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Construction of fractal objects with iterated function systems 用迭代函数系统构造分形对象
S. Demko, Laurie Hodges, B. Naylor
In computer graphics, geometric modeling of complex objects is a difficult process. An important class of complex objects arise from natural phenomena: trees, plants, clouds, mountains, etc. Researchers are at present investigating a variety of techniques for extending modeling capabilities to include these as well as other classes. One mathematical concept that appears to have significant potential for this is fractals. Much interest currently exists in the general scientific community in using fractals as a model of complex natural phenomena. However, only a few methods for generating fractal sets are known. We have been involved in the development of a new approach to computing fractals. Any set of linear maps (affine transformations) and an associated set of probabilities determines an Iterated Function System (IFS). Each IFS has a unique "attractor" which is typically a fractal set (object). Specification of only a few maps can produce very complicated objects. Design of fractal objects is made relatively simple and intuitive by the discovery of an important mathematical property relating the fractal sets to the IFS. The method also provides the possibility of solving the inverse problem. given the geometry of an object, determine an IFS that will (approximately) generate that geometry. This paper presents the application of the theory of IFS to geometric modeling.
在计算机图形学中,复杂物体的几何建模是一个困难的过程。一类重要的复杂物体产生于自然现象:树木、植物、云、山等。研究人员目前正在研究各种扩展建模功能的技术,以包括这些类和其他类。有一个数学概念似乎在这方面有很大的潜力,那就是分形。目前,一般科学界对使用分形作为复杂自然现象的模型非常感兴趣。然而,目前已知的生成分形集的方法很少。我们参与了一种计算分形的新方法的开发。任何一组线性映射(仿射变换)和一组相关的概率决定了一个迭代函数系统(IFS)。每个IFS都有一个独特的“吸引子”,通常是一个分形集(对象)。只有少数地图的规格可以产生非常复杂的对象。通过发现分形集与IFS相关的一个重要数学性质,分形对象的设计变得相对简单和直观。该方法还提供了求解逆问题的可能性。给定对象的几何形状,确定将(近似)生成该几何形状的IFS。本文介绍了IFS理论在几何建模中的应用。
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引用次数: 84
Aesthetics of computer graphics (panel session) 计算机图形美学(小组讨论)
M. Nadin, C. Csuri, F. Dietrich, Thomas E. Linehan, H. Kawano
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
The University of Alberta user interface management system 阿尔伯塔大学用户界面管理系统
Mark W. Green
In this paper the design and implementation of the University of Alberta user interface management system (UIMS) is discussed. This UIMS is based on the Seeheim model of user interfaces, which divides the user interface into three separate components. The Seeheim model of user interfaces is discussed along with its relationship to the design of UIMSs. The techniques used to design the three user interface components are briefly presented. A mixture of interactive and written notations are used in the design of the user interface. Some interesting features of this UIMS are interactive screen and menu layout, support for three dialogue notations, flexible interface to the application program, ability to adapt to different users, and the use of concurrent processes in user interface implementation The techniques used in the implementation of this UIMS are discussed.
本文讨论了阿尔伯塔大学用户界面管理系统(UIMS)的设计与实现。该UIMS基于用户界面的Seeheim模型,该模型将用户界面划分为三个独立的组件。讨论了用户界面的Seeheim模型及其与集成管理系统设计的关系。简要介绍了用于设计这三个用户界面组件的技术。在用户界面的设计中混合使用了交互式和书面符号。该UIMS的一些有趣的特性是交互式屏幕和菜单布局、支持三种对话符号、灵活的应用程序界面、适应不同用户的能力以及在用户界面实现中使用并发进程。
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引用次数: 150
Approximate and probabilistic algorithms for shading and rendering structured particle systems 用于着色和渲染结构粒子系统的近似和概率算法
W. Reeves, R. Blau
Detail enhances the visual richness and realism of computer-generated images. Our stochastic modelling approach, called particle systems, builds complex pictures from sets of simple, volume-filling primitives. For example, structured particle systems have been used to generate trees and a grass-covered forest floor. Particle systems can produce so much irregular, three-dimensional detail that exact shading and visible surface calculations become infeasible. We describe approximate and probabilistic algorithms for shading and the visible surface problem. Because particle systems algorithms generate richly-detailed images, it is hard to detect any deviation from an exact rendering. Recent work in stochastic modelling also enables us to model complex motions with random variation, such as a field of grass blowing in the breeze. We analyze the performance of our current algorithms to understand the costs of our stochastic modelling approach.
细节增强了计算机生成图像的视觉丰富性和真实感。我们的随机建模方法,称为粒子系统,从一组简单的、体积填充的原语中构建复杂的图像。例如,结构粒子系统已被用于生成树木和覆盖着草的森林地面。粒子系统可以产生如此多不规则的三维细节,以至于精确的阴影和可见表面计算变得不可行。我们描述了近似和概率算法的阴影和可见表面问题。由于粒子系统算法生成的是细节丰富的图像,因此很难检测到与精确渲染的任何偏差。最近在随机建模方面的工作也使我们能够对随机变化的复杂运动进行建模,例如在微风中吹动的草地。我们分析了当前算法的性能,以了解随机建模方法的成本。
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引用次数: 525
Compositing 3-D rendered images 合成3d渲染图像
Tom Duff
The complexity of anti-aliased 3-D rendering systems can be controlled by using a tool-building approach like that of the UNIX™ text-processing tools. Such an approach requires a simple picture representation amenable to anti-aliasing that all rendering programs can produce, a compositing algorithm for that representation and a command language to piece together scenes. This paper advocates a representation that combines Porter and Duff's compositing algebra with a Z-buffer to provide simple anti-aliased 3-D compositing.
通过使用类似UNIX™文本处理工具的工具构建方法,可以控制抗锯齿3d呈现系统的复杂性。这种方法需要一种简单的图像表示,所有渲染程序都可以产生抗锯齿,为这种表示提供合成算法,并使用命令语言将场景拼凑在一起。本文提倡一种将Porter和Duff的合成代数与z缓冲区相结合的表示,以提供简单的抗混叠3d合成。
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引用次数: 121
The drawing prism: a versatile graphic input device 绘图棱镜:一种多功能图形输入装置
R. Greene
Artists using conventional computer graphic input devices cannot produce the same visual effects which they can with traditional tools and media. The drawing prism is a new device which allows people to draw or paint directly into a frame buffer, using brushes, their hands, or a variety of other objects. These objects can be manipulated to achieve continuously adjustable line qualities and textures, in the same ways that artists have traditionally used their hands and tools.The device uses one face of a large transparent prisms as a drawing surface. A video camera views that surface from an angle such that it can only image the points of optical contact between drawing tools and the surface. These images are digitized and processed in real time so as to build up a drawing as the tools are moved along the surface. A layer of transparent liquid helps tools make optical contact with the drawing surface. Any light colored object can thus be used as a drawing tool.Details of the current implementation are provided along with suggestions for improving its resolution. Combinations of visual effects previously restricted to either traditional media or computer graphics are described and illustrated.
使用传统计算机图形输入设备的艺术家无法产生与使用传统工具和媒体相同的视觉效果。绘制棱镜是一种新设备,它允许人们使用画笔、手或各种其他物体直接在框架缓冲中绘制或绘画。这些物体可以被操纵以实现连续可调的线条质量和纹理,就像艺术家传统上使用他们的手和工具一样。该设备使用一个大型透明棱镜的一面作为绘图面。摄像机从一个角度观察表面,使得它只能对绘图工具和表面之间的光学接触点进行成像。这些图像被数字化并实时处理,以便在工具沿着表面移动时建立图纸。一层透明液体帮助工具与绘图表面进行光学接触。因此,任何浅色的物体都可以用作绘画工具。提供了当前执行的细节以及改进其解决方案的建议。描述和说明了以前仅限于传统媒体或计算机图形的视觉效果组合。
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引用次数: 51
Antialiasing through stochastic sampling 通过随机抽样进行抗混叠
Mark A. Z. Dippé, E. Wold
Stochastic sampling techniques, in particular Poisson and fittered sampling, are developed and analyzed. These approaches allow the construction of alias-free approximations to continuous functions using discrete calculations. Stochastic sampling scatters high frequency information into broadband noise rather than generating the false patterne produced by regular sampling. The type of randomness used in the sampling process controls the spectral character of the noise. The average sampling rate and the function being sampled determine the amount of noise that is produced. Stochastic sampling is applied adaptively so that a greater number of samples are taken where the function varies most. An estimate is used to determine how many samples to take over a given region. Noise reducing filters are used to increase the efficacy of a given sampling rate. The filter width is adaptively controlled to further improve performance. Stochastic sampling can be applied spatiotemporally as well as to other aspects of scene simulation. Ray tracing is one example of an image synthesis approach that can be antialiased by stochastic sampling.
随机抽样技术,特别是泊松抽样和滤波抽样,得到了发展和分析。这些方法允许使用离散计算构造连续函数的无别名近似。随机采样将高频信息分散到宽带噪声中,而不是产生常规采样产生的假模式。采样过程中使用的随机性类型控制了噪声的频谱特征。平均采样率和被采样的函数决定了产生的噪声的量。采用自适应随机抽样,在函数变化最大的地方取更多的样本。估计用于确定在给定区域内需要多少样本。降噪滤波器用于提高给定采样率的效率。滤波器宽度自适应控制,进一步提高了性能。随机采样不仅可以应用于场景模拟的其他方面,也可以应用于时空模拟。光线追踪是一种可以通过随机抽样来消除混叠的图像合成方法。
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引用次数: 467
Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control 参数关键帧插值结合动力学调整和措辞控制
Scott N. Steketee, N. Badler
Parametric keyframing is a popular animation technique where values for parameters which control the position, orientation, size, and shape of modeled objects are determined at key times, then interpolated for smooth animation. Typically the parameter values defined by the keyframes are interpolated by spline techniques with the result that the parameter change kinetics are implicitly defined by the given keyframe times and data points. Existing interpolation systems for animation are examined and found to lack certain desirable features such as continuity of acceleration or convenient kinetic control. The requirements of interpolation for animation are analyzed in order to determine the characteristics of a satisfactory system. A new interpolation system is developed and implemented which incorporates second-derivative continuity (continuity of acceleration), local control, convenient kinetic control, and joining and phrasing of successive motions. Phrasing control includes the ability to parametrically control the degree and extent of smooth motion flow between separately defined motions.
参数关键帧是一种流行的动画技术,在关键时刻确定控制建模对象的位置、方向、大小和形状的参数值,然后进行插值以获得平滑的动画。通常由关键帧定义的参数值通过样条技术进行插值,结果是参数变化动力学由给定的关键帧时间和数据点隐式定义。对现有的动画插值系统进行了研究,发现它们缺乏某些理想的特性,如加速度的连续性或方便的动力学控制。为了确定一个满意的系统的特性,分析了动画插值的要求。设计并实现了一种二阶导数连续(加速度连续)、局部控制、方便的运动控制以及连续运动的连接和分段的插补系统。分段控制包括参数化控制在单独定义的运动之间平滑运动流的程度和范围的能力。
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引用次数: 146
Font formats (panel session) 字体格式(小组讨论)
C. Bigelow, P. Coueignoux, J. Hobby, Peter Karow, V. Pratt, Luis Trabb Pardo, J. E. Warnock
Issues involved in computer generated video animation will be addressed by the producers of the video and the clients who use the product. The producers of computer generated video include independent production houses and production departments within the television networks. The clients include advertising agencies and the news, sports and entertainment departments of the television networks themselves. Topics to be discussed include design control, equipment used and cost. Issues such as in-house production vs. contracted production and daily production schedules vs. longer term promotional projects will also be discussed.
涉及计算机生成视频动画的问题将由视频制作者和使用该产品的客户来解决。计算机生成视频的制作方包括电视网络内的独立制作公司和制作部门。客户包括广告公司以及电视网络本身的新闻、体育和娱乐部门。讨论的主题包括设计控制、设备使用和成本。内部生产vs.合同生产,每日生产计划vs.长期推广项目等问题也将被讨论。
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引用次数: 0
Modeling the mighty maple 塑造强大的枫树
J. Bloomenthal
A method is presented for representing botanical trees, given three-dimensional points and connections. Limbs are modeled as generalized cylinders whose axes are space curves that interpolate the points. A free-form surface connects branching limbs. "Blobby" techniques are used to model the tree trunk as a series of non-circular cross sections. Bark is simulated with a bump map digitized from real world bark; leaves are textures mapped onto simple surfaces.
在给定三维点和连接的情况下,提出了一种表示植物树的方法。四肢建模为广义圆柱体,其轴是插值点的空间曲线。自由曲面连接着分支分支。“斑点”技术用于将树干建模为一系列非圆形横截面。树皮是用一个从真实世界树皮数字化的凹凸图来模拟的;叶子是纹理映射到简单的表面上。
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引用次数: 317
期刊
Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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