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.
{"title":"Modeling the interaction of light between diffuse surfaces","authors":"Cindy M. Goral, K. Torrance, D. Greenberg, B. Battaile","doi":"10.1145/800031.808601","DOIUrl":"https://doi.org/10.1145/800031.808601","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122696072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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].
{"title":"Invisibility coherence for faster scan-line hidden surface algorithms","authors":"Gary A. Crocker","doi":"10.1145/800031.808584","DOIUrl":"https://doi.org/10.1145/800031.808584","url":null,"abstract":"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].","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123896787","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Computer graphics in commercial and broadcast production (Panel)","authors":"Carl Rosendahl","doi":"10.1145/800031.808599","DOIUrl":"https://doi.org/10.1145/800031.808599","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124432766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"A retrospective (Panel): Six perennial issues in computer graphics","authors":"R. M. Dunn","doi":"10.1145/800031.808579","DOIUrl":"https://doi.org/10.1145/800031.808579","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114999080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Computing in the fast lane (Panel): Supersystems for computer graphics","authors":"R. Weinberg","doi":"10.1145/800031.808578","DOIUrl":"https://doi.org/10.1145/800031.808578","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131880530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Beam tracing polygonal objects","authors":"Paul S. Heckbert, P. Hanrahan","doi":"10.1145/800031.808588","DOIUrl":"https://doi.org/10.1145/800031.808588","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"368 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125695526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"International market opportunities (Panel)","authors":"Philip G. Husby","doi":"10.1145/800031.808587","DOIUrl":"https://doi.org/10.1145/800031.808587","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126228927","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Automatic synthesis of graphical object descriptions","authors":"M. Friedell","doi":"10.1145/800031.808577","DOIUrl":"https://doi.org/10.1145/800031.808577","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114757947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Ray tracing of Steiner patches","authors":"T. Sederberg, David C. Anderson","doi":"10.1145/800031.808593","DOIUrl":"https://doi.org/10.1145/800031.808593","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115509630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Compositing digital images","authors":"Thomas K. Porter, Tom Duff","doi":"10.1145/800031.808606","DOIUrl":"https://doi.org/10.1145/800031.808606","url":null,"abstract":"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.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"215 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120885089","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}