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Proceedings of the 11th annual conference on Computer graphics and interactive techniques最新文献

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Summed-area tables for texture mapping 用于纹理映射的求和面积表
F. Crow
Texture-map computations can be made tractable through use of precalculated tables which allow computational costs independent of the texture density. The first example of this technique, the “mip” map, uses a set of tables containing successively lower-resolution representations filtered down from the discrete texture function. An alternative method using a single table of values representing the integral over the texture function rather than the function itself may yield superior results at similar cost. The necessary algorithms to support the new technique are explained. Finally, the cost and performance of the new technique is compared to previous techniques.
纹理贴图的计算可以通过使用预先计算的表而变得易于处理,这种表允许计算成本独立于纹理密度。该技术的第一个例子是“mip”贴图,它使用一组表,其中包含从离散纹理函数中过滤下来的连续低分辨率表示。另一种方法是使用单个值表来表示纹理函数上的积分,而不是函数本身,这可能会以类似的代价产生更好的结果。说明了支持新技术的必要算法。最后,将新技术的成本和性能与以前的技术进行了比较。
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引用次数: 1509
An adaptive subdivision algorithm and parallel architecture for realistic image synthesis 一种用于真实感图像合成的自适应细分算法和并行结构
Mark A. Z. Dippé, J. Swensen
An algorithm for computing ray traced pictures is presented, which adaptively subdivides scenes into S subregions, each with roughly uniform load. It can yield speedups of O(S2/3) over the standard algorithm. This algorithm can be mapped onto a parallel architecture consisting of a three dimensional array of computers which operate autonomously. The algorithm and architecture are well matched, so that communication overhead is small with respect to the computation, for sufficiently complex scenes. This allows close to linear improvements in performance, even with thousands of computers, in addition to the improvement due to subdivision. The algorithm and architecture provide mechanisms to gracefully degrade in response to excessive load. The architecture also tolerates failures of computers without errors in the computation.
提出了一种计算光线追踪图像的算法,该算法自适应地将场景细分为S个子区域,每个子区域具有大致均匀的负载。与标准算法相比,它可以产生0 (S2/3)的加速。该算法可以映射到由自主运行的三维计算机阵列组成的并行架构上。算法和体系结构匹配良好,对于足够复杂的场景,通信开销相对于计算来说很小。除了细分所带来的改进之外,这允许性能接近线性的改进,即使有数千台计算机。该算法和体系结构提供了一些机制,可以在过度负载时优雅地降级。该体系结构还可以容忍计算机故障而不会在计算中出现错误。
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引用次数: 172
Interpolating splines with local tension, continuity, and bias control 插值样条与局部张力,连续性和偏差控制
D. Kochanek, R. Bartels
This paper presents a new method for using cubic interpolating splines in a key frame animation system. Three control parameters allow the animator to change the tension, continuity, and bias of the splines. Each of these three parameters can be used for either local or global control. Our technique produces a very general class of interpolating cubic splines which includes the cardinal splines as a proper subset.
提出了一种在关键帧动画系统中使用三次插值样条的新方法。三个控制参数允许动画师改变张力、连续性和样条的偏差。这三个参数中的每一个都可以用于本地或全局控制。我们的技术产生了一类非常一般的插值三次样条,其中包括基数样条作为一个适当的子集。
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引用次数: 375
Priority windows: A device independent, vector oriented approach 优先窗口:一种与设备无关的、面向向量的方法
R. Littlefield
Priority windows are a basic tool for interactive graphics, underlying such techniques as pop-up menus and single screen viewing and control of multiple contexts. Most implementations of priority windows are raster oriented, frequently relying on special hardware capabilities such as high speed rasterops. This paper discusses an alternative approach, based on vector clipping, that works with any display device capable of drawing and erasing vectors. It has been used to implement a general purpose windowing package that supports application programs using a vector graphics model. It is device independent, running without change on a desktop computer with integral graphics and on a timesharing system with a peripheral display. In purely device independent form, windowing performance depends on host processing speed and communications bandwidth. Techniques are described for improving responsiveness by overlapping some windowing computations with the user's think time. Performance improvements based on extended device capabilities such as rectangular fill, hardware characters, and local display lists with clipping are also suggested. Presentation of this paper included a videotape showing the dynamics of one application on an HP-9000 desktop computer and on a VAX 11/780 plus Ramtek Marquis configuration.
优先窗口是交互式图形的基本工具,是弹出菜单、单屏幕查看和多个上下文控制等技术的基础。大多数优先级窗口的实现都是面向栅格的,经常依赖于特殊的硬件功能,比如高速栅格操作。本文讨论了一种基于矢量裁剪的替代方法,该方法适用于任何能够绘制和擦除矢量的显示设备。它已经被用来实现一个通用的窗口包,支持使用矢量图形模型的应用程序。它是独立于设备的,无需更改就可以在具有集成图形的台式计算机和具有外设显示器的分时系统上运行。在完全与设备无关的情况下,窗口性能取决于主机处理速度和通信带宽。描述了通过将一些窗口计算与用户的思考时间重叠来提高响应性的技术。还建议基于扩展的设备功能(如矩形填充、硬件字符和带有剪辑的本地显示列表)进行性能改进。本文的演示包括一盘录像带,展示了一个应用程序在HP-9000台式计算机和VAX 11/780加Ramtek Marquis配置上的动态。
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引用次数: 3
GKS for imaging 用于成像的GKS
C. Stoll
By adopting the Graphical Kernel System (GKS), groups who manipulate pixelated images can take advantage of device independent graphics without giving up the functions which have traditionally been hardware dependent. Most of these functions, including image I/O, zoom, pan, lookup table manipulation, and cursor reading, are supported within GKS; several other functions, such as the use of multiple image planes and multiple look up tables, are accomodated by the GKS Escape and the Generalized Drawing Primitive (GDP). Because GKS has powerful inquire capabilities, it's possible to tightly customize applications code to a particular hardware display device. The inquire functions also can be used by an applications program to determine the hardware display size and thus avoid resampling of a pixelated image. GKS thoroughly separates applications programs from device- dependencies; however, device drivers must still be written. The time and effort of writing device drivers can be largely eliminated by using a single programmable device driver, which is tailored to each device by a GRAPHCAP configuration file, in much the same way as TERMCAP is used by Berkeley Unix implementations.
通过采用图形内核系统(GKS),处理像素化图像的团队可以在不放弃传统上依赖硬件的功能的情况下利用与设备无关的图形。大多数这些功能,包括图像I/O、缩放、平移、查找表操作和光标读取,都在GKS中得到支持;GKS Escape和广义绘图原语(Generalized Drawing Primitive, GDP)提供了其他一些功能,例如使用多个图像平面和多个查找表。由于GKS具有强大的查询功能,因此可以根据特定的硬件显示设备严格定制应用程序代码。应用程序还可以使用查询功能来确定硬件显示大小,从而避免像素化图像的重采样。GKS彻底将应用程序与设备依赖分离;但是,仍然必须编写设备驱动程序。通过使用单个可编程设备驱动程序,可以在很大程度上节省编写设备驱动程序的时间和精力,GRAPHCAP配置文件为每个设备定制了可编程设备驱动程序,与Berkeley Unix实现使用TERMCAP的方式大致相同。
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引用次数: 2
The role and reality of graphics standards (Panel) 图形标准的作用和现实(专题讨论)
J. Warner
Graphics standards are formally sanctioned guidelines for graphics programming. Just as ANSI standards provide FORTRAN programmers with a common ground among compilers, the role of graphics standards is to define a set of common procedures or subroutines for developing graphics applications. The primary objectives underlying graphics standards are program portability and a common methodology for application program development. Graphic standards are clearly desirable and efforts to bring them about are well underway. Nevertheless, the role of graphics standards must be matched with the reality of software development environments. A common problem faced by all standards committees is the very long lead time required to arrive at consensus. Most standards groups are staffed by volunteers, chartered to develop standards models around generally-accepted current professional practices. Often, this is a time-consuming process relying on compromise and diplomacy and hampered by long intervals between meetings. As a result, standards inevitably lag behind the industry, where competitive hardware vendors play leapfrog with one another, pushing the state of the art. Much of the concern surrounding standards implementations stems from the low level of standards literacy in the graphics user community. Beyond a vague understanding of functionality, most graphics software shoppers have little understanding on the different levels of standards, how to measure a good implementation, and methods of programming efficiently using a graphics standards methodology. As a result, standards-based packages face the difficult challenge of balancing the theoretical world of standards with the down to-earth needs of application developers working against deadlines. This session will measure the several standards proposals now in the ANSI pipeline against the requirements and literacy level of the buying public. The evolution of a standard through ANSI and the implications of certification procedures will be presented and discussed. The problems of implementing a graphics standard will also be discussed, along with the general buying criteria to follow when shopping for standards-based graphics software.
图形标准是图形编程的正式认可的指导方针。正如ANSI标准为FORTRAN程序员提供了编译器之间的共同基础一样,图形标准的作用是为开发图形应用程序定义一组通用过程或子例程。图形标准的主要目标是程序可移植性和应用程序开发的通用方法。图形标准显然是可取的,实现它们的努力正在顺利进行。然而,图形标准的角色必须与软件开发环境的现实相匹配。所有标准委员会面临的一个共同问题是需要很长时间才能达成共识。大多数标准组织都是由志愿者组成的,他们被授权围绕被普遍接受的当前专业实践开发标准模型。通常,这是一个耗时的过程,依赖于妥协和外交手段,并受到会议间隔时间长的阻碍。其结果是,标准不可避免地落后于行业,而竞争激烈的硬件供应商则相互跳跃式竞争,推动技术的发展。围绕标准实现的许多担忧源于图形用户社区对标准的低水平理解。除了对功能的模糊理解之外,大多数图形软件购买者对不同级别的标准、如何衡量良好的实现以及使用图形标准方法高效编程的方法知之甚少。因此,基于标准的包面临着平衡标准理论世界与应用程序开发人员在截止日期前工作的实际需求的困难挑战。本次会议将根据购买公众的需求和文化水平来衡量目前在ANSI管道中的几个标准提案。通过ANSI标准的演变和认证程序的影响将被提出和讨论。我们还将讨论实现图形标准的问题,以及在购买基于标准的图形软件时应遵循的一般购买标准。
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引用次数: 0
Trends in semiconductor hardware for graphics systems (Panel) 用于图形系统的半导体硬件的趋势(Panel)
H. Fuchs
During the next 5 - 10 years, text and graphic systems will tend to merge because of the demand for a more productive man/machine interface, failing memory costs and the availability of higher performance VLSI controllers. This panel will discuss video controllers, memory components and their architectures, graphic systems configurations and the evolution of enhanced system performance versus reduced system cost.
在接下来的5 - 10年里,由于对更高效的人机界面的需求,内存成本下降以及更高性能的VLSI控制器的可用性,文本和图形系统将趋于合并。该小组将讨论视频控制器,内存组件及其架构,图形系统配置以及增强系统性能与降低系统成本的演变。
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引用次数: 0
Simulation of natural scenes using textured quadric surfaces 使用纹理二次曲面模拟自然场景
G. Gardner
Because of the high complexity of the real world, realistic simulation of natural scenes is very costly in computation. The topographical subtlety of common natural features such as trees and clouds remains a stumbling block to cost-effective computer modeling. A new scene model, composed of quadric surfaces bounded with planes and overlaid with texturing, provides an efficient and effective means of representing a wide range, of natural features. The new model provides a compact and functional data base which minimizes the number of scene elements. Efficient hidden surface algorithms for quadric surfaces bounded by planes are included. A mathematical texturing function represents natural surface detail in a statistical manner. Techniques have been developed to simulate natural scenes with the artistic efficiency of an impressionist painter.
由于现实世界的高度复杂性,自然场景的逼真模拟计算成本非常高。常见的自然特征(如树木和云)在地形上的微妙之处仍然是经济高效的计算机建模的绊脚石。一种新的场景模型,由平面包围的二次曲面和纹理覆盖组成,提供了一种高效和有效的方法来表示广泛的自然特征。新模型提供了一个紧凑和功能的数据库,最大限度地减少了场景元素的数量。给出了以平面为界的二次曲面的有效隐曲面算法。数学纹理函数以统计方式表示自然表面细节。以印象派画家的艺术效率模拟自然场景的技术已经发展起来。
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引用次数: 169
An analytic visible surface algorithm for independent pixel processing 独立像素处理的解析可见曲面算法
E. Catmull
An algorithm is presented that solves the visible surface problem at each pixel independently. This allows motion blur and depth of field blurring to be integrated into the algorithm. It also allows parallel processing. The algorithm works on large numbers of polygons. An analytic Gaussian filter is used. The filter can be elongated or scaled differently for each polygon to adjust for its speed or distance from the focal plane. This is achieved by shrinking or scaling the polygon prior to solving the hidden surface problem so that blurring is correctly presented when objects obscure each other.
提出了一种独立解决每个像素可见表面问题的算法。这允许运动模糊和景深模糊集成到算法中。它还允许并行处理。该算法适用于大量多边形。采用解析高斯滤波器。过滤器可以被拉长或缩放不同的每个多边形,以调整其速度或距离焦平面。这是通过在解决隐藏表面问题之前缩小或缩放多边形来实现的,这样当物体相互模糊时,就可以正确地呈现模糊。
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引用次数: 70
Ray tracing volume densities 射线追踪体密度
J. Kajiya, B. V. Herzen
This paper presents new algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems. We develop the light scattering equations, discuss previous methods of solution, and present a new approximate solution to the full three-dimensional radiative scattering problem suitable for use in computer graphics. Additionally we review dynamical models for clouds used to make an animated movie.
本文提出了一种新的算法来跟踪由体积网格内密度表示的物体,例如云、雾、火焰、灰尘、粒子系统。我们建立了光散射方程,讨论了以前的求解方法,并提出了适合于计算机图形学的全三维辐射散射问题的一种新的近似解。此外,我们回顾了用于制作动画电影的云的动力学模型。
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引用次数: 1155
期刊
Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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