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

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International technology transfer (Panel) 国际技术转让(小组)
C. Machover
For the past two and one half decades, USA suppliers have generally dominated the computer graphics marketplace, providing an estimated 90 percent of computer graphics shipments worldwide. In the past few years, however, a number of non-USA sources have begun to develop products which not only have captured a growing percentage of their domestic markets, but also have begun to be competitive worldwide. USA companies have increasingly turned to non-USA sources for licenses and products. This panel brings together executives from European, Asian and South African companies to discuss the growing exchange of computer graphics technology among USA and non-USA suppliers.
在过去的25年里,美国供应商一直主导着计算机图形市场,提供了大约90%的全球计算机图形出货量。然而,在过去的几年里,一些非美国来源已经开始开发产品,这些产品不仅占据了国内市场越来越大的份额,而且已经开始在全球范围内具有竞争力。美国公司越来越多地转向非美国来源的许可证和产品。该小组汇集了来自欧洲、亚洲和南非公司的高管,讨论美国和非美国供应商之间日益增长的计算机图形技术交流。
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引用次数: 2
Ray tracing with cones 使用锥的光线追踪
J. Amanatides
A new approach to ray tracing is introduced. The definition of a “ray” is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, which tries to model light propagation with more fidelity, include a better method of anti-aliasing, a way of calculating fuzzy shadows and dull reflections, a method of calculating the correct level of detail in a procedural model and texture map, and finally, a procedure for faster intersection calculation.
介绍了一种新的光线追踪方法。通过包含扩展角和虚原点的信息,将“射线”的定义扩展为锥。这种方法的优点是,它试图以更高的保真度来模拟光的传播,包括更好的抗混叠方法,一种计算模糊阴影和暗淡反射的方法,一种在程序模型和纹理图中计算正确细节级别的方法,最后,一种更快的交叉计算程序。
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引用次数: 333
The A -buffer, an antialiased hidden surface method A -buffer,一种抗锯齿隐藏曲面的方法
L. Carpenter
The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box filter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the “Genesis Demo” sequence in Star Trek II.
a- buffer (anti- aliasing, area-average, accumulation buffer)是一种适用于中等规模虚拟内存计算机的通用隐藏表面机制。它解决任意不透明、透明和相交对象集合之间的可见性。使用易于计算的傅里叶窗口(盒滤波器),它比z -缓冲区增加了许多倍的有效图像分辨率,而成本则适度增加。A-buffer被整合到Lucasfilm的REYES 3d渲染系统中,并成功地用于《星际迷航2》中的“创世纪演示”序列。
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引用次数: 496
A hardware stochastic interpolator for raster displays 用于光栅显示的硬件随机插值器
T. S. Piper, A. Fournier
Stochastic modeling has found uses so far mainly for expensive very realistic graphics display. The cost of rendering is not intrinsic to the technique, but mainly due to the high resolution and the sophisticated display techniques which accompany it. We describe here a basic tool for a less expensive approach to stochastic modeling which is designed for a more “down to earth” type of application, and brings the display of stochastic models nearer to real-time. A special purpose board for stochastic interpolation has been built, which can generate an array of up to 129×129 12 bit stochastic values to be used by the rest of the display system as a texture source, or for more elaborate algorithms. The board functions as a coprocessor in a traditional frame buffer system, and includes a micro-coded bit-slice processor, a multiplier, special hardware to generate uniformly distributed random numbers, memory to store a look-up table for random numbers with the required distribution, and two buffers for the resulting arrays. The current implementation generates values at less than 4 microseconds per point, and in conjunction with a standard graphics processor can display nearly 10000 stochastic points in real-time, or can update a full screen of stochastic values in less than one second. Illustrations are given of the output of the board and of pictures and animations generated with it.
到目前为止,随机建模主要用于昂贵的非常逼真的图形显示。渲染的成本不是技术固有的,而主要是由于高分辨率和伴随它的复杂显示技术。我们在这里描述了一个基本的工具,一个较便宜的方法来随机建模,这是为一个更“接地气”的应用而设计的,并使随机模型的显示更接近实时。已经建立了一个用于随机插值的特殊用途板,它可以生成高达129×129 12位随机值的数组,供显示系统的其余部分用作纹理源,或用于更复杂的算法。该板在传统的帧缓冲系统中充当协处理器,包括一个微编码位片处理器、一个乘法器、用于生成均匀分布的随机数的专用硬件、用于存储具有所需分布的随机数查找表的存储器以及用于生成数组的两个缓冲区。目前的实现以每个点不到4微秒的速度生成值,并且与标准图形处理器一起可以实时显示近10000个随机点,或者可以在不到一秒的时间内更新整个屏幕的随机值。给出了板的输出和用它生成的图片和动画的插图。
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引用次数: 9
A system for algorithm animation 算法动画系统
Marc H. Brown, R. Sedgewick
A software environment is described which provides facilities at a variety of levels for “animating” algorithms: exposing properties of programs by displaying multiple dynamic views of the program and associated data structures. The system is operational on a network of graphics-based, personal workstations and has been used successfully in several applications for teaching and research in computer science and mathematics. In this paper, we outline the conceptual framework that we have developed for animating algorithms, describe the system that we have implemented, and give several examples drawn from the host of algorithms that we have animated.
本文描述了一个软件环境,它为“动画化”算法提供了各种级别的设施:通过显示程序的多个动态视图和相关数据结构来暴露程序的属性。该系统在基于图形的个人工作站网络上运行,并已成功地应用于计算机科学和数学的教学和研究中。在本文中,我们概述了我们为动画算法开发的概念框架,描述了我们已经实现的系统,并给出了从我们动画的算法主机中提取的几个例子。
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引用次数: 399
Distributed ray tracing 分布式光线追踪
R. L. Cook, Thomas K. Porter, L. Carpenter
Ray tracing is one of the most elegant techniques in computer graphics. Many phenomena that are difficult or impossible with other techniques are simple with ray tracing, including shadows, reflections, and refracted light. Ray directions, however, have been determined precisely, and this has limited the capabilities of ray tracing. By distributing the directions of the rays according to the analytic function they sample, ray tracing can incorporate fuzzy phenomena. This provides correct and easy solutions to some previously unsolved or partially solved problems, including motion blur, depth of field, penumbras, translucency, and fuzzy reflections. Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
光线追踪是计算机图形学中最优雅的技术之一。许多用其他技术很难或不可能实现的现象用光线追踪都很简单,包括阴影、反射和折射光。然而,射线方向已经被精确地确定,这限制了射线追踪的能力。光线追踪根据所采样的解析函数来分配光线的方向,从而可以将模糊现象纳入其中。这为一些以前未解决或部分解决的问题提供了正确和简单的解决方案,包括运动模糊、景深、半影、半透明和模糊反射。运动模糊和景深计算可以与可视表面计算相结合,避免了以往方法中存在的问题。
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引用次数: 1018
Computer graphics research in Japanese Universities 日本大学的计算机图形学研究
Laurin Herr
There is considerable research activity related to computer graphics within the Japanese academic community. However, little is known about it outside of Japan. Another problem is that some of the most interesting work being done is not called “Computer Graphics” and is therefore only reported in other fields such as “Precision Engineering” or “Image Processing.” Interpreting “Computer Graphics” broadly, this panel will survey the work of three leading Japanese researchers who will each briefly describe the history of computer graphics at their institutions, outline the level of staffing and equipment resources in their laboratories and report on their current areas of research activity. These presentations will be proceeded by the chairman's overview discussion about Japanese University research, in general. The panel will conclude with a question and answer period. Professor Makoto Nagao, Department of Electrical Engineering, Kyoto University, Sakyo, Kyoto, Japan - The main thrust of research at Kyoto University has been in the field of digital image processing systems. Work began in 1965 on the problem of Japanese character recognition. One of the earliest digital processing systems in Japan was also designed. Working from beliefs about the human pattern recognition process, efforts were directed towards the development of a structural approach rather than mathematical theories which were popular during the early days of character recognition research. Current topics of interest include the modeling of more human-like image understanding functions, such as trial and error processes, knowledge-driven analysis processes and declaritive representation for image understanding. These can be summarized under the theme “Image Interpretation by Knowledge Presentation”.
在日本学术界有相当多的与计算机图形学有关的研究活动。然而,日本以外的人对它知之甚少。另一个问题是,一些正在进行的最有趣的工作并不被称为“计算机图形学”,因此只在其他领域报道,如“精密工程”或“图像处理”。从广义上解释“计算机图形学”,本小组将调查三位日本主要研究人员的工作,他们将简要描述各自机构的计算机图形学历史,概述其实验室的人员配备和设备资源水平,并报告其当前的研究活动领域。这些报告将由主席对日本大学研究的总体概述进行讨论。小组讨论将以问答时间结束。Makoto Nagao教授,京都大学电子工程系,Sakyo, Kyoto, Japan -京都大学的主要研究方向是数字图像处理系统领域。1965年开始研究日文字符识别问题。日本最早的数字处理系统之一也被设计出来。从对人类模式识别过程的信念出发,努力的方向是发展一种结构方法,而不是在早期字符识别研究中流行的数学理论。当前感兴趣的主题包括更像人类的图像理解功能的建模,如试错过程、知识驱动的分析过程和图像理解的声明式表示。这些可以总结为“知识呈现的图像解读”这一主题。
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引用次数: 0
Global and local deformations of solid primitives 实体基元的全局和局部变形
A. Barr
New hierarchical solid modeling operations are developed, which simulate twisting, bending, tapering, or similar transformations of geometric objects. The chief result is that the normal vector of an arbitrarily deformed smooth surface can be calculated directly from the surface normal vector of the undeformed surface and a transformation matrix. Deformations are easily combined in a hierarchical structure, creating complex objects from simpler ones. The position vectors and normal vectors in the simpler objects are used to calculate the position and normal vectors in the more complex forms; each level in the deformation hierarchy requires an additional matrix multiply for the normal vector calculation. Deformations are important and highly intuitive operations which ease the control and rendering of large families of three-dimensional geometric shapes.
开发了新的分层实体建模操作,模拟几何对象的扭曲、弯曲、变细或类似变换。主要结果是任意变形光滑曲面的法向量可以直接由未变形曲面的法向量和变换矩阵计算得到。变形很容易在层次结构中组合,从简单的对象创建复杂的对象。利用较简单对象的位置向量和法向量计算较复杂对象的位置向量和法向量;变形层次中的每一层都需要一个额外的矩阵乘法来进行法向量计算。变形是一种重要的、高度直观的操作,它简化了对大量三维几何形状的控制和渲染。
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引用次数: 955
Texture synthesis for digital painting 数字绘画的纹理合成
J. P. Lewis
The problem of digital painting is considered from a signal processing viewpoint, and is reconsidered as a problem of directed texture synthesis. It is an important characteristic of natural texture that detail may be evident at many scales, and the detail at each scale may have distinct characteristics. A “sparse convolution” procedure for generating random textures with arbitrary spectral content is described. The capability of specifying the texture spectrum (and thus the amount of detail at each scale) is an improvement over stochastic texture synthesis processes which are scalebound or which have a prescribed 1/f spectrum. This spectral texture synthesis procedure provides the basis for a digital paint system which rivals the textural sophistication of traditional artistic media. Applications in terrain synthesis and texturing computer-rendered objects are also shown.
从信号处理的角度考虑数字绘画问题,并将其重新考虑为定向纹理合成问题。自然纹理的一个重要特征是,在许多尺度上细节都很明显,而且每个尺度上的细节都有不同的特征。描述了一种用于生成具有任意光谱内容的随机纹理的“稀疏卷积”过程。指定纹理谱(以及每个尺度上的细节量)的能力是对随机纹理合成过程的改进,随机纹理合成过程是尺度限制的或具有规定的1/f谱。这种光谱纹理合成程序为数字油漆系统提供了基础,该系统可与传统艺术媒体的纹理复杂性相媲美。应用在地形合成和纹理计算机渲染对象也显示。
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引用次数: 115
Chap - a SIMD graphics processor 一个SIMD图形处理器
Adam Levinthal, Thomas K. Porter
Special purpose processing systems designed for specific applications can provide extremely high performance at moderate cost. One such processor is presented for executing graphics and image processing algorithms as the basis of a digital film printer. Pixels in the system contain four parallel components: RGB for full color and an alpha channel for retaining transparency information. The data path of the processor contains four arithmetic elements connected through a crossbar network to a tessellated scratchpad memory. The single instruction, multiple data stream (SIMD) processor executes instructions on four pixel components in parallel. The instruction control unit (ICU) maintains an activity stack for tracking block-structured code, using data-dependent activity flags for conditional disabling subsets of the ALUs. Nested loops and if-then-else constructs can be programmed directly, with the ICU disabling and reenabling ALUs on the basis of their individual status bits.
为特定应用设计的特殊用途处理系统可以以中等成本提供极高的性能。提出了一种这样的处理器,用于执行图形和图像处理算法,作为数字胶片打印机的基础。系统中的像素包含四个并行组件:用于全彩色的RGB和用于保留透明度信息的alpha通道。所述处理器的数据路径包含四个算术元件,这些算术元件通过横杆网络连接到镶嵌式刮刮板存储器。单指令多数据流(SIMD)处理器在四个像素组件上并行执行指令。指令控制单元(ICU)维护一个用于跟踪块结构代码的活动堆栈,使用与数据相关的活动标志用于alu的条件禁用子集。可以直接编程嵌套循环和if-then-else结构,ICU根据alu的个别状态位禁用或重新启用alu。
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引用次数: 109
期刊
Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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