Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several real-world objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the brightness of a Lambertian surface is independent of viewing direction, that of a rough surface increases as the viewing direction approaches the light source direction. In this paper, a comprehensive model is developed that predicts body reflectance from rough surfaces. The surface is modeled as a collection of Lambertian facets. It is shown that such a surface is inherently non-Lambertian due to the foreshortening of the surface facets. Further, the model accounts for complex geometric and radiometric phenomena such as masking, shadowing, and interreflections between facets. Several experiments have been conducted on samples of rough diffuse surfaces, such as, plaster, sand, clay, and cloth. All these surface demonstrate significant deviation from Lambertian behavior. The reflectance measurements obtained are in strong agreement with the reflectance predicted by the model.
{"title":"Generalization of Lambert's reflectance model","authors":"Michael Oren, S. Nayar","doi":"10.1145/192161.192213","DOIUrl":"https://doi.org/10.1145/192161.192213","url":null,"abstract":"Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several real-world objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the brightness of a Lambertian surface is independent of viewing direction, that of a rough surface increases as the viewing direction approaches the light source direction. In this paper, a comprehensive model is developed that predicts body reflectance from rough surfaces. The surface is modeled as a collection of Lambertian facets. It is shown that such a surface is inherently non-Lambertian due to the foreshortening of the surface facets. Further, the model accounts for complex geometric and radiometric phenomena such as masking, shadowing, and interreflections between facets. Several experiments have been conducted on samples of rough diffuse surfaces, such as, plaster, sand, clay, and cloth. All these surface demonstrate significant deviation from Lambertian behavior. The reflectance measurements obtained are in strong agreement with the reflectance predicted by the model.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"275 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125730027","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}
This paper describes the design and implementation of IRIS Performer, a toolkit for visual simulation, virtual reality, and other real-time 3D graphics applications. The principal design goal is to allow application developers to more easily obtain maximal performance from 3D graphics workstations which feature multiple CPUs and support an immediate-mode rendering library. To this end, the toolkit combines a low-level library for high-performance rendering with a high-level library that implements pipelined, parallel traversals of a hierarchical scene graph. While discussing the toolkit architecture, the paper illuminates and addresses performance issues fundamental to immediate-mode graphics and coarse-grained, pipelined multiprocessing. Graphics optimizations focus on efficient data transfer to the graphics subsystem, reduction of mode settings, and restricting state inheritance. The toolkit's multiprocessing features solve the problems of how to partition work among multiple processes, how to synchronize these processes, and how to manage data in a pipelined, multiprocessing environment. The paper also discusses support for intersection detection, fixed-frame rates, run-time profiling and special effects such as geometric morphing.
{"title":"IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics","authors":"John Rohlf, James Helman","doi":"10.1145/192161.192262","DOIUrl":"https://doi.org/10.1145/192161.192262","url":null,"abstract":"This paper describes the design and implementation of IRIS Performer, a toolkit for visual simulation, virtual reality, and other real-time 3D graphics applications. The principal design goal is to allow application developers to more easily obtain maximal performance from 3D graphics workstations which feature multiple CPUs and support an immediate-mode rendering library. To this end, the toolkit combines a low-level library for high-performance rendering with a high-level library that implements pipelined, parallel traversals of a hierarchical scene graph. While discussing the toolkit architecture, the paper illuminates and addresses performance issues fundamental to immediate-mode graphics and coarse-grained, pipelined multiprocessing. Graphics optimizations focus on efficient data transfer to the graphics subsystem, reduction of mode settings, and restricting state inheritance. The toolkit's multiprocessing features solve the problems of how to partition work among multiple processes, how to synchronize these processes, and how to manage data in a pipelined, multiprocessing environment. The paper also discusses support for intersection detection, fixed-frame rates, run-time profiling and special effects such as geometric morphing.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123022851","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}
This paper describes a methodology for using the matrix-vector multiply and scan conversion hardware present in many graphics workstations to rapidly approximate the optical flow in a scene. The optical flow is a 2-dimensional vector field describing the on-screen motion of each pixel. An application of the optical flow to MPEG compression is described which results in improved compression with minimal overhead.
{"title":"Accelerated MPEG compression of dynamic polygonal scenes","authors":"D. Wallach, Sharma Kunapalli, Michael F. Cohen","doi":"10.1145/192161.192198","DOIUrl":"https://doi.org/10.1145/192161.192198","url":null,"abstract":"This paper describes a methodology for using the matrix-vector multiply and scan conversion hardware present in many graphics workstations to rapidly approximate the optical flow in a scene. The optical flow is a 2-dimensional vector field describing the on-screen motion of each pixel. An application of the optical flow to MPEG compression is described which results in improved compression with minimal overhead.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123579308","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 use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as “ink”. It is based on an idealized 2D deformation model defined by an arbitrary path. Its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. This paper presents our drawing and animation system, “Skeletal Draw”, based on skeletal strokes. The effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. Decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. The general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. Its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. We demonstrated how this mechanism allows us to build up powerful pseudo-3D models which are particularly useful in the production of 2 1/2 D cartoon drawings and animation. Animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique.
{"title":"Drawing and animation using skeletal strokes","authors":"S. Hsu, Irene H. H. Lee","doi":"10.1145/192161.192186","DOIUrl":"https://doi.org/10.1145/192161.192186","url":null,"abstract":"The use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as “ink”. It is based on an idealized 2D deformation model defined by an arbitrary path. Its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. This paper presents our drawing and animation system, “Skeletal Draw”, based on skeletal strokes. The effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. Decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. The general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. Its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. We demonstrated how this mechanism allows us to build up powerful pseudo-3D models which are particularly useful in the production of 2 1/2 D cartoon drawings and animation. Animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114956797","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}
We present an efficient method to simulate the propagation of wavefronts and approximate the behavior of light in an environment of freeform surfaces. The proposed method can emulate the behavior of a wavefront emanating from a point or spherical light source, and possibly refracted and/or reflected from a freeform surface. Moreover, it allows one to consider and to render images with extreme illumination conditions such as caustics. The proposed method can be embedded into rendering schemes that are based on scan conversion. Using a direct freedom surface Z buffer renderer, we also demonstrate the use of the wavefront approximation in illumination computation.
{"title":"Low cost illumination computation using an approximation of light wavefronts","authors":"G. Elber","doi":"10.1145/192161.192248","DOIUrl":"https://doi.org/10.1145/192161.192248","url":null,"abstract":"We present an efficient method to simulate the propagation of wavefronts and approximate the behavior of light in an environment of freeform surfaces. The proposed method can emulate the behavior of a wavefront emanating from a point or spherical light source, and possibly refracted and/or reflected from a freeform surface. Moreover, it allows one to consider and to render images with extreme illumination conditions such as caustics. The proposed method can be embedded into rendering schemes that are based on scan conversion. Using a direct freedom surface Z buffer renderer, we also demonstrate the use of the wavefront approximation in illumination computation.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"345 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122837576","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}
In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical. To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.
{"title":"Textures and radiosity: controlling emission and reflection with texture maps","authors":"Reid Gershbein, P. Schröder, P. Hanrahan","doi":"10.1145/192161.192171","DOIUrl":"https://doi.org/10.1145/192161.192171","url":null,"abstract":"In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical. To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131474816","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}
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions. This includes specular, diffuse and directional-diffuse reflection and transmission in any combination to any level in any environment, including complicated, curved geometries. The simulation blends deterministic and stochastic ray-tracing techniques to achieve the best balance between speed and accuracy in its local and global illumination methods. Some of the more interesting techniques are outlined, with references to more detailed descriptions elsewhere. Finally, examples are given of successful applications of this free software by others.
{"title":"The RADIANCE lighting simulation and rendering system","authors":"G. Ward","doi":"10.1145/192161.192286","DOIUrl":"https://doi.org/10.1145/192161.192286","url":null,"abstract":"This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions. This includes specular, diffuse and directional-diffuse reflection and transmission in any combination to any level in any environment, including complicated, curved geometries. The simulation blends deterministic and stochastic ray-tracing techniques to achieve the best balance between speed and accuracy in its local and global illumination methods. Some of the more interesting techniques are outlined, with references to more detailed descriptions elsewhere. Finally, examples are given of successful applications of this free software by others.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133579757","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}
We present a method for determining a posteriori bounds and estimates for local and total errors in radiosity solutions. The ability to obtain bounds and estimates for the total error is crucial fro reliably judging the acceptability of a solution. Realistic estimates of the local error improve the efficiency of adaptive radiosity algorithms, such as hierarchical radiosity, by indicating where adaptive refinement is necessary. First, we describe a hierarchical radiosity algorithm that computes conservative lower and upper bounds on the exact radiosity function, as well as on the approximate solution. These bounds account for the propagation of errors due to interreflections, and provide a conservative upper bound on the error. We also describe a non-conservative version of the same algorithm that is capable of computing tighter bounds, from which more realistic error estimates can be obtained. Finally, we derive an expression for the effect of a particular interaction on the total error. This yields a new error-driven refinement strategy for hierarchical radiosity, which is shown to be superior to brightness-weighted refinement.
{"title":"Bounds and error estimates for radiosity","authors":"Dani Lischinski, Brian E. Smits, D. Greenberg","doi":"10.1145/192161.192176","DOIUrl":"https://doi.org/10.1145/192161.192176","url":null,"abstract":"We present a method for determining a posteriori bounds and estimates for local and total errors in radiosity solutions. The ability to obtain bounds and estimates for the total error is crucial fro reliably judging the acceptability of a solution. Realistic estimates of the local error improve the efficiency of adaptive radiosity algorithms, such as hierarchical radiosity, by indicating where adaptive refinement is necessary. First, we describe a hierarchical radiosity algorithm that computes conservative lower and upper bounds on the exact radiosity function, as well as on the approximate solution. These bounds account for the propagation of errors due to interreflections, and provide a conservative upper bound on the error. We also describe a non-conservative version of the same algorithm that is capable of computing tighter bounds, from which more realistic error estimates can be obtained. Finally, we derive an expression for the effect of a particular interaction on the total error. This yields a new error-driven refinement strategy for hierarchical radiosity, which is shown to be superior to brightness-weighted refinement.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131171499","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}
We describe a system that computes radiosity solutions for polygonal environments much larger than can be stored in main memory. The solution is stored in and retrieved from a database as the computation proceeds. Our system is based on two ideas: the use of visibility oracles to find source and blocker surfaces potentially visible to a receiving surface; and the use of hierarchical techniques to represent interactions between large surfaces efficiently, and to represent the computed radiosity solution compactly. Visibility information allows the environment to be partitioned into subsets, each containing all the information necessary to transfer light to a cluster of receiving polygons. Since the largest subset needed for any particular cluster is much smaller than the total size of the environment, these subset computations can be performed in much less memory than can classical or hierarchical radiosity. The computation is then ordered for further efficiency. Careful ordering of energy transfers minimizes the number of database reads and writes. We report results from large solutions of unfurnished and furnished buildings, and show that our implementation's observed running time scales nearly linearly with both local and global model complexity.
{"title":"Partitioning and ordering large radiosity computations","authors":"S. Teller, C. Fowler, T. Funkhouser, P. Hanrahan","doi":"10.1145/192161.192279","DOIUrl":"https://doi.org/10.1145/192161.192279","url":null,"abstract":"We describe a system that computes radiosity solutions for polygonal environments much larger than can be stored in main memory. The solution is stored in and retrieved from a database as the computation proceeds. Our system is based on two ideas: the use of visibility oracles to find source and blocker surfaces potentially visible to a receiving surface; and the use of hierarchical techniques to represent interactions between large surfaces efficiently, and to represent the computed radiosity solution compactly. Visibility information allows the environment to be partitioned into subsets, each containing all the information necessary to transfer light to a cluster of receiving polygons. Since the largest subset needed for any particular cluster is much smaller than the total size of the environment, these subset computations can be performed in much less memory than can classical or hierarchical radiosity. The computation is then ordered for further efficiency. Careful ordering of energy transfers minimizes the number of database reads and writes. We report results from large solutions of unfurnished and furnished buildings, and show that our implementation's observed running time scales nearly linearly with both local and global model complexity.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123414495","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. Addison, A. Andia, N. Ceccarelli, G. Llavaneras, Makoto Majima, Ken Roger Sawai
graphics techniques for design communication and visualization in the Architecture, Engineering, and Construction (AEC) and related design industries. Since there is a great deal of interesting and innovative work being done outside the United States in the area (and with relatively little U.S. exposure), this panel is focused on a few of these international efforts. Architecture is but a small subset of the much larger field of design, and the trends and work being done are in many ways representative of the broader domain. Despite the formal training of all of the panelists in architectural design and the focus of the discussion upon architecture and engineering, the panel should be of interest and value to educators, researchers, software developers, and marketers in the AEC field and those interested in practical and innovative uses of computer graphics presentation techniques outside the U.S. For years computer-aided design, or “CAD” has been the primary focus of computerization efforts (and funding) among design firms throughout the world. Recently however, as computer graphic visualization and presentation tools have matured, there has been a growing trend to utilize the computer as more than just a drafting tool. Thus, the panel presentations and discussion will steer away from traditional CAD and focus in on rendering, animation, and multimedia in the AEC field. Each panelist will briefly present the current state-of-the-art in their respective country and area and their vision for where their respective fields are heading. The presentations will be followed by a roundtable discussion (and opportunity for audience participation) of how the usage in each region and field parallels or perhaps differs from work in the United States. The panelists come from a broad slice of the world market. Representing a large AEC firm, a small multimedia house, an architectural presentation service bureau, and research and education, they bring multiple viewpoints, cultures, and perspectives to the discussion. Although each is involved with innovative or unique presentation and visualization work, it is valuable to note that each is also interested and involved with research focusing on moving computer usage in the design profession beyond mere presentation graphics.
{"title":"Computer graphics for architecture and design presentations: current work and trends outside the U.S.","authors":"A. Addison, A. Andia, N. Ceccarelli, G. Llavaneras, Makoto Majima, Ken Roger Sawai","doi":"10.1145/192161.192298","DOIUrl":"https://doi.org/10.1145/192161.192298","url":null,"abstract":"graphics techniques for design communication and visualization in the Architecture, Engineering, and Construction (AEC) and related design industries. Since there is a great deal of interesting and innovative work being done outside the United States in the area (and with relatively little U.S. exposure), this panel is focused on a few of these international efforts. Architecture is but a small subset of the much larger field of design, and the trends and work being done are in many ways representative of the broader domain. Despite the formal training of all of the panelists in architectural design and the focus of the discussion upon architecture and engineering, the panel should be of interest and value to educators, researchers, software developers, and marketers in the AEC field and those interested in practical and innovative uses of computer graphics presentation techniques outside the U.S. For years computer-aided design, or “CAD” has been the primary focus of computerization efforts (and funding) among design firms throughout the world. Recently however, as computer graphic visualization and presentation tools have matured, there has been a growing trend to utilize the computer as more than just a drafting tool. Thus, the panel presentations and discussion will steer away from traditional CAD and focus in on rendering, animation, and multimedia in the AEC field. Each panelist will briefly present the current state-of-the-art in their respective country and area and their vision for where their respective fields are heading. The presentations will be followed by a roundtable discussion (and opportunity for audience participation) of how the usage in each region and field parallels or perhaps differs from work in the United States. The panelists come from a broad slice of the world market. Representing a large AEC firm, a small multimedia house, an architectural presentation service bureau, and research and education, they bring multiple viewpoints, cultures, and perspectives to the discussion. Although each is involved with innovative or unique presentation and visualization work, it is valuable to note that each is also interested and involved with research focusing on moving computer usage in the design profession beyond mere presentation graphics.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126273946","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}