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

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Modeling the interaction of light between diffuse surfaces 模拟光在漫射表面之间的相互作用
Cindy M. Goral, K. Torrance, D. Greenberg, B. Battaile
A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the “color-bleeding” effects which are caused by the diffuse reflections. A simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. The procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. The resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.
描述了一种模拟漫反射表面间光相互作用的方法。目前计算机图形学中使用的光反射模型没有考虑漫射表面之间的物体对物体的反射,因此不正确地计算了全局照明效果。基于热工程方法的新程序,包括有限面积的漫射光源的影响,以及由漫射反射引起的“溢色”效应。用一个简单的环境来说明这些模拟效果,并提供了物理模型的照片。该程序适用于由理想漫反射器组成的环境,可以解释来自各种光源的直接照明。生成的表面强度与观测者的位置无关,因此可以对动态序列进行环境预处理。
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引用次数: 1134
Invisibility coherence for faster scan-line hidden surface algorithms 快速扫描线隐藏面算法的不可见相干性
Gary A. Crocker
Invisibility coherence is a new technique developed to decrease the time necessary to render shaded images by existing scan-line hidden surface algorithms. Invisibility coherence is a technique for removing portions of a scene that are not likely to be visible. If a large portion of the scene is invisible, as is often the case in three-dimensional computer graphics, the processing time eliminated may be substantial. Invisibility coherence takes advantage of the observation that a minimal amount of processing needs to be done on objects (polygons, patches, or surfaces) that will be hidden by other objects closer to the viewer. This fact can be used to increase the efficiency of current scan-line algorithms, including both polygon-based and parametrically curved surface-based algorithms. Invisibility coherence was implemented and tested with the polygon hidden surface algorithm for constructive solid geometry developed by Peter Atherton [1]. The use of invisibility coherence substantially increases the efficiency of this scan-line algorithm. Invisibility coherence should work as well or even better with other scan-line hidden surface algorithms, such as the Lane-Carpenter, Whitted, and Blinn algorithms for parametrically curved surfaces [2]., or the Watkins, Romney, and Bouknight algorithms for polygons [3, 4, 5].
隐身相干是为了减少现有扫描线隐藏面算法渲染阴影图像所需的时间而发展起来的一种新技术。隐身相干是一种技术,用于删除场景中不太可能被看到的部分。如果场景的很大一部分是不可见的,就像三维计算机图形中经常出现的情况一样,那么消除的处理时间可能是相当可观的。隐身相干利用了这样一种观察,即对物体(多边形、斑块或表面)进行最少的处理,这些物体将被更接近观察者的其他物体隐藏。这一事实可用于提高当前扫描线算法的效率,包括基于多边形和基于参数化曲面的算法。使用Peter Atherton[1]开发的构造立体几何的多边形隐藏面算法实现和测试不可见相干性。不可见相干性的使用大大提高了该扫描线算法的效率。不可见相干性应该与其他扫描线隐藏曲面算法一起工作,甚至更好,例如用于参数曲面的Lane-Carpenter、Whitted和Blinn算法[2]。,或多边形的Watkins、Romney和Bouknight算法[3,4,5]。
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引用次数: 30
Computer graphics in commercial and broadcast production (Panel) 商业和广播制作中的计算机图形学(专题讨论)
Carl Rosendahl
The goal of this panel is to acquaint the listener with what is perhaps the most visible area of computer graphics - the use of animation in television and motion pictures Creating animation for commercial use is subject to many factors outside of the animator's control. Pieces are constrained by deadlines and budgets and yet must be “ new, fresh and different” in order to satisfy the client. The speakers on the panel represent four of the leading computer animation production houses and are well acquainted with having to work with these constraints while still delivering work of the highest possible quality. In addition to showing some of their work, the participants will discuss methods for creating animation for commercial use.
本专题讨论的目的是让听众熟悉计算机图形学中最明显的领域——电视和电影中动画的使用。为商业用途制作动画受制于动画师无法控制的许多因素。作品受到最后期限和预算的限制,但必须“新颖,新鲜和不同”,以满足客户。小组中的演讲者代表了四家领先的电脑动画制作公司,并且非常熟悉必须与这些限制一起工作,同时仍然提供最高质量的工作。除了展示他们的一些作品外,参与者还将讨论为商业用途创建动画的方法。
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引用次数: 0
A retrospective (Panel): Six perennial issues in computer graphics 回顾(小组讨论):计算机图形学的六个长期问题
R. M. Dunn
Graphics has been an industry for more than 15 years. Some workers trace its origins almost )0 years. The dramatic gains in silicon technology along with more highly developed understanding of the mathematics of graphics have transformed the architecture of computer graphic systems and produced a bewildering array of products and services. This retrospective panel will try to put several key things in perspective. Dr. Alan Kay, recently of Atari Computer and currently an Apple Fellow, will characterize the role of graphics in the overall world of computing and information processing. Carl Machover of Machover Associates will trace the development of display technology and its employment in computer graphics systems. Dr. David Evan, Chairman of the Board of Evans and Sutherland will create the retrospective on our ability to produce realism in imagery. In turn Dr. Robert Sproull, Sutherland, Sutherland and Associates will trace the development of transformation that have found their way into silicon technology. Dr. James Foley, of George Washington University will track our progress in the technology of interaction, while Dr. Robin Forrest of the University of East Angela will trace geometric modeling and Dr. Ed Cattail, Director of Development at Lucasfilm will put our progress in animation in perspective.
图形已经成为一个行业超过15年了。一些工人将其起源追溯到近0年前。硅技术的巨大进步以及对图形数学的高度理解已经改变了计算机图形系统的架构,并产生了一系列令人眼花缭乱的产品和服务。这个回顾小组将尝试把几个关键的事情放在正确的角度。最近加入雅达利电脑公司(Atari Computer)、目前是苹果公司(Apple)会员的艾伦·凯博士(Dr. Alan Kay)将阐述图形在整个计算和信息处理领域的作用。Machover Associates的Carl Machover将追踪显示技术的发展及其在计算机图形系统中的应用。大卫·埃文博士,埃文斯和萨瑟兰的董事会主席将回顾我们在图像中创造现实主义的能力。接下来,Robert Sproull博士、Sutherland博士、Sutherland博士和他的同事们将追踪已经进入硅技术的转变的发展。乔治华盛顿大学的James Foley博士将跟踪我们在互动技术方面的进展,东安吉拉大学的Robin Forrest博士将跟踪几何建模,卢卡斯影业的开发总监Ed catail博士将详细介绍我们在动画方面的进展。
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引用次数: 0
Computing in the fast lane (Panel): Supersystems for computer graphics 快车道上的计算(面板):计算机图形的超级系统
R. Weinberg
The fast generation of complex synthetic images by digital computing systems requires immense computational resources, which can be provided by several means. Supercomputers, flight simulators and special purpose image synthesis architectures will be examined and compared by the panel. Each of these systems represents the very high end of the computational spectrum, with performance measured in hundreds of millions of operations per second.
数字计算系统快速生成复杂的合成图像需要大量的计算资源,这些计算资源可以通过多种方式提供。超级计算机、飞行模拟器和特殊用途图像合成架构将由专家组进行检查和比较。这些系统中的每一个都代表了计算频谱的非常高端,其性能以每秒数亿次操作来衡量。
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引用次数: 0
Beam tracing polygonal objects 光束跟踪多边形物体
Paul S. Heckbert, P. Hanrahan
Ray tracing has produced some of the most realistic computer generated pictures to date. They contain surface texturing, local shading, shadows, reflections and refractions. The major disadvantage of ray tracing results from its point-sampling approach. Because calculation proceeds ab initio at each pixel it is very CPU intensive and may contain noticeable aliasing artifacts. It is difficult to take advantage of spatial coherence because the shapes of reflections and refractions from curved surfaces are so complex. In this paper we describe an algorithm that utilizes the spatial coherence of polygonal environments by combining features of both image and object space hidden surface algorithms. Instead of tracing infinitesimally thin rays of light, we sweep areas through a scene to form “beams.” This technique works particularly well for polygonal models since for this case the reflections are linear transformations, and refractions are often approximately so. The recursive beam tracer begins by sweeping the projection plane through the scene. Beam-surface intersections are computed using two-dimensional polygonal set operations and an occlusion algorithm similar to the Weiler-Atherton hidden surface algorithm. For each beam-polygon intersection the beam is fragmented and new beams created for the reflected and transmitted swaths of light. These sub-beams are redirected with a 4×4 matrix transformation and recursively traced. This beam tree is an object space representation of the entire picture. Since the priority of polygons is pre-determined, the final picture with reflections, refractions, shadows, and hidden surface removal is easily drawn. The coherence information enables very fast scan conversion and high resolution output. Image space edge and texture antialiasing methods can be applied.
光线追踪已经产生了一些迄今为止最真实的计算机生成的图片。它们包含表面纹理、局部阴影、阴影、反射和折射。光线追踪的主要缺点来自于它的点采样方法。因为计算在每个像素上从头开始,它是非常CPU密集的,并且可能包含明显的混叠伪影。由于曲面反射和折射的形状非常复杂,因此很难利用空间相干性。在本文中,我们描述了一种利用多边形环境的空间相干性,结合图像和目标空间隐藏表面算法的特征的算法。我们不是追踪无限细的光线,而是在一个场景中扫描区域,形成“光束”。这种技术特别适用于多边形模型,因为在这种情况下,反射是线性变换,折射通常近似于线性变换。递归光束示踪器首先在场景中扫描投影平面。使用二维多边形集合运算和类似于Weiler-Atherton隐藏面算法的遮挡算法计算波束面相交。对于每一个波束-多边形的交叉点,波束会被分割,新的波束会被反射和透射。这些子波束用4×4矩阵变换重定向并递归跟踪。这棵梁树是整个画面的对象空间表示。由于多边形的优先级是预先确定的,所以带有反射、折射、阴影和隐藏表面去除的最终图像很容易绘制出来。相干信息可以实现非常快速的扫描转换和高分辨率输出。可以应用图像空间边缘和纹理抗混叠方法。
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引用次数: 455
International market opportunities (Panel) 国际市场机会(小组)
Philip G. Husby
The Panel will discuss the subject of entering foreign markets with the objective of increasing company revenues. The first panelist will discuss the general benefits of international trade and the potential for the computer graphics industry. Foreign markets which hold the greatest promise for penetration will be identified and an overview of the regulations governing the exports of the industry will be presented. The discussion will conclude with the identification of select services offered to U.S. firms by the U.S. Department of Commerce for the purpose of assisting companies in reaching foreign markets.
小组将讨论以增加公司收入为目标进入国外市场的问题。第一个小组成员将讨论国际贸易的一般好处和计算机图形工业的潜力。将确定最有希望渗透的外国市场,并将概述管理该工业出口的条例。讨论最后将确定美国商务部为协助美国公司进入国外市场而向美国公司提供的一些服务。
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引用次数: 1
Automatic synthesis of graphical object descriptions 图形对象描述的自动合成
M. Friedell
A technique is presented for automatically synthesizing graphical object descriptions from high-level specifications. The technique includes mechanisms for describing, selecting, and combining primitive elements of object descriptions. Underlying these mechanisms are a referential framework for describing information used in the construction of object descriptions and a computational model of the object-synthesis process. This technique has been implemented in two prototype systems to synthesize object descriptions in near-real time. One system creates graphical displays of information that resides in a conventional database. The other system is a computer graphicist's tool for creating backgrounds of complex, three-dimensional scenes.
提出了一种从高级规范中自动合成图形化对象描述的技术。该技术包括描述、选择和组合对象描述的基本元素的机制。这些机制的基础是一个用于描述用于构建对象描述的信息的参考框架和对象合成过程的计算模型。该技术已在两个原型系统中实现,可以近实时地综合对象描述。一个系统创建驻留在传统数据库中的信息的图形化显示。另一个系统是计算机图形学家的工具,用于创建复杂的三维场景的背景。
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引用次数: 40
Ray tracing of Steiner patches 斯坦纳补丁的光线追踪
T. Sederberg, David C. Anderson
Steiner patches are triangular surface patches for which the Cartesian coordinates of points on the patch are defined parametrically by quadratic polynomial functions of two variables. It has recently been shown that it is possible to express a Steiner patch in an implicit equation which is a degree four polynomial in x,y,z. Furthermore, the parameters of a point known to be on the surface can be computed as rational polynomial functions of x,y,z. These findings lead to a straightforward algorithm for ray tracing Steiner patches in which the ray intersection equation is a degree four polynomial in the parameter of the ray. The algorithm presented represents a major simplification over existing techniques for ray tracing free-form surface patches.
Steiner patch是一种三角形的曲面patch,其上点的笛卡尔坐标由两个变量的二次多项式函数参数化定义。最近的研究表明,在x,y,z的四次多项式的隐式方程中可以表示Steiner patch。此外,已知在曲面上的点的参数可以用x,y,z的有理多项式函数来计算。这些发现导致了射线追踪斯坦纳补丁的直接算法,其中射线相交方程是射线参数的四次多项式。所提出的算法对现有的射线追踪自由曲面补丁技术进行了重大的简化。
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引用次数: 47
Compositing digital images 合成数字图像
Thomas K. Porter, Tom Duff
Most computer graphics pictures have been computed all at once, so that the rendering program takes care of all computations relating to the overlap of objects. There are several applications, however, where elements must be rendered separately, relying on compositing techniques for the anti-aliased accumulation of the full image. This paper presents the case for four-channel pictures, demonstrating that a matte component can be computed similarly to the color channels. The paper discusses guidelines for the generation of elements and the arithmetic for their arbitrary compositing.
大多数计算机图形图像都是一次计算的,因此渲染程序负责与对象重叠有关的所有计算。然而,在一些应用程序中,元素必须单独渲染,依靠合成技术来实现完整图像的抗混叠积累。本文介绍了四通道图像的情况,证明了哑光分量可以类似于彩色通道的计算。本文讨论了元素生成的准则和任意组合元素的算法。
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引用次数: 1556
期刊
Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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