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Proceedings of the 12th annual conference on Computer graphics and interactive techniques最新文献

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The creation of new kinds of interactive environments in art, education, and entertainment (panel session) 在艺术、教育和娱乐领域创造新型互动环境(小组讨论)
Stephen Wilson, David Backer, M. Krueger, Peter Richards, Sonia Sheridan, D. Ucko
As graphics technology and software become more mature, it is critical to examine the aesthetics of computer generated images. Effective visual communication and artistic expression are dependent on aesthetic quality. Issues that emerge for artists, designers and computer scientists include: the formal attributes of images, aesthetic evaluation criteria and the desire to detect or implement aesthetic qualities. The panelists, having studied these and other issues, will present and debate their diverse viewpoints.
随着图形技术和软件变得越来越成熟,检验计算机生成图像的美学是至关重要的。有效的视觉传达和艺术表现依赖于审美品质。艺术家、设计师和计算机科学家面临的问题包括:图像的形式属性、审美评价标准以及检测或实现审美品质的愿望。小组成员在研究了这些问题和其他问题后,将提出并辩论他们的不同观点。
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引用次数: 0
Fast image generation of construcitve solid geometry using a cellular array processor 使用元胞阵列处理器快速生成构造立体几何图像
H. Sato, M. Ishii, Keiji Sato, M. Ikesaka, H. Ishihata, Masanori Kakimoto, Katsuhiko Hirota, K. Inoue
A general purpose Cellular Array Processor(CAP) with distributed frame buffers for fast parallel subimage generation has been developed. CAP consists of many processor elements called cells. A cell has video memory for subimage storage, a window controller to map each subimage to an area on the monitor screen, and communication devices, in addition to ordinary microcomputer components such as MPU, RAM, and ROM. Image data in a cell is directly displayed via the video bus. The mapping pattern and the position on the screen of subimages can be changed dynamically. Various hidden surface algorithms can be implemented in CAP using mapping patterns appropriate for the algorithm.Our goal is an efficient interactive visual solid modeler. We adopted a general CSG hidden surface algorithm that enables display of both Boundary representation and Constructive Solid Geometry. A technique for hidden surface removal of general CSG models, requiring less memory space for large models in many cases, has been proposed. This technique subdivides the model into submodels by dividing the CSG tree at union nodes. Imagse of each submodel are generated by a CSG or a z-buffer algorithm. If a submodel is just a primitive, it is processed by the z-buffer algorithm, otherwise by the CSG algorithm. Hidden surface removal between submodels is done by comparing the z values for each pixel which are saved in the z-buffer.
开发了一种具有分布式帧缓冲的通用蜂窝阵列处理器(CAP),用于快速并行子图像生成。CAP由许多称为单元的处理器元素组成。单元中除了MPU、RAM和ROM等普通微型计算机部件外,还有用于存储子图像的视频存储器、将每个子图像映射到监视器屏幕上某个区域的窗口控制器和通信设备。单元中的图像数据通过视频总线直接显示。映射模式和子图像在屏幕上的位置可以动态改变。各种隐藏曲面算法可以在CAP中使用适合算法的映射模式来实现。我们的目标是一个高效的交互式可视化实体建模器。我们采用了一种通用的CSG隐藏曲面算法,可以同时显示边界表示和构造实体几何。提出了一种通用的CSG模型隐面去除技术,该技术在许多情况下对大型模型需要较少的存储空间。该技术通过在联合节点处划分CSG树,将模型细分为子模型。每个子模型的图像由CSG或z-buffer算法生成。如果子模型只是一个原语,则由z-buffer算法处理,否则由CSG算法处理。子模型之间的隐藏表面移除是通过比较保存在z缓冲区中的每个像素的z值来完成的。
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引用次数: 33
There's more to menu systems than meets the screen 菜单系统比屏幕上的内容要丰富得多
H. Lieberman
Love playing with those fancy menu-based graphical user interfaces, but afraid to program one yourself for your own application? Do windows seem opaque to you? Are you scared of mice? Like what-you-see-is-what-you-get but don't know how to get what you want to see on the screen?Everyone agrees using systems like graphical document illustrators, circuit designers, and iconic file systems is fun, but programming user interfaces for these systems isn't as much fun as it should be. Systems like the Lisp Machines, Xerox D-Machines, and Apple Macintosh provide powerful graphics primitives, but the casual applications designer is often stymied by the difficulty of mastering the details of window specification, multiple processes, interpreting mouse input, etc.This paper presents a kit called EZWin, which provides many services common to implementing a wide variety of interfaces, described as generalized editors for sets of graphical objects. An individual application is programmed simply by creating objects to represent the interface itself, each kind of graphical object, and each command. A unique interaction style is established which is insensitive to whether commands are chosen before or after their arguments. The system anticipates the types of arguments needed by commands, preventing selection mistakes which are a common source of frustrating errors. Displayed objects are made "mouse-sensitive" only if selection of the object is appropriate in the current context. The implementation of a graphical interface for a computer network simulation is described to illustrate how EZWin works.
喜欢玩那些花哨的基于菜单的图形用户界面,但害怕自己为自己的应用程序编写一个?你觉得窗户不透明吗?你怕老鼠吗?就像你看到的就是你得到的,但不知道如何得到你想在屏幕上看到的?每个人都同意使用像图形文档说明器、电路设计器和图标文件系统这样的系统很有趣,但是为这些系统编程用户界面并没有想象的那么有趣。像Lisp Machines, Xerox D-Machines和Apple Macintosh这样的系统提供了强大的图形原语,但是临时应用程序设计人员经常被掌握窗口规范,多进程,解释鼠标输入等细节的困难所阻碍。本文提出了一个名为EZWin的工具包,它提供了许多实现各种界面的常见服务,被描述为图形对象集的通用编辑器。单个应用程序的编程简单地通过创建对象来表示接口本身、每种图形对象和每个命令。建立了一种独特的交互风格,它对命令是在其参数之前还是之后选择不敏感。系统预测命令所需的参数类型,防止选择错误,这是令人沮丧的错误的常见来源。只有当对象的选择在当前上下文中合适时,显示的对象才会被设置为“鼠标敏感”。实现一个图形界面的计算机网络仿真描述了如何说明EZWin的工作原理。
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引用次数: 43
Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space 四维空间多面体的综合解析时空抗混叠
C. Grant
A visible surface algorithm with integrated analytic spatial and temporal anti-aliasing is presented. This algorithm models moving polygons as four dimensional (X,Y,Z,T) image space polyhedra, where time (T) is treated as an additional spatial dimension. The linearity of these primitives allows simplification of the analytic algorithms. The algorithm is exact for non-intersecting primitives, and exact for the class of intersecting primitives generated by translation and scaling of 3-d (X,Y,Z) polygons in image space. This algorithm is an extension of Catmull's analytic visible surface algorithm for independent pixel processing, based on the outline of integrated spatial and temporal anti-aliasing given by Korien and Badler. An analytic solution requires that the visible surface calculations produce a continuous representation of visible primitives in the time and space dimensions. Visible surface algorithm, graphical primitives, and filtering algorithm, (by Feibush, Levoy and Cook) are extended to include continuous representation of the additional dimension of time. A performance analysis of the algorithm contrasted with a non-temporally anti-aliased version is given.
提出了一种综合解析时空抗混叠的可见曲面算法。该算法将移动多边形建模为四维(X,Y,Z,T)图像空间多面体,其中时间(T)被视为额外的空间维度。这些原语的线性可以简化分析算法。该算法对于非相交基元是精确的,对于由图像空间中三维(X,Y,Z)多边形的平移和缩放生成的相交基元也是精确的。该算法是基于Korien和Badler给出的综合时空抗混叠的轮廓,对Catmull的解析可见面算法进行独立像素处理的扩展。解析解要求可见曲面计算在时间和空间维度上产生可见原语的连续表示。由Feibush、Levoy和Cook提出的可见曲面算法、图形原语和滤波算法被扩展到包含额外时间维度的连续表示。给出了该算法与非临时抗混叠算法的性能分析。
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引用次数: 43
Geometric modeling of solid objects by using a face adjacency graph representation 使用面邻接图表示的实体物体的几何建模
S. Ansaldi, L. Floriani, B. Falcidieno
A relational graph structure based on a boundary representation of solid objects is described. In this structure, called face adjacency graph, nodes represent object faces, whereas edges and vertices are encoded into arcs and hyperarcs. Based on the face adjacency graph, we define a set of primitive face-oriented Euler operators, and a set of macrooperators for face manipulation, which allow a compact definition and an efficient updating of solid objects. We briefly describe a hierarchical graph structure based on the face adjacency graph, which provides a representation of an object at different levels of detail. Thus it is consistent with the stepwise refinement process through which the object description is produced.
描述了一种基于实体边界表示的关系图结构。在这种被称为面邻接图的结构中,节点表示对象的面,而边和顶点被编码为弧和超弧。基于人脸邻接图,我们定义了一组面向人脸的原始欧拉算子和一组用于人脸操作的宏算子,从而实现了实体对象的简洁定义和高效更新。我们简要地描述了一种基于人脸邻接图的分层图结构,它提供了物体在不同细节层次上的表示。因此,它与产生对象描述的逐步细化过程是一致的。
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引用次数: 141
Continuous tone representation of three-dimensional objects taking account of shadows and interreflection 考虑阴影和互反射的三维物体的连续色调表示
T. Nishita, E. Nakamae
The effect of shadows and interreflection created by room obstructions is an important factor in the continuous tone representation of interiors. For indirect illumination, in most cases a uniform ambient light has been considered, even though the interreflection gives very complex effects with the shaded images.The proposed method for indirect lighting with shadows results in the following advanced points:1) The indirect illuminance caused by the surfaces of objects such as ceilings, floors, walls, desks, bookcases etc. gives added realism to images.2) The proposed method is suitable for every type of light source such as point sources, linear sources, and area sources.
房间障碍物产生的阴影和相互反射的效果是室内连续色调表现的重要因素。对于间接照明,在大多数情况下,均匀的环境光已被考虑,即使相互反射与阴影图像产生非常复杂的效果。本文提出的带阴影的间接照明方法具有以下优点:1)由天花板、地板、墙壁、桌子、书柜等物体表面引起的间接照明给图像增加了真实感。2)本文提出的方法适用于各种类型的光源,如点光源、线性光源和面积光源。
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引用次数: 254
An image synthesizer 图像合成器
K. Perlin
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of "solid texture" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.
我们介绍了像素流编辑器的概念。这构成了设计高度逼真的计算机生成图像的交互式合成器的基础。设计师在一个交互式的Very High Level编程环境中工作,这提供了一个非常快的概念/实现/视图迭代周期。自然的视觉复杂性是通过非线性函数的组合来建立的,这与更传统的纹理映射或增长模型算法相反。包括用于创建受控随机效果的强大原语。我们将“实体纹理”的概念引入到CGI领域。我们用这个系统创造了云、火、水、星星、大理石、木头、岩石、肥皂膜和水晶的非常令人信服的表现。使用此范例创建的算法通常非常快,高度逼真,并且在像素级别上可异步并行化。
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引用次数: 786
Fundamental algorithms (panel session): retrospect and prospect 基本算法(小组讨论):回顾与展望
R. Earnshaw, James H. Clark, A. R. Forrest, R. Parslow, D. F. Rogers
How can we explain this discrepancy between the micro and macro pictures? The table on page 2 sheds new light on this paradox by displaying results from a UNU/WIDER study for three countries—Finland, Singapore and South Korea—and comparing them with findings for the United States economy by Daniel Sichel (see the references at the end of this article). All these countries have invested large amounts in IT over the past two decades; computer capital (hardware etc.) has grown at annual rates ranging from 25 per cent in Finland to 40 per cent in South Korea.
我们如何解释微观和宏观图像之间的差异呢?第2页的表格通过展示联合国大学/经济发展研究所对芬兰、新加坡和韩国这三个国家的研究结果,并将其与丹尼尔·西谢尔对美国经济的研究结果进行比较,为这一悖论提供了新的视角(见本文末尾的参考文献)。在过去的二十年里,所有这些国家都在信息技术方面投入了大量资金;计算机资本(硬件等)的年增长率从芬兰的25%到韩国的40%不等。
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引用次数: 0
Efficient alias-free rendering using bit-masks and look-up tables 使用位掩码和查找表的高效无别名渲染
G. Abram, L. Westover
We demonstrate an efficient method of rendering alias-free synthetic images using precomputed convolution integrals. The method is based on the observation that a visible polygon fragment's contribution to an image is solely a function of its position and shape, and that within a reasonable level of accuracy, a limited number of shapes represent the majority of cases encountered in images commonly rendered.The convolution integral is precomputed for all pixels affected by the polygon fragment and is stored in a table. Completely visible fragments which are either triangular or trapezoidal produce two indices into the table. Most other fragments which are represented as differences of simple fragments. The remaining cases are characterized by a bit-mask for which each bit has a corresponding set of look up tables.The basic technique has been applied to several fundamentally different rendering algorithms. In addition, we illustrate a version of the newly introduced nonuniform sampling technique implemented in the same program, but with different table values.
我们演示了一种使用预计算卷积积分来渲染无别名合成图像的有效方法。该方法基于这样的观察,即一个可见多边形片段对图像的贡献仅仅是它的位置和形状的函数,并且在合理的精度水平内,有限数量的形状代表了通常渲染图像中遇到的大多数情况。对受多边形片段影响的所有像素预先计算卷积积分,并存储在一个表中。完全可见的三角形或梯形碎片在表中产生两个索引。大多数其他片段表示为简单片段的差异。其余情况的特征是位掩码,其中每个位都有一组相应的查找表。基本的技术已经应用于几个根本不同的渲染算法。此外,我们还演示了新引入的非均匀抽样技术的一个版本,该技术在同一个程序中实现,但具有不同的表值。
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引用次数: 46
Squeak: a language for communicating with mice 吱吱声:一种与老鼠交流的语言
L. Cardelli, R. Pike
Graphical user interfaces are difficult to implement because of the essential concurrency among multiple interaction devices, such as mice, buttons, and keyboards. Squeak is a user interface implementation language that exploits this concurrency rather than hiding it, helping the programmer to express interactions using multiple devices. We present the motivation, design and semantics of squeak. The language is based on concurrent programming constructs but can be compiled into a conventional sequential language; our implementation generates C code. We discuss how squeak programs can be integrated into a graphics system written in a conventional language to implement large but regular user interfaces, and close with a description of the formal semantics.
由于多个交互设备(如鼠标、按钮和键盘)之间的基本并发性,图形用户界面很难实现。Squeak是一种用户界面实现语言,它利用而不是隐藏这种并发性,帮助程序员表达使用多个设备的交互。我们介绍了squeak的动机、设计和语义。该语言基于并发编程结构,但可以编译成传统的顺序语言;我们的实现生成C代码。我们讨论了如何将squeak程序集成到用传统语言编写的图形系统中,以实现大型但常规的用户界面,并以形式语义的描述结束。
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引用次数: 134
期刊
Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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