Maria Mercedes Larrondo-Petrie, J. Bresenham, C. Laxer, J. Lansdown, G. Owen
introductory computer graphics course. They represent a wide spectrum of the discipline, offering courses emphasizing systems, engineering, mathematics, science, art design and animation. Sample course syllabi, textbook recommendations, software packages and suggested projects will be available. This past summer at an Undergraduate Faculty Enhancement Workshop in Computer Graphics sponsored by the NSF and the ACM SIGGRAPH Education Committee, it became apparent that there were widely different viewpoints on the content and methodology for teaching the introductory computer graphics course. The panelists will discuss various approaches to teaching an introductory computer graphics course. They represent a wide spectrum of the discipline, offering courses emphasizing in systems, engineering, mathematics, science, art design and animation. Included in the discussion will be conventional approaches, beginning with two-dimensional concepts and introducing three-dimensional concepts at the end of the course; an approach that focus on generic graphics pipeline elements and system specification/implementation; a new approach that emphasizes image synthesis based on Physics; and approaches that emphasize art design and animation. Software packages, both commercial and public domain, used to teach computer graphics will be described. The courses described are taught at large public universities as well as small private colleges. The equipment used varies from 8088 personal computers to Sun workstations. Sample course syllabi, textbook recommendations, and suggested projects will be available.
{"title":"Approaches to teaching introductory computer graphics","authors":"Maria Mercedes Larrondo-Petrie, J. Bresenham, C. Laxer, J. Lansdown, G. Owen","doi":"10.1145/192161.192290","DOIUrl":"https://doi.org/10.1145/192161.192290","url":null,"abstract":"introductory computer graphics course. They represent a wide spectrum of the discipline, offering courses emphasizing systems, engineering, mathematics, science, art design and animation. Sample course syllabi, textbook recommendations, software packages and suggested projects will be available. This past summer at an Undergraduate Faculty Enhancement Workshop in Computer Graphics sponsored by the NSF and the ACM SIGGRAPH Education Committee, it became apparent that there were widely different viewpoints on the content and methodology for teaching the introductory computer graphics course. The panelists will discuss various approaches to teaching an introductory computer graphics course. They represent a wide spectrum of the discipline, offering courses emphasizing in systems, engineering, mathematics, science, art design and animation. Included in the discussion will be conventional approaches, beginning with two-dimensional concepts and introducing three-dimensional concepts at the end of the course; an approach that focus on generic graphics pipeline elements and system specification/implementation; a new approach that emphasizes image synthesis based on Physics; and approaches that emphasize art design and animation. Software packages, both commercial and public domain, used to teach computer graphics will be described. The courses described are taught at large public universities as well as small private colleges. The equipment used varies from 8088 personal computers to Sun workstations. Sample course syllabi, textbook recommendations, and suggested projects will be available.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"31 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":"125140285","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}
Monte Carlo techniques for image synthesis are simple and powerful, but they are prone to noise from inadequate sampling. This paper describes a class of non-linear filters that remove sampling noise in synthetic images without removing salient features. This is achieved by spreading real input sample values into the output image via variable-width filter kernels, rather than gathering samples into each output pixel via a constant-width kernel. The technique is nonlinear because kernel widths are based on sample magnitudes, and this local redistribution of values cannot generally be mapped to a linear function. Nevertheless, the technique preserves energy because the kernels are normalized, and all input samples have the same average influence on the output. To demonstrate its effectiveness, the new filtering method is applied to two rendering techniques. The first is a Monte Carlo path tracing technique with the conflicting goals of keeping pixel variance below a specified limit and finishing in a finite amount of time; this application shows how the filter may be used to “clean up” areas where it is not practical to sample adequately. The second is a hybrid deterministic and Monte Carlo ray-tracing program; this application shows how the filter can be effective even when the pixel variance is not known.
{"title":"Energy preserving non-linear filters","authors":"H. Rushmeier, G. Ward","doi":"10.1145/192161.192189","DOIUrl":"https://doi.org/10.1145/192161.192189","url":null,"abstract":"Monte Carlo techniques for image synthesis are simple and powerful, but they are prone to noise from inadequate sampling. This paper describes a class of non-linear filters that remove sampling noise in synthetic images without removing salient features. This is achieved by spreading real input sample values into the output image via variable-width filter kernels, rather than gathering samples into each output pixel via a constant-width kernel. The technique is nonlinear because kernel widths are based on sample magnitudes, and this local redistribution of values cannot generally be mapped to a linear function. Nevertheless, the technique preserves energy because the kernels are normalized, and all input samples have the same average influence on the output. To demonstrate its effectiveness, the new filtering method is applied to two rendering techniques. The first is a Monte Carlo path tracing technique with the conflicting goals of keeping pixel variance below a specified limit and finishing in a finite amount of time; this application shows how the filter may be used to “clean up” areas where it is not practical to sample adequately. The second is a hybrid deterministic and Monte Carlo ray-tracing program; this application shows how the filter can be effective even when the pixel variance is not known.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"49 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":"126487258","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}
An anatomically detailed 3-D computer graphic model of the eye and surrounding face within a virtual environment has been implemented for use in a surgical simulator. The simulator forms part of a teleoperated micro-surgical robotic system being developed for eye surgery. The model has been designed to both visually and mechanically simulate features of the human eye by coupling computer graphic realism with finite element analysis. The paper gives an overview of the system with emphasis on the graphical modelling techniques and a computationally efficient framework for representing anatomical details of the eye and for finite element analysis of the mechanical properties. Examples of realistic images coupled to large deformation finite element model of the cornea are presented. These images can be rendered sufficiently fast for the virtual reality application.
{"title":"A virtual environment and model of the eye for surgical simulation","authors":"Mark Sagar, D. Bullivant, G. Mallinson, P. Hunter","doi":"10.1145/192161.192200","DOIUrl":"https://doi.org/10.1145/192161.192200","url":null,"abstract":"An anatomically detailed 3-D computer graphic model of the eye and surrounding face within a virtual environment has been implemented for use in a surgical simulator. The simulator forms part of a teleoperated micro-surgical robotic system being developed for eye surgery. The model has been designed to both visually and mechanically simulate features of the human eye by coupling computer graphic realism with finite element analysis. The paper gives an overview of the system with emphasis on the graphical modelling techniques and a computationally efficient framework for representing anatomical details of the eye and for finite element analysis of the mechanical properties. Examples of realistic images coupled to large deformation finite element model of the cornea are presented. These images can be rendered sufficiently fast for the virtual reality application.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"84 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":"126032884","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 new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the surface move. We use the constraint to make surfaces follow particles, and to make particles follow surfaces. We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint. For sampling and rendering, we run the constraint in the order direction, creating floater particles that roam freely over the surface. Local repulsion is used to make floaters spread evenly across the surface. By varying the radius of repulsion adaptively, and fissioning or killing particles based on the local density, we can achieve good sampling distributions very rapidly, and maintain them even in the face of rapid and extreme deformations and changes in surface topology.
{"title":"Using particles to sample and control implicit surfaces","authors":"A. Witkin, Paul S. Heckbert","doi":"10.1145/192161.192227","DOIUrl":"https://doi.org/10.1145/192161.192227","url":null,"abstract":"We present a new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the surface move. We use the constraint to make surfaces follow particles, and to make particles follow surfaces. We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint. For sampling and rendering, we run the constraint in the order direction, creating floater particles that roam freely over the surface. Local repulsion is used to make floaters spread evenly across the surface. By varying the radius of repulsion adaptively, and fissioning or killing particles based on the local density, we can achieve good sampling distributions very rapidly, and maintain them even in the face of rapid and extreme deformations and changes in surface topology.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"15 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":"125656056","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}
Michael Kelley, K. Gould, Brent Pease, S. Winner, Alex Yen
This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.
{"title":"Hardware accelerated rendering of CSG and transparency","authors":"Michael Kelley, K. Gould, Brent Pease, S. Winner, Alex Yen","doi":"10.1145/192161.192196","DOIUrl":"https://doi.org/10.1145/192161.192196","url":null,"abstract":"This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"214 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":"117348179","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}
Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to describe the entire object. We present a method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside. The steps in our method are: 1) align the meshes with each other using a modified iterated closest-point algorithm, 2) zipper together adjacent meshes to form a continuous surface that correctly captures the topology of the object, and 3) compute local weighted averages of surface positions on all meshes to form a consensus surface geometry. Our system differs from previous approaches in that it is incremental; scans are acquired and combined one at a time. This approach allows us to acquire and combine large numbers of scans with minimal storage overhead. Our largest models contain up to 360,000 triangles. All the steps needed to digitize an object that requires up to 10 range scans can be performed using our system with five minutes of user interaction and a few hours of compute time. We show two models created using our method with range data from a commercial rangefinder that employs laser stripe technology.
{"title":"Zippered polygon meshes from range images","authors":"Greg Turk, M. Levoy","doi":"10.1145/192161.192241","DOIUrl":"https://doi.org/10.1145/192161.192241","url":null,"abstract":"Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to describe the entire object. We present a method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside. The steps in our method are: 1) align the meshes with each other using a modified iterated closest-point algorithm, 2) zipper together adjacent meshes to form a continuous surface that correctly captures the topology of the object, and 3) compute local weighted averages of surface positions on all meshes to form a consensus surface geometry. Our system differs from previous approaches in that it is incremental; scans are acquired and combined one at a time. This approach allows us to acquire and combine large numbers of scans with minimal storage overhead. Our largest models contain up to 360,000 triangles. All the steps needed to digitize an object that requires up to 10 range scans can be performed using our system with five minutes of user interaction and a few hours of compute time. We show two models created using our method with range data from a commercial rangefinder that employs laser stripe technology.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"15 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":"127785591","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 paper extends Lindenmayer systems in a manner suitable for simulating the interaction between a developing plant and its environment. The formalism is illustrated by modeling the response of trees to pruning, which yields synthetic images of sculptured plants found in topiary gardens.
{"title":"Synthetic topiary","authors":"P. Prusinkiewicz, M. James, R. Mech","doi":"10.1145/192161.192254","DOIUrl":"https://doi.org/10.1145/192161.192254","url":null,"abstract":"The paper extends Lindenmayer systems in a manner suitable for simulating the interaction between a developing plant and its environment. The formalism is illustrated by modeling the response of trees to pruning, which yields synthetic images of sculptured plants found in topiary gardens.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"348 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":"134072826","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 wavelength based bidirectional reflectance function is developed for use in realistic image synthesis. A geodesic sphere is employed to represent the BRDF, and a novel data structure is used to store this description and to recall it for rendering purposes. A virtual goniospectrophotometer is implemented by using a Monte Carlo ray tracer to cast rays into a surface. An optics model that incorporates phase is used in the ray tracer to simulate interference effects. An adaptive subdivision technique is applied to elaborate the data structure from rays scattered into the hemisphere above the surface. The wavelength based BRDF and virtual goniospectrophotometer are utilized to analyze and make pictures of thin films, idealized pigmented materials, and pearlescent paints.
{"title":"Wavelength dependent reflectance functions","authors":"Jay S. Gondek, G. Meyer, Jonathan G. Newman","doi":"10.1145/192161.192202","DOIUrl":"https://doi.org/10.1145/192161.192202","url":null,"abstract":"A wavelength based bidirectional reflectance function is developed for use in realistic image synthesis. A geodesic sphere is employed to represent the BRDF, and a novel data structure is used to store this description and to recall it for rendering purposes. A virtual goniospectrophotometer is implemented by using a Monte Carlo ray tracer to cast rays into a surface. An optics model that incorporates phase is used in the ray tracer to simulate interference effects. An adaptive subdivision technique is applied to elaborate the data structure from rays scattered into the hemisphere above the surface. The wavelength based BRDF and virtual goniospectrophotometer are utilized to analyze and make pictures of thin films, idealized pigmented materials, and pearlescent paints.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"57 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":"133729017","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}
J. Donkin, Charles Gibson, Ralph Guggenheim, E. Kummer, Brad Lewis, J. Thingvold
FAROEBusinessReport 2008 • 109 Denmark’s rising energy giant DOng energy has long been building a significant presence in the Faroes as part of placing big bets on the northeast atlantic margin. The vast region stretching from irish and Uk through Faroese to norwegian territories comprises large structures that haven’t been drilled yet and there is growing consensus that it’s likely to yield huge discoveries in the years to come. active in the Faroes from the start of offshore exploration here in 2001, and present in the Uk since the same year, DOng energy through its DOng e&P subsidiary is recognized as one of the leaders in the Faroes/West of shetland area, with a 21-percent combined share of total exploration and development licenses. “Our exploration and production activities are focused in two major areas,” senior Vice President Jan Terje edvardsen explained. “These areas are the mature north sea and the atlantic margin. The center of gravity of our e&P business is to produce a substantial part of the DOng energy group’s total gas turnover.” in Tórshavn, Faroe islands, DOng e&P’s representative regin Hammer added: “as part of the atlantic margin, the Faroes is obviously included in our long term strategy to secure oil and gas at the upstream level. and when we engage in an area, we are thorough and persistent.” after decades of effort, understanding atlantic margin reservoir and hydrocarbon characteristics continues to present a viable challenge for the oil and gas industry. However, significant fields such as norway’s Ormen Lange, as well as Foinaven and schiehallion west of shetland, have brought new enthusiasm—as has the recent Lochnagar/rosebank find close to the Faroese area. DOng energy’s strategic interest in the region has become exceedingly evident since its 2005 purchase of a 10.34 percent share in the gigantic Ormen Lange gas field off mid norway. With Ormen Lange on stream since late last year, DOng’s 2 billion usd investment is now returning enviable access to an energy source in high demand. DOng energy’s share of the estimated reserves in the field amounts to a staggering 40 billion cubic meters of gas—that’s roughly the equivalent of Denmark’s total gas consumption for a whole decade. The company is also part owner of gassled, the norwegian gas transport system through which massive streams of gas are channelled to the Uk and other overseas markets. Technical challenges posed by tough weather conditions in the winter and, at times, layers of basalt rock contribute to making drilling costly. However, with a well-informed team of scientists and engineers, DOng energy is able to take advantage of its special knowledge of atlantic margin geology, according to mr edvardsen. “geologically, we’re looking at basins and structures irrespective of geographical borders,” he said. “as far as the Faroes is concerned, we’ve been involved in two wells, one of which had very thick layers of basalt to work through. experiences such as these h
{"title":"Production for the long haul","authors":"J. Donkin, Charles Gibson, Ralph Guggenheim, E. Kummer, Brad Lewis, J. Thingvold","doi":"10.1145/192161.192289","DOIUrl":"https://doi.org/10.1145/192161.192289","url":null,"abstract":"FAROEBusinessReport 2008 • 109 Denmark’s rising energy giant DOng energy has long been building a significant presence in the Faroes as part of placing big bets on the northeast atlantic margin. The vast region stretching from irish and Uk through Faroese to norwegian territories comprises large structures that haven’t been drilled yet and there is growing consensus that it’s likely to yield huge discoveries in the years to come. active in the Faroes from the start of offshore exploration here in 2001, and present in the Uk since the same year, DOng energy through its DOng e&P subsidiary is recognized as one of the leaders in the Faroes/West of shetland area, with a 21-percent combined share of total exploration and development licenses. “Our exploration and production activities are focused in two major areas,” senior Vice President Jan Terje edvardsen explained. “These areas are the mature north sea and the atlantic margin. The center of gravity of our e&P business is to produce a substantial part of the DOng energy group’s total gas turnover.” in Tórshavn, Faroe islands, DOng e&P’s representative regin Hammer added: “as part of the atlantic margin, the Faroes is obviously included in our long term strategy to secure oil and gas at the upstream level. and when we engage in an area, we are thorough and persistent.” after decades of effort, understanding atlantic margin reservoir and hydrocarbon characteristics continues to present a viable challenge for the oil and gas industry. However, significant fields such as norway’s Ormen Lange, as well as Foinaven and schiehallion west of shetland, have brought new enthusiasm—as has the recent Lochnagar/rosebank find close to the Faroese area. DOng energy’s strategic interest in the region has become exceedingly evident since its 2005 purchase of a 10.34 percent share in the gigantic Ormen Lange gas field off mid norway. With Ormen Lange on stream since late last year, DOng’s 2 billion usd investment is now returning enviable access to an energy source in high demand. DOng energy’s share of the estimated reserves in the field amounts to a staggering 40 billion cubic meters of gas—that’s roughly the equivalent of Denmark’s total gas consumption for a whole decade. The company is also part owner of gassled, the norwegian gas transport system through which massive streams of gas are channelled to the Uk and other overseas markets. Technical challenges posed by tough weather conditions in the winter and, at times, layers of basalt rock contribute to making drilling costly. However, with a well-informed team of scientists and engineers, DOng energy is able to take advantage of its special knowledge of atlantic margin geology, according to mr edvardsen. “geologically, we’re looking at basins and structures irrespective of geographical borders,” he said. “as far as the Faroes is concerned, we’ve been involved in two wells, one of which had very thick layers of basalt to work through. experiences such as these h","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":"121750542","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 work described here extends the power of 2D animation with a form of texture mapping conveniently controlled by line drawings. By tracing points, line segments, spline curves, or filled regions on an image, the animator defines features which can be used to animate the image. Animations of the control features deform the image smoothly. This development is in the tradition of “skeleton”-based animation, and “feature”-based image metamorphosis. By employing numerics developed in the computer vision community for rapid visual surface estimation, several important advantages are realized. Skeletons are generalized to include curved “bones,” the interpolating surface is better behaved, the expense of computing the animation is decoupled from the number of features in the drawing, and arbitrary holes or cuts in the interpolated surface can be accommodated. The same general scattered data interpolation technique is applied to the problem of mapping animation from one image and set of features to another, generalizing the prescriptive power of animated sequences and encouraging reuse of animated motion.
{"title":"Animating images with drawings","authors":"Peter Litwinowicz, Lance Williams","doi":"10.1145/192161.192270","DOIUrl":"https://doi.org/10.1145/192161.192270","url":null,"abstract":"The work described here extends the power of 2D animation with a form of texture mapping conveniently controlled by line drawings. By tracing points, line segments, spline curves, or filled regions on an image, the animator defines features which can be used to animate the image. Animations of the control features deform the image smoothly. This development is in the tradition of “skeleton”-based animation, and “feature”-based image metamorphosis. By employing numerics developed in the computer vision community for rapid visual surface estimation, several important advantages are realized. Skeletons are generalized to include curved “bones,” the interpolating surface is better behaved, the expense of computing the animation is decoupled from the number of features in the drawing, and arbitrary holes or cuts in the interpolated surface can be accommodated. The same general scattered data interpolation technique is applied to the problem of mapping animation from one image and set of features to another, generalizing the prescriptive power of animated sequences and encouraging reuse of animated motion.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"30 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":"127181824","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}