I'll be working with some graphics so I'll use gnuplot for this, I've only used this for simple works, but now i would like to get some more beautiful graphics I've some examples what I can do with gnuplot. However I don't have how to start I need some examples of scripts with beautiful outs,I need some pages, papers or what else that help me. Here are some graphics that I would like to do[No exactly the same, but the settings colors yes]:
http://i.stack.imgur.com/oo614.jpg
http://i.stack.imgur.com/7lKtJ.png
There are lots of examples on the official sites, for example here and here.
There is an excellent and comprehensive Gnuplot documentation by T. Kawano of the Los Alamos National Lab here: http://t16web.lanl.gov/Kawano/gnuplot/index-e.html
It provides examples of gnuplot usage ordered by common tasks.
I found this one "GNUPlotting" to be particularly good.
Related
I've been all over the documentation, and there's nothing comprehensive on the subject of graphics. I know it's possible; I've seen freepascal projects that include functional graphics, but haven't been able to replicate the effect myself.
The basics will be sufficient; lines, polygons, possibly text. Any features beyond that (png support, gradients, resizable window, etc) would be appreciated, but unnecessary. The purpose of this question is to find a workable, testable starting point, not to pick out the best libraries for a given purpose.
If it helps, I'm using Lazarus and I have some experience with Pascal as a whole, but I've been away from it since 2007.
simple graphics starting point
Canvas Drawing: https://wiki.lazarus.freepascal.org/Drawing_with_canvas
Using BGRA (open source drawing lib): https://wiki.lazarus.freepascal.org/BGRABitmap
Library list (not complete but a good start):) https://wiki.lazarus.freepascal.org/Graphics_libraries
Also, I'd like to point out that a lot can be found by searching the fpc wiki, or by visiting the forums,
Here's the "Graphics" forum board,
https://forum.lazarus.freepascal.org/index.php/board,39.0.html
I apologize if the answer was already somewhere, searching the interwebs did not return me the answer(s) I was looking for.
Situation : I have a small graph (a set of Edges and Nodes that is) - Now I want to display it in an interactive manner, and I would like to manipulate the display styles and symbols that are used for edges and nodes, programetically.
Hence kgraphviewer wont work - i want to do it programetically as stated.
I noticed VTK, comes with a lot of built is graph drawing algorithms. But seems to be a really large one.
Question : What are some alternatives to VTK ? Graphviz is probably one, but I can not confirm that graphviz comes with all the graph drawing algorithms as VTK - any other possibly smaller options, with all the built in graphs?
Side note : Some systems uses a static drawign widget, i.e. once the drawing is displayed, in an widget that the system comes with, you can not interact with the drawing using your mouse. The GNU implementation of IDL, GDL, has this problem. I would Like to avoid this.
Yes, I agree with you regarding the VTK's consideration: it's a powerful toolkit but it is (maybe) too much "big", and it's not so easy to configure a working VTK environment.
I don't have a great experience in the field of graphs, but a search leads to this other StackOverflow post. I think that Prefuse, listed under the Java section, could be of some interest. C++ itself seems to have a lot of choices, listed in various answers, here. I hope that it will help.
I used Gephi public domain graph visualization software on Linux. It was a quick way to get a 3 D. Picture which can be modified with line thickness to show an edge weight - good for comm network work.
I am new at graphing tools for big data analysis. Though the following is not from big data, I was wondering what kind of tools are used to create this kind of complex graph:
http://www.bitmover.com/lmbench/mem_lat3.pdf
Associated with the paper http://www.bitmover.com/lmbench/lmbench-usenix.pdf
The article is made in LaTeX (particulary groff project), according to metadata in the chart's PDF, it's saved to PDF from Photoshop (so this lead ends here). Anyway, the TikZ or Asymptote (see gallery) are capable of drawing charts like this..
Looks a little bit like gnuplot, but it can be perfectly done by matplotlib. An example can be found at this page.
Sorry, I never noticed this question before. Larry borrowed that graphic from me and it was created with Excel.
I was considering adding code to lmbench to create that plot automatically and Thorsten's suggestion of mplot3d sounds like a good place to start.
As the title says, I'd like to program a 3d game (probably a BattleZone clone), but without the use of an API like OpenGL, DirectX, and the like. At the heart of the matter, I'd just like to learn how to draw basic 3d shapes to the screen and manipulate them. Don't care if it looks like crap. I've used OpenGL to achieve similar ends before, but really didn't learn about these topics.
The problem is, I have no idea where to start. I downloaded the Doom source code, but it's a bit over my head. Although I've programmed a bit, graphical matters are very much out of my depth.
I'd be very grateful if anyone could offer links or code (in any language) that would help me along in my purpose.
Sounds like an exciting project. I did something similar in the late 90's. Before OpenGL and DirectX became popular, there were a ton of great books on the subject.
Fundamentally you will have to learn how to
Represent 3D geometry
Transform that geometry (translate and rotate)
Project that geometry onto a 2D screen.
Each of those major topics has many sub-topics (for example, complex objects can be constructed from a number of polygons. You may want to limit polygons to being constructed of triangles only, or support other polygons. You may want to load common model formats e.g. .obj files so that you can create models with off the shelf tools).
The topics are way too broad for a detailed answer here. Whole books are written on the subject, including
Black Art of 3D Game Programming (Book, amazingly still available)
For a good introduction to the general topics, have a look at:
http://en.wikipedia.org/wiki/3D_projection
http://en.wikipedia.org/wiki/Orthographic_projection
http://en.wikipedia.org/wiki/Transformation_matrix#Perspective_projection
Doom, which you already looked at, used a special optimization called heightfield rendering and does not allow for rendering of arbitrary 3D shapes (e.g., you will not find a bridge in Doom that you can walk under).
I have the second edition of Computer Graphics: Principles and Practice in C and it uses SRGP (Simple Raster Graphics Programming) and SIGGRAPH which is a wrap-around SRGP, if you look up articles and papers on graphics research you'll see that both these libraries are used a lot, and they are way more direct and low level than the APIs you mentioned. I'm having a hard time locating them, so if you do, please give a link. Note that the third edition is in WPF, so I cannot guarantee much as to it's usefulness, and I don't know if the second edition is still in print, but I have found numerous references to the book, and it's got it's own page in Wikipedia.
Another solution would be the Win32 API which again does not provide much in terms of rendering, but it is trivial to draw dots and lines onto a window. I have written a few tutorials on it, but I didn't cover drawing pixels and lines, so they'll only be useful if you have trouble with the basics of setting up a window. Note that it is not intended for real-time rendering, so it may get slow.
Finally you can look at X11 programming, the foundation of most modern operating systems with a GUI. I haven't found the libraries for Windows, but again I didn't invest too much time on it. I know it is available for CIGWIN and for Linux in general though, and I believe it would be very interesting to look at the core of graphics since you're already looking under the hood of 3D graphics.
Having spent a bunch of time recently doing 2D work that involves pixel manipulation of bitmaps and blending/compositing, I've run up against the limits of my own understanding with respect to colorspaces, non-RGB color worlds, etc.
I'd like to go back to basics and learn how all this stuff actually works, so that I'm not shooting in the dark next time I need to think about how to set up a blend function, and I know how to play with color palettes, etc.
Any pointers for good places to start on the path? Online references good, actual books that are clearly written are better. (Not looking for something that's just piles of equations, but can follow mathy stuff if it's not too terse.)
Thanks!
I liked these tutorials:
http://www.student.kuleuven.be/~m0216922/CG/index.html