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Enhanced graphics performance with user controlled segment files 增强图形性能与用户控制的段文件
W. Little, Robin Williams
This paper describes a simple idea for extending the use of display segment files in computer display systems. The extension is to provide manual control of segment files in a display terminal as well as program control from a host computer. The use of display segments local to the display makes it possible to speed up the rate at which pictures are displayed when the communications line to the host computer is slow or when the host machine is time-shared and heavily loaded. The manual control of segments are terminal functions that work for any program including old programs that knew nothing about display segments.
本文介绍了在计算机显示系统中扩展显示段文件使用的一个简单思路。该扩展是为了在显示终端中提供对段文件的手动控制,以及从主机进行程序控制。当与主机的通信线路较慢或主机是分时且负载过重时,使用显示器的本地显示段可以加快图像的显示速度。段的手动控制是终端功能,适用于任何程序,包括对显示段一无所知的旧程序。
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引用次数: 4
A user-oriented computer graphics system 面向用户的计算机图形系统
U. Pooch
A user-oriented Computer Graphics System (CGS) is described, which primarily has been designed to aid the application programmer, and not just the sophisticated computer graphics user. The system has been designed to provide a very simple interaction capability, where the interaction is based on a variety of input devices and a simple input/output graphics command language. The result of this system has been an increase in programming efficiency, reduction in span time from creations of design to actual implementation. Typical application developments have included such system as flowcharting systems, Computer Aided Architectural Space Planning, Animation, Vehicle-Pedestrian Interactions, Computer-aided designs, and the simulation of the NASA Space Shuttle.
描述了一个面向用户的计算机图形系统(CGS),它主要是为了帮助应用程序程序员,而不仅仅是复杂的计算机图形用户。该系统被设计为提供非常简单的交互功能,其中交互基于各种输入设备和简单的输入/输出图形命令语言。该系统的结果是提高了编程效率,缩短了从设计创作到实际实现的时间。典型的应用开发包括诸如流程图系统、计算机辅助建筑空间规划、动画、车辆-行人交互、计算机辅助设计和NASA航天飞机模拟等系统。
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引用次数: 2
Characteristics of neuroscience computer graphics displays and a proposed system to generate those displays 神经科学计算机图形显示的特点及生成这些显示的建议系统
J. Capowski
Computer graphics displays in the neurosciences are classified into three categories: anatomical structures, physiological waveforms, and statistical summaries. The capabilities required in a line drawing system to present neuroscience displays are smooth rotation and translation of 3D structures, simple line rejection, orthographic projection, and flexible interactive hard copy capable of drawing dots. The general purpose computer is available to refresh the CRT. A simple graphics processor with the necessary capabilities is defined and its unique features are discussed.
神经科学中的计算机图形显示分为三类:解剖结构、生理波形和统计摘要。线条绘制系统显示神经科学显示所需的能力是3D结构的平滑旋转和平移,简单的线条拒绝,正射影,以及能够绘制点的灵活交互式硬拷贝。这台通用计算机可用于刷新CRT。定义了具有必要功能的简单图形处理器,并讨论了其独特的特性。
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引用次数: 7
A method for plotting curves defined by implicit equations 一种绘制由隐式方程定义的曲线的方法
E. Cohen
A square chain of points is found that approximates a plane curve of the form F (x,y) =0. In case F (x,y) =0 represents a conic section, the method requires no multiplication or division, and so is well adapted to hardware or small computer software implementation. The algorithm may also be used to find approximate solutions of differential equations of the form F1dx + F2dy = 0.
找到一个近似于形式为F (x,y) =0的平面曲线的正方形点链。当F (x,y) =0为二次曲线时,该方法不需要乘法和除法,因此很适合硬件或小型计算机软件实现。该算法也可用于求解形式为F1dx + F2dy = 0的微分方程的近似解。
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引用次数: 4
A parametric algorithm for drawing pictures of solid objects bounded by quadric surfaces 以二次曲面为界的固体物体图像的参数化绘制算法
Joshua Z. Levin
An algorithm for drawing pictures of three-dimensional objects, with surfaces made up of patches of quadric surfaces, is described.The emphasis of this algorithm is calculating the intersections of quadric surfaces. A parameterization scheme is used. Each quadric surface intersection curve (QSIC) is represented as a set of coefficients and parameter limits. Each value of the parameter represents at most two points, and these may easily be distinguished. This scheme can find the co-ordinates of points of even quartic (fourth-order) intersection curves, using equations of no more than second order.Methods of parameterization for each type of QSIC are discussed, as well as surface bounding and hidden surface removal.
描述了一种绘制三维物体图像的算法,其表面由二次曲面块组成。该算法的重点是计算二次曲面的交点。使用了参数化方案。每个二次曲面相交曲线(QSIC)被表示为一组系数和参数极限。参数的每个值最多代表两个点,这些点很容易区分。该方案可以用不超过二阶的方程求出偶四次(四阶)相交曲线上点的坐标。讨论了每种类型QSIC的参数化方法,以及表面边界和隐藏表面的去除。
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引用次数: 4
Graphic and relational data base support for problem solving 图形和关系数据库支持解决问题
Daniel L. Weller, Robin Williams
This paper describes a general purpose 'picture building system'. The main purpose of the system is to provide an environment wherein an application programmer can interactively create and modify applications. In addition to a graphics software package the picture building system provides high-level application building tools and a relational data base as integral parts of the system. An interpreter is provided to draw pictures from data stored in relations. A correlation handler is provided to allow a user to identify and manipulate displayed items. A relations editor is provided to interactively create, edit, and display relations. The picture building system works on a variety of graphic and nongraphic terminals.
本文介绍了一个通用的“图片构建系统”。该系统的主要目的是提供一个环境,应用程序程序员可以在其中交互式地创建和修改应用程序。除了图形软件包之外,图像构建系统还提供了高级应用程序构建工具和关系数据库作为系统的组成部分。提供了一个解释器来从存储在关系中的数据中绘制图像。提供了一个关联处理程序,允许用户识别和操作显示的项。关系编辑器用于交互式地创建、编辑和显示关系。图像构建系统可以在各种图形和非图形终端上工作。
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引用次数: 31
Experiments with computer animation 电脑动画实验
N. Negroponte, P. Pangaro
Three generally accepted facts are:1. Computers are getting cheap and fast enough to do cost-effective graphics on line and in real time;2. The future of computer graphics is in raster scan;3. Computer animation is emerging as a volatile art form and as a medium for scientific communication.Concurrently, we find computer animation somewhat polluted and distorted by1. The illusionary immediacies of analog techniques;2. The line gestalt of computer output microfilm;3. The transformational paradigm of the 4 by 4 matrix.In contrast, this paper dwells on on-line, real-time, color rasterscan, digital techniques and associated videotapes. Accompanying illustrations present the specific application of a "veridical memory" approach to computer graphics, distinguished from other similar efforts by:1. A 90 nano-second, writable control store;2. Noncontiguous and variable bits per pixel;3. Minicomputer support of PL/1, LISP, and LOGO;4. Advanced graphical input techniques;5. Hardware priorities indigenous to cell animation;6. Production of color hard copy.Results indicate an opportunity for complex descriptions and displays1. In which the message is not the medium;2. Through which color assumes a new role;3. With which the user works without a typeable genre;4. About which our wildest fantasies offer only modest extrapolation.Inasmuch as our work on animation is just beginning, this paper does not take a rigorous posture. Instead, we submit a collage of output, classify some of our errors, and outline likely solutions.
三个普遍接受的事实是:计算机变得越来越便宜和快速,可以在线和实时地进行高成本效益的图形处理;2 .计算机图形学的未来在光栅扫描;电脑动画正在成为一种易变的艺术形式和科学交流的媒介。同时,我们发现电脑动画在某种程度上受到了1的污染和扭曲。1 .模拟技术的幻觉即时性;2 .计算机输出缩微胶片的线格式塔;4 × 4矩阵的变换范式。与此相反,本文讨论了在线、实时、彩色光栅扫描、数字技术和相关录像带。随附的插图展示了“真实记忆”方法在计算机图形学中的具体应用,区别于其他类似的努力:一个90纳秒的可写控制存储器;2 .每像素不连续可变位数;3 .微机支持PL/1、LISP、LOGO;4 .先进的图形输入技术;5 .细胞动画固有的硬件优先级;彩色硬拷贝的制作。结果表明有机会进行复杂的描述和显示。2.信息不是媒介;2 .通过这种方式,颜色承担了新的角色;3 .用户使用的作品没有可分类的体裁;我们最疯狂的幻想只能提供适度的推断。由于我们在动画方面的工作才刚刚开始,本文并不采取严谨的态度。相反,我们提交了输出的拼贴图,对我们的一些错误进行了分类,并概述了可能的解决方案。
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引用次数: 4
Architecture-by-yourself: an experiment with computer graphics for house design 你自己的建筑:一个用计算机图形设计房子的实验
G. Weinzapfel, N. Negroponte
Architecture-by-Yourself is an experiment in computer aided design that applies the medium of computer graphics, used by a general populace. The research program confronts the delicate balance between insightfulness and paternalism toward a user who ultimately bares the risk. The paper reports on a case study, on the underlying philosophy's of the French architect Yona Friedman, and on a computer implementation called YONA. As part of a larger research effort, Machine Recognition and Inference Making in Computer Aids to Design, we postulate further developments that will exercise input and visualization techniques in a relentless setting, relentless in the sense that the user is demanding, the problem is hard, and the product is a personal, one-of-a-kind design.
Architecture-by-Yourself是一个计算机辅助设计的实验,它应用了计算机图形学这一大众使用的媒介。该研究项目在洞察力和家长作风之间找到了微妙的平衡,最终用户要承担风险。这篇论文报告了一个案例研究,关于法国建筑师Yona Friedman的基本哲学,以及一个名为Yona的计算机实现。作为一个更大的研究工作的一部分,计算机辅助设计中的机器识别和推理制作,我们假设进一步的发展将在一个无情的环境中锻炼输入和可视化技术,无情的是用户的要求,问题是困难的,产品是一个个人的,独一无二的设计。
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引用次数: 20
Graphical input through machine recognition of sketches 图形输入通过机器识别的草图
Christopher F. Herot
A family of programs has been developed to allow graphical input through continuous digitizing. Drawing data, sampled at a high and constant rate, is compressed and mapped into lines and splines, in two and three dimensions. This is achieved by inferring a particular user's intentions from measures of speed and pressure.Recent experiments have shown that even the most basic inference making cannot rely solely upon knowledge of the user's drawing style, but needs additional knowledge of the subject being drawn, the protocols of its domain, and the stage of development of the user's design. This requirement implies a higher level of machine intelligence than currently exists. An alternate approach is to increase the user's involvement in the recognition process.Contrary to previous efforts to move from sketch to mechanical drawing without human intervention, this paper reports on an interactive system for graphical input in which the user overtly partakes in training the machine and massaging the data at all levels of interpretation. The initial routines for data compression employ parallel functions for extracting such features as bentness, straightness, and endness. These are planned for implementation in microprocessors.Results offer a system for rapid (and enjoyable) graphical input with real-time interpretation, the beginnings of an intelligent tablet.
已经开发了一系列程序,允许通过连续数字化进行图形输入。绘图数据,以高和恒定的速率采样,被压缩并映射成二维和三维的直线和样条。这是通过测量速度和压力来推断特定用户的意图来实现的。最近的实验表明,即使是最基本的推理也不能仅仅依赖于对用户绘画风格的了解,而是需要对被绘制的主题、其领域的协议和用户设计的发展阶段有额外的了解。这一要求意味着比目前存在的更高水平的机器智能。另一种方法是增加用户在识别过程中的参与度。与以前在没有人为干预的情况下从草图转向机械绘图的努力相反,本文报告了一个图形输入的交互式系统,在该系统中,用户公开参与训练机器并在所有级别的解释中处理数据。数据压缩的初始例程采用并行函数来提取弯曲度、直线度和端点度等特征。这些都计划在微处理器中实现。结果提供了一个系统的快速(和愉快的)图形输入与实时解释,智能平板电脑的开始。
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引用次数: 69
Specifying symbol instances 指定符号实例
J. Foley
This paper reviews and compares the uses of dimensioning in the instance and dimensioning in the master to specify instances of symbol definitions in general-purpose graphics programming languages. The processing required to each case is described and compared. Dimensioning in the master is easier to implement, can allow faster display of images because of simpler processing, and semantically is a bit less powerful than dimensioning in the instance. When appropriate, both can gracefully coexist in a graphics language, but the great majority of graphics applications only need the semantic power of dimensioning in the master.
本文回顾并比较了在通用图形编程语言中,在实例中使用量纲化和在master中使用量纲化来指定符号定义的实例。描述并比较了每种情况所需的处理。master中的维化更容易实现,由于处理更简单,可以更快地显示图像,并且在语义上比实例中的维化功能要弱一些。在适当的情况下,两者可以在图形语言中优雅地共存,但是绝大多数图形应用程序只需要主语言中维化的语义能力。
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引用次数: 0
期刊
Proceedings of the 3rd annual conference on Computer graphics and interactive techniques
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