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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 definition and rendering of terrain maps 地形图的定义和绘制
G. Miller
This paper examines three methods, two existing and one new, for the generation of fractals based on recursive subdivision. Both existing methods are found to have defects, which are not present in the new method. A parallel processing algorithm is proposed for the rendering of height fields which is exact and distributes the load evenly between the processors. A method is described for the 'fan-tracing' of height fields to allow the realistic simulation of water reflections.
本文研究了基于递归细分的分形生成的三种方法,两种现有方法和一种新的方法。发现现有的两种方法都有缺陷,而新方法没有。提出了一种高度域绘制的并行处理算法,该算法既精确又均匀地分配了处理器之间的负载。描述了一种高度场的“扇形追踪”方法,以实现对水面反射的真实模拟。
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引用次数: 303
Anti-aliasing in topological color spaces 拓扑颜色空间的抗混叠
Ken Turkowski
The power of a color space to perform well in interpolation problems such as anti-aliasing and smooth-shading is dependent on the topology of the color space as well as the number of elements it contains.We develop the Major-minor color space, which has a topology and representation that lends itself to simple anti-aliasing computations between elements of an arbitrary set of colors in an inexpensive frame store.
色彩空间在诸如抗混叠和平滑阴影等插值问题中表现良好的能力取决于色彩空间的拓扑结构以及它所包含的元素数量。我们开发了Major-minor颜色空间,它具有拓扑和表示,可以在便宜的框架存储中在任意一组颜色的元素之间进行简单的抗混叠计算。
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引用次数: 17
Constructive solid geometry for polyhedral objects 多面体物体的构造立体几何
D. Laidlaw, W. B. Trumbore, J. Hughes
Constructive Solid Geometry (CSG) is a powerful way of describing solid objects for computer graphics and modeling. The surfaces of any primitive object (such as a cube, sphere or cylinder) can be approximated by polygons. Being abile to find the union, intersection or difference of these objects allows more interesting and complicated polygonal objects to be created. The algorithm presented here performs these set operations on objects constructed from convex polygons. These objects must bound a finite volume, but need not be convex. An object that results from one of these operations also contains only convex polygons, and bounds a finite volume; thus, it can be used in later combinations, allowing the generation of quite complicated objects. Our algorithm is robust and is presented in enough detail to be implemented.
构造实体几何(CSG)是一种用于计算机图形学和建模的描述实体对象的强大方法。任何原始物体(如立方体、球体或圆柱体)的表面都可以用多边形来近似。能够找到这些对象的联合、交集或差异,可以创建更有趣和复杂的多边形对象。本文提出的算法对由凸多边形构造的对象执行这些集合操作。这些对象必须约束有限的体积,但不必是凸的。由这些操作之一产生的对象也只包含凸多边形,并限定有限体积;因此,它可以在以后的组合中使用,允许生成相当复杂的对象。我们的算法鲁棒性好,并且给出了足够详细的实现。
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引用次数: 192
Continuous tone representation of three-dimensional objects illuminated by sky light 由天光照射的三维物体的连续色调表示
T. Nishita, E. Nakamae
Natural lighting models to date have been limited to calculation of direct sunlight. However, this paper proposes an improved model for natural lighting calculations that adequately considers both direct sunlight and scattered light caused by clouds and other forms of water vapor in the air. Such indirect natural light is termed skylight and can be an important factor when attempting to render realistic looking images as they might appear under overcast skies.In the proposed natural lighting model, the sky is considered to be a hemisphere with a large radius (called the sky dome) that acts as a source of diffuse light with nonuniform intensity. In order to adequately take into account the nonuniform intensity of such skylight, the sky dome is subdivided into bands. The light intensity within individual bands can be assumed to be transversely uniform and longitudinally nonuniform and therefore the total luminance emanating from each band can be calculated more accurately.The proposed method significantly improves the realism of natural lighting effects. Its advantages are particularly apparent when simulating lighting under an overcast sky or when rendering surfaces that fall within a shadow cast by an obstruction lit by direct sunlight.
迄今为止,自然采光模型仅限于计算直射阳光。然而,本文提出了一个改进的自然采光计算模型,充分考虑了直射阳光和由云层和空气中其他形式的水蒸气引起的散射光。这种间接的自然光被称为天窗,当试图渲染逼真的图像时,可能是一个重要的因素,因为它们可能出现在阴天下。在提出的自然采光模型中,天空被认为是一个具有大半径的半球(称为天空穹窿),它作为一个强度不均匀的漫射光源。为了充分考虑这种天窗强度的不均匀性,将天穹细分为波段。可以假设各波段内的光强横向均匀,纵向不均匀,从而可以更准确地计算出各波段发出的总亮度。该方法显著提高了自然光照效果的真实感。它的优点在模拟阴天下的照明或渲染被阳光直射的障碍物投下阴影的表面时尤其明显。
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引用次数: 104
Real-time shaded NC milling display 实时阴影数控铣削显示
Tim Van Hook
The real-time shaded display of a solid model being milled by a cutting tool following an NC path is attained by the image-space Boolean subtraction of solid objects. The technique is suitable for implementation in microcode in a raster graphic display processor. Update rates of 10 cutting operations per second are typical.
通过对实体对象进行图像空间布尔减法,实现了被刀具沿NC路径铣削的实体模型的实时阴影显示。该技术适用于光栅图形显示处理器的微码实现。每秒10次切割操作的更新速率是典型的。
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引用次数: 8
Modeling waves and surf 模拟波浪和冲浪
D. Peachey
Although modeling natural phenomena is recognized as one of the greatest challenges of computer graphics, relatively little time has been spent on modeling ocean waves. The model presented in this paper is suitable for the rendering and animation of waves approaching and breaking on a sloping beach. Waveforms consist of a phase function which correctly produces wave refraction and other depth effects, and a wave profile which changes according to wave steepness and water depth. Particle systems are used to model the spray produced by wave breaking and collisions with obstacles. A scanline algorithm for displaying the wave surface is presented, along with a method of integrating separately rendered particle systems with other surfaces. Hidden surface removal for both waves and particles is done using a novel variation of the A-buffer technique. Methods of implementing the model are presented and compared with previous rendering techniques.
虽然对自然现象进行建模被认为是计算机图形学的最大挑战之一,但对海浪进行建模的时间相对较少。本文所建立的模型适用于斜坡海滩上波浪接近和破碎的渲染和动画。波形由相函数和波廓线组成,相函数能正确地产生波折射和其他深度效应,而波廓线则随波陡和水深的变化而变化。粒子系统用于模拟波浪破碎和与障碍物碰撞产生的喷雾。提出了一种用于显示波浪表面的扫描线算法,以及将单独渲染的粒子系统与其他表面集成的方法。波和粒子的隐藏表面去除使用了a缓冲技术的一种新变体。给出了模型的实现方法,并与以往的渲染技术进行了比较。
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引用次数: 281
Fast constructive-solid geometry display in the pixel-powers graphics system 在像素级图形系统中快速构造立体几何显示
Jack Goldfeather, J. Hultquist, H. Fuchs
We present two algorithms for the display of CSG-defined objects on Pixel-Powers, an extension of the Pixel-Planes logic-enhanced memory architecture, which calculates for each and every pixel on the screen (in parallel) the value of any quadratic function in the screen coordinates (x,y). The first algorithm restructures any CSG tree into an equivalent, but possibly larger, tree whose display can be achieved by the second algorithm. The second algorithm traverses the restructured tree and generates quadratic coefficients and opcodes for Pixel-Powers. These opcodes instruct Pixel-Powers to generate the boundaries of primitives and perform set operations using the standard Z-buffer algorithm.Several externally-supplied CSG data sets have been processed with the new tree-traversal algorithm and an associated Pixel-Powers simulator. The resulting images indicate that good results can be obtained very rapidly with the new system. For example, the commonly used MBB test part (at right) with 24 primitives is translated into approximately 1900 quadratic equations. On a Pixel-Powers system running at 10MHz (the speed at which our current Pixel-Planes memories run), the image should be rendered in about 7.5 milliseconds.
我们提出了在pixel - powers上显示csg定义对象的两种算法,pixel - powers是pixel - planes逻辑增强内存架构的扩展,它为屏幕上的每个像素(并行地)计算屏幕坐标(x,y)中的任何二次函数的值。第一种算法将任何CSG树重构为一个等价的,但可能更大的树,其显示可以通过第二种算法实现。第二种算法遍历重构后的树,并为Pixel-Powers生成二次系数和操作码。这些操作码指示Pixel-Powers生成原语的边界,并使用标准Z-buffer算法执行集合操作。使用新的树遍历算法和相关的Pixel-Powers模拟器处理了几个外部提供的CSG数据集。实验结果表明,采用该系统可以快速获得较好的检测效果。例如,具有24个基元的常用MBB测试部分(右图)被转换成大约1900个二次方程。在运行频率为10MHz的Pixel-Powers系统上(这是我们当前Pixel-Planes内存的运行速度),图像应该在7.5毫秒内渲染完成。
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引用次数: 123
Combining physical and visual simulation—creation of the planet Jupiter for the film “2010” 物理与视觉相结合的模拟——电影《2010》中木星的创作
L. Yaeger, C. Upson, R. Myers
By integrating physical simulation, in the form of numerical fluid dynamics, with visual simulation, in the form of particle rendering, texture mapping and traditional polygonal modeling techniques, we have achieved a uniquely realistic and organic special effects sequence of a planetary atmospheric flow. This paper examines the selection, implementation, and application of these techniques, know collectively as VORTEX, to produce the moving images of the planet Jupiter in the film "2010." Details of the generation of the flow field and the fluid dynamic algorithms employed are presented, along with issues relating to the generation and updating of the atmospheric images. We also describe the integration of these techniques with an advanced computer graphics imaging system. The VORTEX system provides a fairly general solution to a class of imaging problems involving two-dimensional fluid flows, and we remark upon its application to other projects. VORTEX, as an example of the marriage of physical simulation to visual simulation, demonstrates the importance of computer graphics to the computational sciences and of the physical sciences to the field of computer graphics.
通过将数值流体力学形式的物理模拟与粒子渲染、纹理映射和传统多边形建模技术形式的视觉模拟相结合,我们实现了一个独特的、真实的、有机的行星大气流特效序列。本文考察了这些技术的选择、实施和应用,这些技术统称为VORTEX,用于制作电影“2010”中木星的运动图像。详细介绍了流场的生成和所采用的流体动力学算法,以及与大气图像的生成和更新有关的问题。我们还描述了这些技术与先进的计算机图形成像系统的集成。涡旋系统为一类涉及二维流体流动的成像问题提供了一个相当通用的解决方案,我们评论了它在其他项目中的应用。VORTEX作为物理模拟与视觉模拟结合的一个例子,展示了计算机图形学对计算科学和物理科学对计算机图形学领域的重要性。
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引用次数: 109
A consistent hierarchical representation for vector data 向量数据的一致层次表示
R. Nelson, H. Samet
A consistent hierarchical data structure for the representation of vector data is presented. It makes use of a concept termed a line segment fragment to prevent data degradation under splitting or clipping of vector primitives. This means that the insertion and subsequent deletion (and vice versa) of a vector leaves the data unchanged. Vectors are represented exactly and not as digital approximations. The data is dynamically organized by use of simple probabilistic splitting and merging rules. The use of the structure for implementing a geographic information system is described. Algorithms for constructing and manipulating the structure are provided. Results of empirical tests comparing the structure to other representations in the literature are given.
提出了一种用于表示矢量数据的一致的分层数据结构。它利用线段片段的概念来防止在矢量原语的分割或裁剪下的数据退化。这意味着向量的插入和随后的删除(反之亦然)使数据保持不变。向量被精确地表示,而不是数字近似。数据通过简单的概率分割和合并规则进行动态组织。描述了用于实现地理信息系统的结构的使用。给出了构造和操作该结构的算法。给出了比较该结构与文献中其他表述的实证检验结果。
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引用次数: 132
Free-form deformation of solid geometric models 实体几何模型的自由变形
T. Sederberg, S. Parry
A technique is presented for deforming solid geometric models in a free-form manner. The technique can be used with any solid modeling system, such as CSG or B-rep. It can deform surface primitives of any type or degree: planes, quadrics, parametric surface patches, or implicitly defined surfaces, for example. The deformation can be applied either globally or locally. Local deformations can be imposed with any desired degree of derivative continuity. It is also possible to deform a solid model in such a way that its volume is preserved.The scheme is based on trivariate Bernstein polynomials, and provides the designer with an intuitive appreciation for its effects.
提出了一种以自由形式变形实体几何模型的技术。该技术可用于任何实体建模系统,如CSG或B-rep。它可以变形任何类型或程度的曲面基元:平面,二次曲面,参数曲面贴片,或隐式定义的曲面,例如。变形既可以应用于全局,也可以应用于局部。局部变形可以施加任何期望程度的导数连续性。也有可能使实体模型变形,使其体积保持不变。该方案基于三变量伯恩斯坦多项式,并为设计者提供了对其效果的直观欣赏。
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引用次数: 3044
期刊
Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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