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Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes 快速球体,阴影,纹理,透明度和像素平面中的图像增强
H. Fuchs, Jack Goldfeather, J. Hultquist, S. Spach, J. D. Austin, F. Brooks, J. Eyles, J. Poulton
Pixel-planes is a logic-enhanced memory system for raster graphics and imaging. Although each pixel-memory is enhanced with a one-bit ALU, the system's real power comes from a tree of one-bit adders that can evaluate linear expressions Ax+By+C for every pixel (x,y) simultaneously, as fast as the ALUs and the memory circuits can accept the results. We and others have begun to develop a variety of algorithms that exploit this fast linear expression evaluation capability. In this paper we report some of those results. Illustrated in this paper is a sample image from a small working prototype of the Pixel-planes hardware and a variety of images from simulations of a full-scale system. Timing estimates indicate that 30,000 smooth shaded triangles can be generated per second, or 21,000 smooth-shaded and shadowed triangles can be generated per second, or over 25,000 shaded spheres can be generated per second. Image-enhancement by adaptive histogram equalization can be performed within 4 seconds on a 512x512 image.
Pixel-planes是一种用于光栅图形和成像的逻辑增强存储系统。虽然每个像素内存都通过一个1位ALU来增强,但系统的真正功能来自于一个1位加法器树,它可以同时对每个像素(x,y)的线性表达式Ax+By+C求值,速度与ALU和存储电路接受结果的速度一样快。我们和其他人已经开始开发各种利用这种快速线性表达式计算能力的算法。在本文中,我们报告了其中的一些结果。本文给出了来自Pixel-planes硬件的小型工作原型的示例图像和来自全尺寸系统仿真的各种图像。时间估计表明,每秒可以生成30,000个平滑阴影三角形,或者每秒可以生成21,000个平滑阴影和阴影三角形,或者每秒可以生成超过25,000个阴影球体。通过自适应直方图均衡化的图像增强可以在4秒内对512x512的图像执行。
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引用次数: 219
The hemi-cube: a radiosity solution for complex environments 半立方体:复杂环境的辐射解决方案
Michael F. Cohen, D. Greenberg
This paper presents a comprehensive method to calculate object to object diffuse reflections within complex environments containing hidden surfaces and shadows. In essence, each object in the environment is treated as a secondary light source. The method provides an accurate representation of the "diffuse" and "ambient" terms found in typical image synthesis algorithms. The phenomena of "color bleeding" from one surface to another, shading within shadow envelopes, and penumbras along shadow boundaries are accurately reproduced. Additional advantages result because computations are indepedent of viewer position. This allows the efficient rendering of multiple views of the same scene for dynamic sequences. Light sources can be modulated and object reflectivities can be changed, with minimal extra computation. The procedures extend the radiosity method beyond the bounds previously imposed.
本文提出了一种计算包含隐藏表面和阴影的复杂环境中物体间漫反射的综合方法。从本质上讲,环境中的每个物体都被视为次要光源。该方法提供了典型图像合成算法中“漫射”和“环境”术语的准确表示。从一个表面到另一个表面的“颜色出血”现象,阴影包层内的阴影,以及阴影边界的半影被精确地再现。由于计算与观看者的位置无关,因此产生了额外的优点。这允许对动态序列的同一场景的多个视图进行有效渲染。光源可以调制,物体的反射率可以改变,而额外的计算则最少。这些程序将辐射度法扩展到先前规定的范围之外。
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引用次数: 785
Blend surfaces for set theoretic volume modelling systems 集论体积建模系统的混合曲面
A. Middleditch, Kenneth H. Sears
Most volume modelling systems are very limited in the complexity of the surfaces which they support. This is satisfactory for basic models of most mechanical components, since the functional surfaces are not usually complex. However, there are often blends between simple base surfaces. This paper presents a technique appropriate for blend definition and profile control. A discussion of blend conics is used to develop analogous surfaces for use in typical volume modelling systems. These surfaces are then used to set theoretically define bounded volumes for fillets and chamfers. Empirical results show that the method described suits many engineering applications.
大多数体积建模系统在它们所支持的表面的复杂性方面是非常有限的。这对于大多数机械部件的基本模型是令人满意的,因为功能表面通常并不复杂。然而,在简单基面之间经常存在混合。本文提出了一种适用于混合定义和轮廓控制的技术。通过对混合曲线的讨论,建立了用于典型体积建模系统的类似曲面。然后,这些表面用于设置理论上定义圆角和倒角的有界体积。实验结果表明,所描述的方法适用于许多工程应用。
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引用次数: 108
A unified approach to interference problems using a triangle processor 用三角形处理器解决干扰问题的统一方法
F. Yamaguchi
Triangulation is an efficient way to simplify and unify interference problems, such as hidden line and surface elimination and Boolean shape operations in solid modeling. Almost all of the processing relevant to a triangle can be performed by computing some 4 x 4 determinants. The author proposes a hardware processor (TRIANGLE PROCESSOR) that quickly intersects a triangle with a point, a line segment, or another triangle. Various applications of the TRIANGLE PROCESSOR are explained in this paper, including applications to face and volume triangulations.The author stresses that the triangulation approach and the TRIANGLE PROCESSOR simplify, speed up and unify various types of processing relating to interference.
三角剖分是简化和统一实体建模中隐线、隐面消除、布尔形状运算等干扰问题的有效方法。几乎所有与三角形相关的处理都可以通过计算一些4 × 4的行列式来完成。作者提出了一种硬件处理器(三角处理器),它可以快速地将三角形与点、线段或另一个三角形相交。本文介绍了三角形处理器的各种应用,包括在面三角形和体三角形测量中的应用。强调三角测量方法和三角处理器简化、加快和统一了与干扰有关的各种处理。
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引用次数: 25
Bintrees, CSG trees, and time 二叉树、CSG树和时间
H. Samet, Markku Tamminen
A discussion is presented of the relationship between two solid representation schemes: constructive solid geometry (CSG trees) and recursive spatial subdivision exemplified by the bintree, a generalization of the quadtree and octree. Detailed algorithms are developed and analyzed for evaluating CSG trees by bintree conversion, i.e., by determining explicitly which parts of space are solid and which empty. These techniques enable the addition of the time dimension and motion to the approximate analysis of CSG trees in a simple manner to solve problems such as dynamic interference detection. For "well-behaved" CSG trees, the execution time of the conversion algorithm is directly related to the spatial complexity of the object represented by the CSG tree (i.e., asymptotically it is proportional to the number of bintree nodes as the resolution increases). The set of well-behaved CSG trees includes all trees that define multidimensional polyhedra in a manner that does not give rise to tangential intersections at CSG tree nodes.
讨论了两种实体表示形式:构造实体几何(CSG树)和以四叉树和八叉树的推广二叉树为例的递归空间细分之间的关系。开发和分析了通过二叉树转换评估CSG树的详细算法,即通过明确确定空间的哪些部分是实的,哪些是空的。这些技术能够以简单的方式在CSG树的近似分析中加入时间维度和运动,从而解决动态干扰检测等问题。对于“表现良好”的CSG树,转换算法的执行时间与CSG树所表示对象的空间复杂度直接相关(即随着分辨率的增加,它与二叉树节点的数量渐近成正比)。行为良好的CSG树集包括所有以不会在CSG树节点上产生切交的方式定义多维多面体的树。
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引用次数: 79
Real-time simulation in the real world (panel session) 现实世界中的实时仿真(小组讨论)
Zsuzsanna Molnar, P. Buning, P. Doenges, R. Langridge, T. Lasinski, Randy Smith
Flight simulation was the first well-known real-time simulation application using computer graphics. New computer architectures, combined with fast interactive graphics, extend the scope of simulation to encompass ever more realistic visual simulation as well as the modeling of objects and processes: computer prototyping. Panelists will discuss evolutionary trends, costs and effectiveness of real-time simulation citing examples from flight simulation, drug design, wind tunnel simulation, the testing of on-the-road car behavior and robotics.
飞行仿真是第一个使用计算机图形学的实时仿真应用。新的计算机体系结构与快速交互图形相结合,扩展了仿真的范围,以涵盖更加逼真的视觉仿真以及对象和过程的建模:计算机原型。小组成员将以飞行模拟、药物设计、风洞模拟、公路车辆行为测试和机器人技术为例,讨论实时仿真的发展趋势、成本和有效性。
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引用次数: 0
Issues and techniques in touch-sensitive tablet input 触敏平板电脑输入的问题与技术
W. Buxton, R. Hill, Peter Rowley
Touch-sensitive tablets and their use in human-computer interaction are discussed. It is shown that such devices have some important properties that differentiate them from other input devices (such as mice and joysticks). The analysis serves two purposes: (1) it sheds light on touch tablets, and (2) it demonstrates how other devices might be approached. Three specific distinctions between touch tablets and one button mice are drawn. These concern the signaling of events, multiple point sensing and the use of templates. These distinctions are reinforced, and possible uses of touch tablets are illustrated, in an example application. Potential enhancements to touch tablets and other input devices are discussed, as are some inherent problems. The paper concludes with recommendations for future work.
讨论了触敏平板及其在人机交互中的应用。这表明,这些设备有一些重要的属性,区别于其他输入设备(如鼠标和操纵杆)。这一分析有两个目的:(1)它揭示了触屏平板电脑的发展方向;(2)它展示了其他设备的发展方向。触摸平板电脑和一键鼠标之间有三个具体的区别。这些涉及事件的信号,多点感知和模板的使用。在一个示例应用程序中,加强了这些区别,并说明了触摸平板电脑的可能用途。讨论了触摸平板电脑和其他输入设备的潜在增强功能,以及一些固有问题。论文最后对今后的工作提出了建议。
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引用次数: 292
Issues at the interface (panel session): an historical trace of prompting, concurrency, signification and ease of use 界面问题(小组讨论):提示、并发、意义和易用性的历史跟踪
R. M. Dunn, S. Bly, R. Guedj, William J. Poduska, W. Lasser
Beginning with Sketchpad and continuing to Macintosh and beyond, designers and users of interactive graphics systems and applications have refined the nature of the working graphical, interface between a person and a computer. The panel will trace the changing uses of graphical symbols and icons; address the evolution of concurrency in windows, menus and task activation; examine mechanisms for gaining attention and prompting for reactions; and focus on reducing visual, physical and psychological stress via improved screen design and applied principles of graphical presentation.
从Sketchpad开始,一直延续到Macintosh及以后,交互式图形系统和应用程序的设计师和用户已经改进了工作图形的本质,即人与计算机之间的界面。该小组将追踪图形符号和图标的使用变化;解决并发性在窗口、菜单和任务激活中的演变;检查引起注意和引起反应的机制;并通过改进屏幕设计和应用图形呈现原则,专注于减少视觉、身体和心理压力。
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引用次数: 0
Techniques for conic splines 二次样条曲线技术
V. Pratt
A number of techniques are presented for making conic splines more effective for 2D computer graphics. We give a brief account of the theory of conic splines oriented to computer graphics. We make Pitteway's algorithm exact, and repair an "aliasing" problem that has plagued the algorithm since its introduction in 1967. The curvature-matching problem for conics is solved by way of a simple formula for curvature at an endpoint which permits curvature to be matched exactly at non-inflectior points and more closely than was previously realized possible at points of inflection. A formula for minimum-curvature-variation of conic splines is given. These techniques provide additional support for Pavlidis' position [6] that conics can often be very effective as splines.The work was motivated by, and provides much of the foundation for, an implementation of conic splines at Sun Microsystems as part of Sun's Pixrect graphics package, the lowest layer of Sun's graphics support.
提出了一些技术,使二次曲线更有效地用于二维计算机图形。简要介绍了面向计算机图形学的二次样条理论。我们使Pitteway的算法精确,并修复了自1967年引入以来一直困扰该算法的“混叠”问题。圆锥曲线的曲率匹配问题是通过一个简单的端点曲率公式来解决的,该公式允许曲率在非拐点处精确匹配,并且比以前在拐点处实现的更接近。给出了二次样条曲线的最小曲率变化公式。这些技术为Pavlidis的立场提供了额外的支持[6],即圆锥曲线通常可以非常有效地作为样条曲线。这项工作的动机是,并提供了很多基础,圆锥样条的实现在Sun Microsystems作为Sun的Pixrect图形包的一部分,Sun的图形支持的最低层。
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引用次数: 95
Statistically optimized sampling for distributed ray tracing 统计优化采样分布式光线追踪
Mark E. Lee, R. Redner, S. Uselton
Cook, Porter, and Carpenter coined the phrase "distributed ray tracing" to describe a technique for using each ray of a super-sampled ray tracing procedure as a sample in several dimensions to achieve effects such as penumbras and motion blur in addition to spatial anti-aliasing. The shade to be displayed at a pixel is a weighted integral of the image function. The purpose of using many rays per pixel is to estimate the value of this integral. In this work, a relationship between the number of sample rays and the quality of the estimate of this integral is derived. Furthermore, the number of rays required does not depend on the dimensionality of the space being sampled, but only on the variance of the multi-dimensional image function. The algorithm has been optimized through the use of statistical testing and stratified sampling.
Cook, Porter和Carpenter创造了“分布式光线追踪”这个词来描述一种技术,这种技术使用超采样光线追踪过程中的每条光线作为几个维度的样本来实现半影和运动模糊等效果,以及空间抗混叠。要在像素上显示的阴影是图像函数的加权积分。使用每像素许多光线的目的是估计这个积分的值。在这项工作中,导出了样品射线的数量与该积分的估计质量之间的关系。此外,所需光线的数量并不取决于被采样空间的维度,而仅取决于多维图像函数的方差。通过统计检验和分层抽样对算法进行了优化。
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引用次数: 216
期刊
Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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