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Introductory Chapter: Computer Graphics and Imaging 导论章:计算机图形学和成像
Pub Date : 2019-10-23 DOI: 10.5772/intechopen.85518
B. Sobota
Computer graphics is one of the generational changes in computer technology. Its development is so stormy that it has expanded from precious devices designed for military and top industrial applications to schools and households as a common information medium and a medium of education and entertainment. The history of modern computer graphics began to be written after the Second World War. Thenceforth, the area characterized as an area of technical and natural sciences dealing with the graphical information processing using a computer was named computer graphics. The graphical information is much more intelligible and clear for human than, for example, information in numerical form. A computer graphics affects our daily live. Computer graphics helped to mass-expand computers, and it removed the barriers that ordinary people feel when working with them [1] (they are “flooded” with columns of numbers and text and they are drawn into a world where they cannot be orientated oneself). As can be seen from the previous words, human evolution is tied to the process of collecting, processing, transferring, and recording of information. If we add that most people are gaining the most information by sight, then modern computers are already greatly helping them. However, the history of computer graphics dates back much earlier. Already Johannes Gutenberg discovered and introduced the basic technology of human information transfer—letterpress, in the years 1444–1448. Genius Leonardo da Vinci examined relationships of science and art around the same period (1452– 1515). Joseph Marie Jacquard introduced a loom controlled by punch cards (“a printer predecessor?”) in the years 1805–1808. But W. B. Hales created the first analog computer drawings in the years 1944–1945. Ivan Moscovich designed a drawing machine in 1951. A year later, Ben F. Laposky exposed analog computer graphics in Cherokee Sanford Museum in the USA. Then more and more attention was paid to computer graphics, and the result is already well known in present. Yes, this is the evolution of the computer graphics phenomenon. The phenomena that are increasingly gaining interest in the eyes of the lay public are the following:
计算机图形学是计算机技术的代际变化之一。它的发展是如此迅猛,以至于它已经从为军事和顶级工业应用而设计的珍贵设备扩展到学校和家庭,成为一种常见的信息媒介、教育和娱乐媒介。现代计算机图形学的历史始于第二次世界大战后。从那时起,以技术和自然科学领域为特征的使用计算机处理图形信息的领域被命名为计算机图形学。图形信息比数字形式的信息更容易理解和清晰。计算机图形影响着我们的日常生活。计算机图形帮助大规模扩展了计算机,它消除了普通人在使用计算机时所感受到的障碍(他们被“淹没”在一列一列的数字和文本中,他们被吸引到一个无法定位自己的世界中)。从前面的话可以看出,人类的进化是与信息的收集、处理、传递和记录的过程联系在一起的。如果我们补充说,大多数人通过视觉获取大部分信息,那么现代计算机已经极大地帮助了他们。然而,计算机图形学的历史可以追溯到更早的时候。早在1444-1448年间,约翰内斯·古腾堡就已经发现并引入了人类信息传递的基本技术——活版印刷。天才列奥纳多·达·芬奇在同一时期(1452 - 1515)研究了科学与艺术的关系。约瑟夫·玛丽·雅卡尔在1805-1808年间发明了一种由打孔卡控制的织布机(“打印机的前身?”)。但w·b·黑尔斯在1944年至1945年创造了第一批模拟计算机图纸。伊凡·莫斯科维奇在1951年设计了一台绘图机。一年后,本·f·拉波斯基在美国的切罗基桑福德博物馆展示了模拟计算机图形。计算机图形学越来越受到人们的重视,其结果在今天已经为人们所熟知。是的,这是计算机图形现象的演变。下列现象正日益引起公众的兴趣:
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引用次数: 0
From Data Chaos to the Visualization Cosmos 从数据混沌到可视化宇宙
Pub Date : 2019-01-16 DOI: 10.5772/INTECHOPEN.82159
Chao Tong, R. Laramee
Data visualization is a general term that describes any effort to help people enhance their understanding of data by placing it in a visual context. We present a ubiquitous pattern of knowledge evolution that the collective digital society is experiencing. It starts with a challenge or goal in the real world. When implementing a real-world solution, we often run into barriers. Creating a digital solution to an analogue problem create massive amounts of data. Visualization is a key technology to extract meaning from large data sets.
数据可视化是一个通用术语,它描述了通过将数据置于可视化环境中来帮助人们增强对数据的理解的任何努力。我们提出了一种普遍存在的知识进化模式,这是集体数字社会正在经历的。它始于现实世界中的挑战或目标。在实现现实世界的解决方案时,我们经常会遇到障碍。为模拟问题创建数字解决方案会产生大量数据。可视化是从大型数据集中提取意义的关键技术。
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引用次数: 0
Topological Visualisation Techniques for Volume Multifield Data 卷多场数据的拓扑可视化技术
Pub Date : 2018-12-13 DOI: 10.5772/INTECHOPEN.82185
D. P. Thomas, R. Borgo, R. Laramee, S. Hands
This survey paper provides an overview of topological visualisation techniques for scalar data sets. Topological algorithms are used to reduce scalar fields to a skeleton by mapping critical changes in the topology to the vertices of graph structures. These can be visualised using graph drawing techniques or used as a method of seeding meshes of distinct objects existing in the data. Many techniques are discussed in detail, beginning with a review of algorithms working on scalar fields defined with a single variable, and then generalised to multivariate and temporal data. The survey is completed with a discussion of methods of presenting data in higher dimensions.
本文概述了标量数据集的拓扑可视化技术。拓扑算法通过将拓扑结构的关键变化映射到图结构的顶点来将标量场简化为骨架。这些可以使用图形绘制技术可视化,或者用作数据中存在的不同对象的播种网格的方法。详细讨论了许多技术,首先回顾了使用单个变量定义的标量字段的算法,然后将其推广到多变量和时间数据。调查结束时讨论了以更高的维度呈现数据的方法。
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引用次数: 0
Analytical Method for Reflection and Refraction 反射和折射的分析方法
Pub Date : 2018-11-21 DOI: 10.5772/INTECHOPEN.82147
N. Mukai
In computer graphics, ray tracing is very simple and powerful method to present physical phenomena especially light-related things such as reflection and refraction since it traces the ray from the eye to the light source; however, we cannot understand how the result image is generated. Then, this chapter describes the mechanism of reflection and refraction. It is very time-consuming to render the target object considering reflection and refraction. If the object distorted by reflection and refraction is previously obtained, it is very fast to generate the result image since all we have to do is to render the distorted object without considering reflection and refraction. In the proposed method, firstly, a virtual object, which is constructed with vertices translated from original ones by considering reflection and refraction, is generated. Then, the image with reflection and refraction is generated by rendering the virtual object. In the analysis, total reflection and attenuation of light power are also considered. At last, the proposed method is applied to two types of transparent objects: cubed glass and cylindrical glass, and the comparison between the simulation results and the real photos is performed to demonstrate that the generated images are the same as the real ones.
在计算机图形学中,光线追踪是一种非常简单和强大的方法来呈现物理现象,特别是与光有关的事物,如反射和折射,因为它追踪从眼睛到光源的光线;但是,我们无法理解结果图像是如何生成的。然后,本章描述了反射和折射的机理。考虑反射和折射,渲染目标物体非常耗时。如果物体被反射和折射扭曲了,那么生成结果图像的速度非常快,因为我们所要做的就是渲染扭曲的物体,而不考虑反射和折射。在该方法中,首先通过考虑反射和折射,将原物体的顶点转换成一个虚拟物体;然后,通过渲染虚拟物体生成具有反射和折射的图像。在分析中还考虑了光功率的全反射和衰减。最后,将该方法应用于两种透明物体:立方体玻璃和圆柱形玻璃,并将仿真结果与真实图像进行比较,结果表明所生成的图像与真实图像基本一致。
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引用次数: 0
Color Graphics in the Service of Light-Source Visualization and Design 彩色图形在光源可视化与设计中的应用
Pub Date : 2018-11-05 DOI: 10.5772/INTECHOPEN.81484
Lulu Wang, A. Chalmers
In the world of lighting engineering, one of the most active areas of research and industrial application is in the definition of the color rendering properties of light sources. There is a current international standard, and several new methods have been proposed over the last decade. Ordinary consumers are frequently left with little or no knowledge of how to interpret the numerical data produced by any of these systems. This situation has been exacerbated with the advent of LED light sources with widely differing properties. Certain LEDs yield very different results depending on the particular metric in use. We have designed a color graphical system that allows a user to pick a set of (typically) 16 surface color samples, and to be given a realistic comparison of the colors when illuminated by two different light sources, shown on a side-by-side display on a color monitor. This provides a visual analogy to the computations built into the above-mentioned metrics, all of which are based on comparison techniques. This chapter will provide an insight into the design and operation of our lighting computer graphics visualization system. Men-tion will also be made of similar systems that may be found in the published literature.
在照明工程领域,最活跃的研究和工业应用领域之一是光源显色性的定义。目前有一个国际标准,并且在过去十年中提出了几种新方法。普通消费者经常很少或根本不知道如何解释这些系统产生的数字数据。随着性能差异很大的LED光源的出现,这种情况进一步加剧。根据使用的特定度量,某些led产生非常不同的结果。我们设计了一个颜色图形系统,允许用户选择一组(通常)16个表面颜色样本,并在两种不同光源照射下给出真实的颜色比较,在彩色显示器上并排显示。这提供了对上述指标中内置计算的可视化类比,所有这些指标都基于比较技术。本章将提供一个深入了解我们的照明计算机图形可视化系统的设计和操作。还将提到在已发表的文献中可能发现的类似系统。
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引用次数: 0
A Streaming-based Technique for Volume Rendering of Large Datasets6 基于流的大数据集体绘制技术[j]
Pub Date : 1900-01-01 DOI: 10.3154/JVS.23.SUPPLEMENT1_387
Yasuhiro Watashiba, J. Nonaka, Naohisa Sakamoto, Yasuo Ebara, K. Koyamada, M. Kanazawa
We present a streaming-based technique of volume rendering which breaks a large volume data into pieces (sub-volumes) so as to maintain volume rendering processing in physical memory in consideration of the available system resources. Each sub-volume is transferred to a rendering PC, which performs hardware accelerated volume rendering and generates a partial image (sub-image). The sub-images are piled up in depth order to complete the final image. In the rendering PC, we have used general-purpose consumer PC graphics cards (Geforce4) to our system as a low cost solution for large-scale volume rendering. Furthermore, in order to improve the rendering quality, we use not a plane slice sampling but an iso-distance surface slice sampling. This technique has been applied to remote visualization of 3-D finite element analysis result of 3-D flow through a lateral saccular aneurysm, and its effectiveness is confirmed.
本文提出了一种基于流的体绘制技术,该技术将大量的体数据分解成小块(子卷),以便在考虑系统可用资源的情况下在物理内存中保持体绘制处理。每个子卷被传送到渲染PC上,PC执行硬件加速的体渲染并生成部分图像(子图像)。子图像被深度堆叠,以完成最终图像。在渲染PC中,我们使用了通用消费PC显卡(Geforce4)作为大规模体渲染的低成本解决方案。此外,为了提高渲染质量,我们不使用平面切片采样,而是使用等距离表面切片采样。将该技术应用于侧囊性动脉瘤三维血流三维有限元分析结果的远程可视化,验证了该技术的有效性。
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引用次数: 2
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Computer Graphics and Imaging
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