you don't have to transform any vertex more than once; you also do backface elimination before processing the polygon, so that vertices that belong only to bacfacing polys don't have to be transformed at all.  Whenever you transform a vertex, check if it's on the far side of the hither plane; if it is, you can project it right away and store the result.  Then do your Z clip; any vertices that get produced will have to have their projection done at that stage.
In article <1993Apr16.212441.34125@rchland.ibm.com>, ricardo@rchland.vnet.ibm.com (Ricardo Hernandez Muchado) writes: > In article <1993Apr15.164940.11632@mercury.unt.edu>, Sean McMains <mcmains@unt.edu> writes: > > |> > |> Ricardo, the animation playback to which Lawrence was referring in an > |> earlier post is plain old Quicktime 1.5 with the Compact Video codec. > |> I've seen digitized video (some of Apple's early commercials, to be > |> precise) running on a Centris 650 at about 30fps very nicely (16-bit > |> color depth). I would expect that using the same algorithm, a RISC > |> processor should be able to approach full-screen full-motion animation, > |> though as you've implied, the processor will be taxed more with highly > |> dynamic material. > > >    Sean, I don't want to get into a 'mini-war' by what I am going to say, > but I have to be a little bit skeptic about the performance you are > claiming on the Centris, you'll see why (please, no-flames, I reserve > those for c.s.m.a :-) ) > >    I was in Chicago in the last consumer electronics show, and Apple had a > booth there.  I walked by, and they were showing real-time video capture > using a (Radious or SuperMac?) card to digitize and make right on the spot > quicktime movies.  I think the quicktime they were using was the old one > (1.5).  That is in fact the current version (it only came out in December).  >    They digitized a guy talking there in 160x2xx something.  It played back quite > nicely and in real time.  The guy then expanded the window (resized) to 25x by > 3xx (320 in y I think) and the frame rate decreased enough to notice that it > wasn't 30fps (or about 30fps) anymore.  It dropped to like 15 fps.  Then he > increased it just a bit more, and it dropped to 10<->12 fps. > >    Then I asked him what Mac he was using... He was using a Quadra (don't know > what model, 900?) to do it, and he was telling the guys there that the Quicktime > could play back at the same speed even on an LCII. > >    Well, I spoiled his claim so to say, since a 68040 Quadra Mac was having > a little bit of trouble.  And this wasn't even from the hardisk!  This was > from memory!  My test movie was created at 320*240 resolution, it wasn't being scaled up. Scaling was a very CPU-intensive operation with the original QuickTime (1.0); the current version has optimizations for ratios like 4:1 (160*120 -> 320*240), but even so, I'm prepared to believe that the performance isn't as good as with playing back an actual 320*240 movie. I haven't done any numerical measurements for scaled playback.
I am looking for a small utility that will convert a Microsoft Video (AVI) file to an Autodesk Animator Pro (FLC) file. Since AVIs also contain sound, it would be nice if this utility also stored the sound track as a WAV or VOC file. Currently I'm accomplishing this by saving the AVI as multiple DIBs using Video for Windows, then converting each DIB to a GIF, then loading the GIFs into Animator. For the sound, I load the original AVI into WavEdit and save it as a seperate WAV file. This requires too many steps to be productive.  Any help will be GREATLY appreciated.            Thanks              Don
In article <1qc1fgINNbv4@darkstar.UCSC.EDU>, koehler@secs.ucsc.edu writes: |> I would be most thrilled if some kind person could help me with the following |> Given a cylinder in 3D -defined as a line segment between two points and |> a radius (e.g. Sx,Sy,Sz to Ex,Ey,Ez and r), what is the easiest (and not |> too expensive) way to find if a ray -defined as another line through two |> points -cuts through this cylinder and if so where?   |> I think the test for touching is rather simple: if the closest approach |> of the two lines is less than r, then the ray does penetrate the cylinder.  Nope, this won't work for a cylinder. You can have a line arbitrarily close to the the cylinder backbone, and yet not intersect it. The test works for a pillbox, though. (a cylinder with two hemispheres attached at the ends.)  |> Thanks, |> 	Ryan 	(koehler@secs.ucsc.edu)  -arun
Mike_Peredo@mindlink.bc.ca (Mike Peredo) writes:  >The most ridiculous example of VR-exploitation I've seen so far is the >"Virtual Reality Clothing Company" which recently opened up in Vancouver. As >far as I can tell it's just another "chic" clothes spot. Although it would be >interesting if they were selling "virtual clothing"....  >E-mail me if you want me to dig up their phone # and you can probably get >some promotional lit.  I understand there have been a couple of raves in LA billing themselves as "Virtual Reality" parties. What I hear they do is project .GIF images around on the walls, as well as run animations through a Newtek Toaster.  Seems like we need to adopt the term Really Virtual Reality or something, except for the non-immersive stuff which is Virtually Really Virtual Reality.   etc.    >MP >(8^)-  ___Samuel___
CBW790S@vma.smsu.edu.Ext (Corey Webb) writes:  >In article <1993Apr19.160944.20236W@baron.edb.tih.no> >havardn@edb.tih.no (Haavard Nesse,o92a) writes: >> >>Could anyone tell me if it's possible to save each frame >>of a .gl (grasp) animation to .gif, .jpg, .iff or any other >>picture formats. >> >  >     If you have the GRASP animation system, then yes, it's quite easy. >You simply use GLIB to extract the image (each "frame" in a .GL is >actually a complete .PCX or .CLP file), then use one of MANY available >utilities to convert it.  If you don't have the GRASP package, I'm afraid >I can't help you.  Sorry. >     By the way, before you ask, GRASP (GRaphics Animation System for >Professionals) is a commercial product that sells for just over US$300 >from most mail-order companies I've seen.  And no, I don't have it.  :) >  >  >                                               Corey Webb >   There are several public domain utilities available at your usual archive site that allow 'extraction' of single frames from a .gl file, check in the 'graphics' directories under *grasp.  The problem  is that the .clp files you generate cannot be decoded by any of  the many pd format converters I have used. Any hint welcome! Let me know if you have problems locating the utilities. Hope it helps.