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Proceedings of the 13th annual conference on Computer graphics and interactive techniques最新文献

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The synthesis of cloth objects 布制品的合成
Jerry Weil
In image synthesis, cloth objects such as clothes are most often modelled as textures mapped onto rigid surfaces. However, in order to represent such objects more realistically, their physical properties must be examined. This paper describes a method for modelling cloth material hanging in three dimensions when supported by any number of constraint points. The cloth synthesized with this model contains folds and appears more realistic than simple texture mapping. This paper also describes a method for rendering the cloth once its free-hanging shape has been determined.The computation of the surface of a free-hanging cloth is performed in two stages. The first stage approximates the shape of the surface which is interior to the constraint points, and the second stage performs a relaxation process on all points on the surface to arrive at a close approximation to its shape. The rendering of the surfaces is done using a ray-tracer which treats the surface as a mesh of line segments.
在图像合成中,布料对象(如衣服)通常被建模为映射到刚性表面上的纹理。然而,为了更真实地表现这些物体,必须检查它们的物理特性。本文描述了一种由任意个数的约束点支撑的三维悬挂布料的建模方法。用这个模型合成的布料包含褶皱,比简单的纹理映射看起来更真实。本文还介绍了一种布料在确定其自由悬挂形状后进行渲染的方法。自由挂布表面的计算分两个阶段进行。第一阶段逼近约束点内部的表面形状,第二阶段对表面上的所有点执行松弛过程,以达到接近其形状的近似。表面的渲染是使用光线追踪器完成的,它将表面视为线段网格。
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引用次数: 355
A radiosity method for non-diffuse environments 非漫射环境的辐射度方法
David S. Immel, Michael F. Cohen, D. Greenberg
A general radiosity method accounting for all interreflections of light between diffuse and nondiffuse surfaces in complex environments is introduced. As contrasted with previous radiosity methods, surfaces are no longer required to be perfectly diffuse reflectors and emitters. A complete, viewer independent description of the light leaving each surface in each direction is computed, allowing dynamic sequences of images to be rendered with little additional computation per image. Phenomena such as "reflection tracking", reflections following a moving observer across a specular surface are produced. Secondary light sources, such as the light from a spotlight reflecting off a mirror onto a wall are also accounted for.
介绍了一种计算复杂环境中漫反射和非漫反射表面间光相互反射的通用辐射度方法。与以前的辐射度方法相比,表面不再需要是完美的漫反射器和发射器。一个完整的,独立于观察者的描述光离开每个表面在每个方向的计算,允许动态序列的图像渲染几乎没有额外的计算每个图像。像“反射跟踪”这样的现象,反射跟随一个移动的观察者穿过镜面。次要光源,例如从镜子反射到墙上的聚光灯发出的光也被考虑在内。
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引用次数: 403
Automated conversion of curvilinear wire-frame models to surface boundary models; a topological approach 曲线线框模型到曲面边界模型的自动转换拓扑方法
J. A. Brewer, S. Courter
An algorithm is presented for automatically converting data representing unambiguous, three-dimensional objects in wire-frame form with curvilinear edges into a boundary representation. The method is an important extension to a previously published algorithm based on graph theory and topology. The new method automatically detects and resolves anomalies, such as necks which may appear to be faces, that formerly required human intervention. The topological basis for the solution to this problem is given along with a description of what topological properties a well defined three-dimensional object should have. An implementation has been coded and examples of results are included.
提出了一种将具有曲线边缘的线框形式的明确三维物体的数据自动转换为边界表示的算法。该方法是对先前发表的基于图论和拓扑学的算法的重要扩展。这种新方法可以自动检测和解决异常情况,例如可能看起来像人脸的颈部,而这些异常以前需要人工干预。这个问题的解决方案的拓扑基础连同一个定义良好的三维物体应该具有的拓扑特性的描述一起给出。已经编写了一个实现,并包含了结果示例。
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引用次数: 39
Atmospheric illumination and shadows 大气照明和阴影
N. Max
The shadow volume algorithm of Frank Crow was reorganized to provide information on the regions of illuminated space in front of each visible surface. This information is used to calculate the extra intensity due to atmospheric scattering, so when the atmosphere is partly in shadow, columns of scattered light will be visible. For efficiency in sorting the shadow edges, the image is computed in polar coordinates.
对Frank Crow的阴影体积算法进行了重组,以提供每个可见表面前面的照明空间区域的信息。这个信息被用来计算由于大气散射造成的额外强度,所以当大气部分处于阴影中时,散射光柱将是可见的。为了提高阴影边缘排序的效率,图像在极坐标下计算。
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引用次数: 157
A fast shaded-polygon renderer 快速阴影多边形渲染器
R. Swanson, L. Thayer
Image rendering is the performance bottleneck in many computer-graphics systems today because of its computation-intensive nature. Described here is a one-chip VLSI implementation of a shaded-polygon renderer which provides an affordable solution to the bottleneck. The chip takes advantage of a unique extension to Bresenham's vector drawing algorithm [1] to interpolate four axes (for Red, Green, Blue and Z) across a polygon, in addition to the X and Y values. Its inherent accuracy and ease of high-speed hardware implementation distinguish this new algorithm from interpolation with incrementing fractions (DDA).This chip was designed as part of a workstation primarily for mechanical engineering CAD applications. The pipelining and internal bandwidth possible on the chip allows rendering speeds of over twelve-thousand, 1000-pixel, shaded polygons per second, suitable for interactive manipulation of solids. Described in this paper is the derivation of the new algorithm and its implementation in a pipelined, polygon-rendering chip.
由于图像渲染的计算密集型性质,它是当今许多计算机图形系统的性能瓶颈。这里描述的是一个单芯片VLSI实现的阴影多边形渲染器,它为瓶颈提供了一个经济实惠的解决方案。除了X和Y值外,该芯片还利用了对Bresenham矢量绘图算法[1]的独特扩展,可以在多边形上插入四个轴(Red, Green, Blue和Z)。其固有的精度和易于高速硬件实现的特点使该算法与增量分数插值(DDA)算法区别开来。该芯片被设计为工作站的一部分,主要用于机械工程CAD应用。芯片上的流水线和内部带宽允许渲染速度超过每秒12,000,1000像素,阴影多边形,适合于实体的交互式操作。本文描述了新算法的推导及其在流水线多边形渲染芯片上的实现。
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引用次数: 63
Fast Phong shading 快速Phong着色
G. Bishop, D. Weimer
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that are shaded to restore a smooth appearance. Phong shading is a well known algorithm for producing a realistic shading but it has not been used by real-time systems because of the 3 additions, 1 division, and 1 square-root required per pixel for its evaluation. We describe a new formulation for Phong shading that reduces the amount of computation per pixel to only 2 additions for simple Lambertian reflection and 5 additions and 1 memory reference for Phong's complete reflection model. We also show how to extend our method to compute the specular component with the eye at a finite distance from the scene rather than at infinity as is usually assumed. The method can be implemented in hardware for real-time applications or in software to speed image generation for almost any system.
计算机图像生成系统通常将曲面表示为平面多边形的网格,这些网格通过阴影来恢复光滑的外观。Phong shading是一种众所周知的算法,用于产生逼真的阴影,但它还没有被实时系统使用,因为每像素需要3个加法,1个除法和1个平方根来评估。我们描述了Phong阴影的新公式,将每像素的计算量减少到简单的Lambertian反射只有2个加法和Phong的完整反射模型的5个加法和1个内存参考。我们还展示了如何扩展我们的方法来计算眼睛在距离场景有限的距离上的镜面分量,而不是像通常假设的那样在无限远。该方法可以在硬件上实现实时应用,也可以在软件上实现几乎任何系统的图像生成速度。
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引用次数: 109
A differential compiler for computer animation 一个计算机动画的差分编译器
M. Denber, Paul M. Turner
A program for the real-time display of computer animation on a bit-mapped raster display is presented. The differential compiler performs temporal domain image data compression using frame replenishment coding on successive frames of animation stored in memory as bitmaps and saves only the differences. A small run-time interpreter then retrieves and displays the differences in real-time to create the animated effect. This results in a significant reduction in storage requirements, and allows animation on general purpose computers which would otherwise be too slow or have insufficient memory. Frame creation is both device and method independent. An animation environment supports interactive editing capabilities, reconstructing any arbitrary desired frame for later modification. Frames can be added, modified, or deleted, and the animated sequence can be viewed at any point during the session. The compiler is automatically called as needed; its operation is transparent to the user. The compiler is described in detail, both in terms of data compression and the requirements of interactive animation editing.
提出了一种在位图光栅显示器上实时显示计算机动画的程序。差分编译器使用帧补码对以位图形式存储在内存中的连续动画帧进行时域图像数据压缩,并仅保存差异。然后,一个小型的运行时解释器检索并实时显示这些差异,以创建动画效果。这导致存储需求的显著减少,并允许在通用计算机上动画,否则会太慢或内存不足。框架的创建是独立于设备和方法的。动画环境支持交互式编辑功能,可以重建任意所需的帧以供以后修改。可以添加、修改或删除帧,并且可以在会话期间的任何点查看动画序列。编译器会根据需要自动调用;其操作对用户是透明的。从数据压缩和交互式动画编辑的要求两方面对编译器进行了详细的描述。
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引用次数: 15
Managing geometric complexity with enhanced procedural models 用增强的过程模型管理几何复杂性
P. Amburn, E. Grant, T. Whitted
We illustrate two enhancements to procedural geometric models which allow autonomous procedures to jointly satisfy mutual constraints. One of the techniques adds communications paths between procedures which may affect one another. Conflicts are resolved by modifying communicating procedures as they execute.The second technique is a generalization of widely used subdivision procedures. The termination test of typical subdivision methods is replaced with a "transition" test. The subdivision procedure is augmented with a "script" in the form of a state transition table which controls the procedures' response to external events as well as to the normal termination conditions.In the examples we show how effective these techniques are building complex geometric models with very sparse input.
我们说明了两个增强程序几何模型,允许自治程序共同满足相互约束。其中一种技术是在可能相互影响的程序之间增加通信路径。冲突是通过在通信过程执行时修改它们来解决的。第二种技术是对广泛使用的细分程序的概括。用“过渡”试验代替了典型细分方法的终止试验。细分过程使用状态转换表形式的“脚本”进行扩展,该脚本控制过程对外部事件以及正常终止条件的响应。在示例中,我们展示了这些技术如何有效地使用非常稀疏的输入构建复杂的几何模型。
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引用次数: 35
Creating highly-interactive and graphical user interfaces by demonstration 通过演示创建高交互性和图形化用户界面
B. Myers, W. Buxton
It is very time-consuming and expensive to create the graphical, highly-interactive styles of user interfaces that are increasingly common. User Interface Management Systems (UIMSs) attempt to make the creation of user interfaces easier, but most existing UIMSs cannot create the low-level interaction techniques (pop-up pull-down and fixed menus, on-screen "light buttons", scroll-bars, elaborate feedback mechanisms and animations, etc.) that are frequently used. This paper describes Peridot, a system that automatically creates the code for these user interfaces while the designer demonstrates to the system how the interface should look and work. Peridot uses rule-based inferencing so no programming by the designer is required, and Direct Manipulation techniques are used to create Direct Manipulation interfaces, which can make full use of a mouse and other input devices. This allows extremely rapid prototyping of user interfaces.
创建越来越常见的图形化、高度交互风格的用户界面非常耗时且昂贵。用户界面管理系统(ui)试图使用户界面的创建更容易,但是大多数现有ui不能创建常用的低级交互技术(弹出式下拉和固定菜单、屏幕上的“灯光按钮”、滚动条、复杂的反馈机制和动画等)。本文描述了Peridot,一个自动创建这些用户界面代码的系统,同时设计师向系统演示界面应该如何看起来和工作。Peridot使用基于规则的推理,因此不需要设计人员编程,并且使用直接操作技术来创建直接操作界面,可以充分利用鼠标和其他输入设备。这允许极其快速地创建用户界面原型。
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引用次数: 155
An adaptive subdivision method for surface-fitting from sampled data 一种基于采样数据的曲面拟合自适应细分方法
F. Schmitt, B. Barsky, Wen-Hui Du
A method is developed for surface-fitting from sampled data. Surface-fitting is the process of constructing a compact representation to model the surface of an object based on a fairly large number of given data points. In our case, the data is obtained from a real object using an automatic three-dimensional digitizing system. The method is based on an adaptive subdivision approach, a technique previously used for the design and display of free-form curved surface objects. Our approach begins with a rough approximating surface and progressively refines it in successive steps in regions where the data is poorly approximated. The method has been implemented using a parametric piecewise bicubic Bernstein-Bézier surface possessing G1 geometric continuity. An advantage of this approach is that the refinement is essentially local reducing the computational requirements which permits the processing of large databases. Furthermore, the method is simple in concept, yet realizes efficient data compression. Some experimental results are given which show that the representation constructed by this method is faithful to the original database.
提出了一种基于采样数据的曲面拟合方法。表面拟合是基于相当多的给定数据点构建一个紧凑的表示来模拟物体表面的过程。在我们的案例中,数据是使用自动三维数字化系统从真实物体获得的。该方法基于自适应细分方法,这是一种以前用于设计和显示自由曲面对象的技术。我们的方法从一个粗略的近似表面开始,并在数据近似不良的区域逐步改进它。采用具有G1几何连续性的参数分段双三次bernstein - bsamizier曲面实现了该方法。这种方法的一个优点是,精化本质上是局部的,减少了允许处理大型数据库的计算需求。该方法概念简单,实现了高效的数据压缩。实验结果表明,该方法对原始数据库的表示是忠实的。
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引用次数: 164
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Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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