Sunday 30 September 2012

Wallpapers

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Wallpapers Biography

Wallpaper (also desktop picture and desktop background) is an image used as a background of a graphical user interface on a computer screen or mobile communications device. On a computer it is usually for the desktop, while for a mobile phone it is usually the background for the 'home' or 'idle' screen. Though most devices comes with a default picture, users can usually change it to files of their choosing.[1]
"Wallpaper" is the term used in Microsoft Windows before Windows Vista (where it is called the Desktop "Background"), while Mac OS X calls it a "desktop picture" (previously, the term desktop pattern was used to refer to a small pattern that was repeated to fill the screen).
Contents  [hide]
1 History
2 Live wallpaper
3 Dynamic backgrounds
3.1 In Mac OS X
3.2 In Windows 7
3.3 In GNOME
3.4 In Enlightenment
4 See also
5 References
6 External links
[edit]History
Original computer wallpaper pattern, as used in Xerox's Officetalk and Star; actual size.
The X Window System was one of the earliest systems to include support for an arbitrary image as wallpaper via the xsetroot program, which at least as early as the X10R3 release in 1985 could tile the screen with any solid color or any binary-image X BitMap file.[2] In 1989, a free software program called xgifroot was released that allowed an arbitrary color GIF image to be used as wallpaper,[3] and in the same year the free xloadimage program was released which could display a variety of image formats (including color images in Sun Rasterfile format) as the desktop background.[4] Subsequently a number of programs were released that added wallpaper support for additional image formats and other features, such as the xpmroot program (released in 1993 as part of fvwm[5]) and the xv software (released in 1994).
The original Macintosh operating system only allowed a selection of 8×8-pixel binary-image tiled patterns; the ability to use small color patterns was added in System 5 in 1987.[6] MacOS 8 in 1997 was the first Macintosh version to include built-in support for using arbitrary images as desktop pictures, rather than small repeating patterns.[7]
Windows 3.0 in 1990 was the first version of Microsoft Windows to come with support for wallpaper customization, and used the term "wallpaper" for this feature.[8] Although Windows 3.0 only came with 7 small patterns (2 black-and-white and 5 16-color), the user could supply other images in the BMP file format with up to 8-bit color (although the system was theoretically capable of handling 24-bit color images, it did so by dithering them to an 8-bit palette).[9] In the same year, third-party freeware was available for the Macintosh[10] and OS/2[11] to provide similar wallpaper features otherwise lacking in those systems. A wallpaper feature was added in a beta release of OS/2 2.0 in 1991.[12]
[edit]Live wallpaper
A 'live wallpaper' is a type of application that works on a mobile device using the Android operating system. The application works as a wallpaper – providing the background image for the home screen—but also works as a conventional application since it can provide user-interaction with the touch screen (allowing the image to change dynamically, for example) and access other hardware and software features within the device (accelerometer, GPS, network access, etc.). [13]
Similar functionality could be found in the Active Desktop feature of Windows 98 and later versions. There is also third party software that provides this feature for various operating systems.
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Desktop Wallpaper 3d

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Desktop Wallpaper 3d Biography
2.5D ("two-and-a-half-dimensional"), 3/4 perspective and pseudo-3D are terms, mainly in the video game industry, used to describe either:
2D graphical projections and techniques which cause a series of images or scenes to fake or appear to be three-dimensional (3D) when in fact they are not, or
gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane.
Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.[1]
The terms 3/4 perspective and 3/4 view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.[2]
Contents  [hide] 
1 Computer graphics
1.1 Axonometric & oblique projection
1.2 Billboarding
1.3 Skyboxes & skydomes
1.4 Scaling along the Z axis
1.5 Parallax scrolling
1.6 Mode 7
1.7 Bump, normal & parallax mapping
2 Film and animation techniques
3 Graphic design
4 3D games with a two-dimensional playing field
5 History
6 Technical aspects & generalizations
7 See also
8 References
[edit]Computer graphics

[edit]Axonometric & oblique projection
See also: Isometric graphics in video games
Lincity tiles 2D axonometric graphical elements to create a 2.5D game environment.
In axonometric projection and oblique projection, two forms of parallel projection, the viewpoint is rotated slightly to reveal other facets of the environment than what are visible in a top-down perspective or side view, thereby producing a three-dimensional effect. An object is "considered to be in an inclined position resulting in foreshortening of all three axes",[3] and the image is a "representation on a single plane (as a drawing surface) of a three-dimensional object placed at an angle to the plane of projection."[who?] Lines perpendicular to the plane become points, lines parallel to the plane have true length, and lines inclined to the plane are foreshortened.
They are popular camera perspectives among 2D video games, most commonly those released for 16-bit or earlier and handheld consoles, as well as in later strategy and role-playing video games. The advantage of these perspectives are that they combine the visibility and mobility of a top-down game with the character recognizability of a side-scrolling game. Thus the player can be presented an overview of the game world in the ability to see it from above, more or less, and with additional details in artwork made possible by using an angle: Instead of showing a humanoid in top-down perspective, as a head and shoulders seen from above, the entire body can be drawn when using a slanted angle; Turning a character around would reveal how it looks from the sides, the front and the back, while the top-down perspective will display the same head and shoulders regardless.
Anatomy of an axonometric sprite.
There are three main divisions of axonometric projection: isometric (equal measure), dimetric (symmetrical and unsymmetrical), and trimetric (single-view or only two sides). The most common of these drawing types in engineering drawing is isometric projection. This projection is tilted so that all three axes create equal angles at intervals of 120 degrees. The result is that all three axes are equally foreshortened. In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of anti-aliasing and square pixels found on most computer monitors.
In oblique projection typically all three axes are shown unforeshortened. All lines parallel to the axes are drawn to scale, and diagonals and curved lines are distorted. One tell-tale sign of oblique projection is that the face pointed toward the camera retains its right angles with respect to the image plane.[clarification needed]
Two of the most consistent examples of oblique projection are the The Legend of Zelda series of games for the Game Boy, Game Boy Color, and Game Boy Advance; and the Pokémon series for the Nintendo DS. Examples of axonometric projection include the latter games in the SimCity series, and role-playing games such as Diablo and Baldur's Gate.
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Wallpaper For Desktop

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Wallpaper For Desktop Biography
Lithography (from Greek λίθος - lithos, 'stone' + γράφειν - graphein, 'to write') is a method for printing using a stone (lithographic limestone) or a metal plate with a completely smooth surface. Invented in 1796 by German author and actor Alois Senefelder as a cheap method of publishing theatrical works,[1][2] lithography can be used to print text or artwork onto paper or other suitable material.[3]
Lithography originally used an image drawn (etched) into a coating of wax or an oily substance applied to a plate of lithographic stone as the medium to transfer ink to a blank paper sheet, and so produce a printed page. In modern lithography, the image is made of a polymer coating applied to a flexible aluminum plate. To print an image lithographically, the flat surface of the stone plate is roughened slightly—etched—and divided into hydrophilic regions that accept a film of water, and thereby repel the greasy ink; and hydrophobic regions that repel water and accept ink because the surface tension is greater on the greasy image area, which remains dry. The image can be printed directly from the stone plate (the orientation of the image is reversed), or it can be offset, by transferring the image onto a flexible sheet (rubber) for printing and publication.
As a printing technology, lithography is different from intaglio printing (gravure), wherein a plate is either engraved, etched, or stippled to score cavities to contain the printing ink; and woodblock printing, and letterpress printing, wherein ink is applied to the raised surfaces of letters or images. Most types of books of high-volume text are printed with offset lithography, the most common form of printing technology. The word lithography also denotes photolithography, a microfabrication technique used in the microelectronics industry to make integrated circuits and microelectromechanical systems.
Contents  [hide]
1 The principle of lithography
1.1 Lithography on limestone
1.2 The modern lithographic process
2 Microlithography and nanolithography
3 Lithography as an artistic medium
4 Gallery
5 See also
6 References
7 External links
[edit]The principle of lithography
Lithography uses simple chemical processes to create an image. For instance, the positive part of an image is a water-repelling ("hydrophobic") substance, while the negative image would be water-retaining ("hydrophilic"). Thus, when the plate is introduced to a compatible printing ink and water mixture, the ink will adhere to the positive image and the water will clean the negative image. This allows a flat print plate to be used, enabling much longer and more detailed print runs than the older physical methods of printing (e.g., intaglio printing, letterpress printing).
Lithography was invented by Alois Senefelder in Bohemia in 1796. In the early days of lithography, a smooth piece of limestone was used (hence the name "lithography": "lithos" (λιθος) is the ancient Greek word for stone). After the oil-based image was put on the surface, a solution of gum arabic in water was applied, the gum sticking only to the non-oily surface. During printing, water adhered to the gum arabic surfaces and avoided the oily parts, while the oily ink used for printing did the opposite.
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3d Wallpapers Download

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3d Wallpapers Download Biography
Star Fox (スターフォックス Sutā Fokkusu?) is a video game series developed and published by Nintendo. The original game was a forward-scrolling 3D Sci-Fi rail shooter. Later sequels added more directional freedom as the series progressed. The game concept was inspired by a shrine to a fox god who could fly, which Shigeru Miyamoto visited regularly. The shrine was accessible through a series of arches, thus inspiring the gameplay.[1]
The first game in the series, developed by Nintendo EAD and programmed by Argonaut Software, used the Super FX Chip to create the first accelerated 3D gaming experience on a home console. The Super FX Chip was an additional math co-processor that was built into the Game Pak and helped the Super Famicom and SNES better render the game's graphics. The Super FX Chip has been used in other Super Famicom/SNES games as well, some with increased processing speed. Its remake, Star Fox 64, further revolutionized the video game industry by being the first Nintendo 64 game to feature the Rumble Pak.
Due to trademark issues over the name Star Fox in PAL region territories, Star Fox and Star Fox 64 were released in those countries as Star Wing and Lylat Wars respectively. However, Nintendo bought the rights before the release of Star Fox Adventures so future games could be released worldwide with the same name.
The games follow an independent mercenary unit called Star Fox (made up of anthropomorphic animals) and their adventures around the Lylat system.
Contents  [hide]
1 Games
1.1 Star Fox
1.2 Star Fox 64
1.3 Star Fox Adventures
1.4 Star Fox: Assault
1.5 Star Fox Command
1.6 Star Fox 64 3D
2 Cancelled games
2.1 Star Fox 2
2.2 Star Fox (Virtual Boy)
2.3 Star Fox (arcade)
3 Spin-off titles
4 Future
5 Related games
5.1 Super Smash Bros. series
5.2 WarioWare: Smooth Moves
6 Other media
6.1 Monthly Nintendo Power Comics
6.2 Star Fox 64 manga
7 Recurring elements
7.1 Arwing
7.2 Landmaster
7.3 Wolfen
8 Reception
9 References
10 External links
[edit]Games
See also: List of Star Fox video games
[edit]Star Fox
Star Fox on the SNES, which used the Super FX Chip to display 3D-like graphics.
Main article: Star Fox (video game)
The first game, Star Fox (known as Star Wing in Europe), also known as Star Fox 1, was released for the Super Nintendo Entertainment System in 1993. Developed by Nintendo EAD and programmed by Argonaut Software, it used the Super FX chip to simulate 3D graphics during a period of predominately 2D games. In Star Fox, Fox McCloud and his team, Slippy Toad, Peppy Hare, and Falco Lombardi, take on Andross, who threatens to overthrow the Lylat system. Several boss battles from the game are included as mini-games in the Wii title WarioWare: Smooth Moves, using the Wii Remote to fly the ship.
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Free 3d Wallpaper

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Free 3d Wallpaper Biography
ReBoot is a Canadian CGI-animated action-adventure cartoon series that originally aired from 1994 to 2001. It was produced by Vancouver-based production company Mainframe Entertainment, Alliance Communications, BLT Productions and created by Gavin Blair, Ian Pearson, Phil Mitchell and John Grace, with the visuals designed by Brendan McCarthy after an initial attempt by Ian Gibson.
It was the first half-hour, completely computer-animated TV series.[1][2]
Reruns of the first three seasons can be seen in Canada on Teletoon Retro, and the first two seasons are available on Netflix's streaming service in the US.[3]
Contents  [hide]
1 Background
1.1 Setting
1.2 Plot
1.3 Revival
1.4 Film trilogy
2 Episodes
3 Main characters
4 Cast
5 Distribution
5.1 Television broadcasts
5.2 Broadcast history
5.3 VHS and DVD release
6 Awards
7 Video games
8 Network censorship
9 See also
10 Footnotes
11 External links
[edit]Background
According to staff in Fast Forward: The Making of ReBoot, the process to create ReBoot began in the 1980s, but, although the idea had largely been devised, technology was not yet advanced enough to make the show in the desired way. 3D animation tests began in earnest in 1990 and ReBoot had achieved its detailed look by 1991. Production continued on future episodes and the show aired in 1994 after enough episodes had been produced. This was a painstaking process, as no other company had at this time worked on a 3D animation project of this scale and the software used was new to all in the company.
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