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

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Ray tracing complex scenes 光线追踪复杂场景
Timothy L. Kay, J. Kajiya
A new algorithm for speeding up ray-object intersection calculations is presented. Objects are bounded by a new type of extent, which can be made to fit convex hulls arbitrarily tightly. The objects are placed into a hierarchy. A new hierarchy traversal algorithm is presented which is efficient in the sense that objects along the ray are queried in an efficient order.Results are presented which demonstrate that our technique is several times faster than other published algorithms. Furthermore, we demonstrate that it is currently possible to ray trace scenes containing hundreds of thousands of objects.
提出了一种加速射线与物体相交计算的新算法。对象被一种新的范围所包围,这种范围可以任意地与凸包紧密匹配。对象被放置到一个层次结构中。提出了一种新的分层遍历算法,该算法以高效的顺序查询射线上的对象,从而提高了算法的效率。结果表明,我们的技术比其他已发表的算法快几倍。此外,我们证明了目前可以对包含数十万个物体的场景进行光线追踪。
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引用次数: 573
A simple model of ocean waves 一个简单的海浪模型
A. Fournier, W. Reeves
We present a simple model for the surface of the ocean, suitable for the modeling and rendering of most common waves where the disturbing force is from the wind and the restoring force from gravity.It is based on the Gerstner, or Rankine, model where particles of water describe circular or elliptical stationary orbits. The model can easily produce realistic waves shapes which are varied according to the parameters of the orbits. The surface of the ocean floor affects the refraction and the breaking of waves on the shore. The model can also determine the position, direction, and speed of breakers.The ocean surface is modeled as a parametric surface, permitting the use of traditional rendering methods, including ray-tracing and adaptive subdivision. Animation is easy, since time is built into the model. The foam generated by the breakers is modeled by particle systems whose direction, speed and life expectancy is given by the surface model.To give designers control over the shape of the ocean, the model of the overall surface includes multiple trains of waves, each with its own set of parameters and optional stochastic elements. The overall "randomness" and "short-crestedness" of the ocean is achieved by a combination of small variations within a train and large variations between trains.Rendered examples of oceans waves generated by the model are given and a 10 second animation is described.
我们提出了一个简单的海洋表面模型,适用于大多数常见波浪的建模和渲染,其中扰动力来自风,恢复力来自重力。它是基于格斯特纳或朗肯模型,在该模型中,水粒子描述圆形或椭圆形的静止轨道。该模型可以很容易地产生随轨道参数变化的真实波形。海底表面影响着海岸上波浪的折射和破碎。该模型还可以确定断路器的位置、方向和速度。海洋表面被建模为一个参数表面,允许使用传统的渲染方法,包括光线追踪和自适应细分。动画很容易,因为时间是内置在模型中。破碎机产生的泡沫由颗粒系统模拟,其方向、速度和预期寿命由表面模型给出。为了让设计师能够控制海洋的形状,整个表面的模型包括多个波浪序列,每个波浪都有自己的一组参数和可选的随机元素。海洋的整体“随机性”和“短峰性”是通过列车内部的小变化和列车之间的大变化的组合来实现的。给出了由模型产生的海浪的渲染示例,并描述了一个10秒的动画。
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引用次数: 470
Ray tracing parametric surface patches utilizing numerical techniques and ray coherence 利用数值技术和射线相干性的射线追踪参数表面贴片
K. Joy, M. Bhetanabhotla
A new algorithm for ray tracing parametric surface patches is presented. The method uses quasi-Newton iteration to solve for the ray/surface intersection and utilizes ray-to-ray coherence by using numerical information from adjoining rays as initial approximations to the quasi-Newton algorithm. Techniques based upon object space subdivision are used to insure convergence to the correct interesection point. Examples are given of the use of the algorithm in scenes containing Bézier surface patches. Results show that a significant number of ray/surface intersections on these parametric surface patches can be found using very few iterations, giving a significant computational savings.
提出了一种射线追踪参数曲面贴片的新算法。该方法采用准牛顿迭代法求解射线/曲面相交,并利用相邻射线的数值信息作为准牛顿算法的初始逼近,利用射线间的相干性。采用基于对象空间细分的技术确保收敛到正确的交点。给出了该算法在含有bsamizier表面补丁的场景中的应用实例。结果表明,使用很少的迭代,可以在这些参数化表面斑块上找到大量的射线/表面交叉点,从而大大节省了计算量。
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引用次数: 65
A montage method: the overlaying of the computer generated images onto a background photograph 蒙太奇法:将计算机生成的图像叠加到背景照片上
E. Nakamae, K. Harada, T. Ishizaki, T. Nishita
A system of computer programs has been established to generate high quality montage image of considerable usefulness in architectural simulation which combine computer-generated images and photographed background pictures.Traditionally, there are two methods of creating architectural montages: (1) an artist paints new buildings onto a background scene usually generated photographically, and (2) a three-dimensional scale model is created to simulate the whole landscape, and this model is then photographed. The montage method described here combines aspects of both traditional montage methods with significant improvement in accuracy and reduction of time and cost of preparation. Specifically, a digitized photograph is used as a background scene onto which is superimposed a 3D computer-generated image of a new building. The outstanding points of the new method are:(i) The shading and shadows of each computer generated image are calculated with higher accuracy, (ii) the fog effect is taken into account, and (iii) a new anti-aliasing technique improves the quality of the final montage image.
建立了一套计算机程序系统,将计算机生成的图像与拍摄的背景图像相结合,生成高质量的蒙太奇图像,在建筑仿真中具有重要的应用价值。传统上,有两种创建建筑蒙太奇的方法:(1)艺术家将新建筑绘制到通常由摄影生成的背景场景上;(2)创建一个三维比例模型来模拟整个景观,然后拍摄这个模型。这里描述的蒙太奇方法结合了传统蒙太奇方法的各个方面,在准确性和减少准备时间和成本方面都有显着提高。具体来说,是使用数字化照片作为背景场景,并在其上叠加计算机生成的新建筑的3D图像。新方法的突出之处在于:(1)计算每个计算机生成图像的阴影和阴影的精度更高;(2)考虑了雾效应;(3)新的抗混叠技术提高了最终蒙太奇图像的质量。
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引用次数: 118
Image rendering by adaptive refinement 自适应细化的图像渲染
L. Bergman, H. Fuchs, E. Grant, S. Spach
This paper describes techniques for improving the performance of image rendering on personal workstations by using CPU cycles going idle while the user is examining a static image on the screen. In that spirit, we believe that a renderer's work is never done. Our goal is to convey the most information to the user as early as possible, with image quality constantly improving with time. We do this by first generating a crude image rapidly and then adaptively refining it where necessary as long as the user does not change viewing parameters. The renderer operates in a succession of phases, first displaying only vertices of polygons, next polygon edges, then flat shading polygons, then shadowing polygons, then Gouraud shading polygons, then Phong shading polygons, and finally anti-aliasing. Performance is enhanced by each phase using results from previous phases and trimming the amount of data needed by the next phase. In this way, only a fraction of the pixels in an image may be Phong shaded while the rest may be Gouraud or flat shaded. Similarly anti-aliasing is performed only on pixels around which there is significant color change. The system features fast response to user intervention, encourages user intervention at any moment, and makes useful the idle cycles in a personal computer.
本文描述了在用户检查屏幕上的静态图像时,利用空闲的CPU周期来提高个人工作站图像渲染性能的技术。本着这种精神,我们相信渲染器的工作永远不会完成。我们的目标是尽可能早地向用户传达最多的信息,随着时间的推移,图像质量不断提高。我们首先快速生成一张粗糙的图像,然后在需要的地方自适应地对其进行细化,只要用户不改变观看参数。渲染器在连续的阶段中运行,首先只显示多边形的顶点,然后是多边形边缘,然后是平面着色多边形,然后是阴影多边形,然后是Gouraud着色多边形,然后是Phong着色多边形,最后是抗混叠。每个阶段都使用前一阶段的结果来增强性能,并减少下一阶段所需的数据量。这样,图像中只有一小部分像素可能是Phong阴影,而其余像素可能是Gouraud或平面阴影。类似地,抗混叠只在周围有显著颜色变化的像素上执行。该系统对用户干预的响应速度快,鼓励用户随时干预,充分利用了个人电脑的空闲周期。
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引用次数: 149
Snap-dragging Snap-dragging
E. Bier, M. Stone
We are interested in the problem of making precise line drawings using interactive computer graphics. In precise line drawings, specific relationships are expected to hold between points and lines. In published interactive drawing systems, precise relationships have been achieved by using rectangular grids or by solving simultaneous equations (constraints). The availability of fast display hardware and plentiful computational power suggest that we should take another look at the ruler and compass techniques traditionally used by draftsmen. Snap-dragging uses the ruler and compass metaphor to help the user place his next point with precision, and uses heuristics to automatically place guiding lines and circles that are likely to help the user construct each shape. Snap-dragging also provides translation, rotation, and scaling operations that take advantage of the precision placement capability. We show that snap-dragging compares favorably in power and ease of use with grid or constraint techniques.
我们感兴趣的问题是如何使用交互式计算机图形绘制精确的线条图。在精确的线条画中,点和线之间的特定关系被期望保持。在已出版的交互式绘图系统中,通过使用矩形网格或通过求解联立方程(约束)来实现精确的关系。快速显示硬件的可用性和强大的计算能力表明,我们应该重新审视一下绘图员传统上使用的尺子和指南针技术。快速拖拽使用尺子和指南针的比喻来帮助用户精确地放置下一个点,并使用启发式来自动放置可能帮助用户构建每个形状的指导线和圆圈。快速拖动还提供了利用精确放置功能的平移、旋转和缩放操作。我们表明,与网格或约束技术相比,快捷拖动在功率和易用性方面都具有优势。
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引用次数: 206
The rendering equation 渲染方程
J. Kajiya
We present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a monte carlo solution we also present a new form of variance reduction, called Hierarchical sampling and give a number of elaborations shows that it may be an efficient new technique for a wide variety of monte carlo procedures. The resulting rendering algorithm extends the range of optical phenomena which can be effectively simulated.
我们提出了一个积分方程,它推广了各种已知的绘制算法。在讨论蒙特卡罗解的过程中,我们还提出了一种新的方差缩减形式,称为分层抽样,并给出了一些详细说明,表明它可能是一种适用于各种蒙特卡罗程序的有效新技术。由此产生的绘制算法扩展了可以有效模拟的光学现象的范围。
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引用次数: 2712
Adaptive precision in texture mapping 纹理映射的自适应精度
A. Glassner
We introduce an adaptive, iterative technique for obtaining texture samples of arbitrary precision when synthesizing a computer-generated image. The technique is an improvement on the sum table texturing method. To motivate the technique we analyze the error properties of the sum-table method. Based on that analysis we propose using a combination of tables independently or together to obtain a better estimate, and analyze the error properties of such methods. We then propose a new technique for obtaining texture samples whose accuracy is a function of the texture and the image. As part of this technique we propose the use of an auxiliary table which contains local estimates of the texture variance. We show how the iteration of a given sample may be controlled by values from this table. We then analyze the error in this method, and present images which demonstrate the improvement.
我们介绍了一种自适应迭代技术,用于在合成计算机生成的图像时获得任意精度的纹理样本。该技术是对和表纹理法的改进。为了激励这一技术,我们分析了和表法的误差特性。在此基础上,我们提出了单独或一起使用表的组合来获得更好的估计,并分析了这些方法的误差特性。然后,我们提出了一种获取纹理样本的新技术,其精度是纹理和图像的函数。作为该技术的一部分,我们建议使用包含纹理方差局部估计的辅助表。我们展示了给定样本的迭代是如何由该表中的值控制的。然后分析了该方法的误差,并给出了改进后的图像。
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引用次数: 55
An object-oriented user interface management system 一个面向对象的用户界面管理系统
J. Sibert, W. D. Hurley, T. Bleser
The George Washington User Interface Management System (GWUIMS) has been designed as a test bed for comparing user interface models, as a tool for rapidly prototyping highly interactive graphic user interfaces, and as a vehicle for investigating the applicability of knowledge-based technology to user interface design. The GWUIMS was designed and implemented using the object-oriented programming paradigm and consists of a variety of object classes representing different levels of abstraction, Responsibility for lexical, syntactic, and semantic levels of both input parsing and feedback are distributed throughout these classes. We include a description of the GWUIMS and a brief scenario to demonstrate its capabilities. A description of the implementation is followed by a discussion of the future application of knowledge representation techniques and the evolution towards an intelligent assistant for the user interface designer.
乔治·华盛顿用户界面管理系统(GWUIMS)被设计为一个比较用户界面模型的试验台,作为一个快速建立高交互性图形用户界面原型的工具,以及作为研究基于知识的技术在用户界面设计中的适用性的工具。GWUIMS是使用面向对象的编程范例设计和实现的,由表示不同抽象级别的各种对象类组成,输入解析和反馈的词法、语法和语义级别的责任分布在这些类中。我们包括对GWUIMS的描述和一个简短的场景来演示其功能。在描述实现之后,讨论了知识表示技术的未来应用以及向用户界面设计人员智能助手的发展。
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引用次数: 110
Real time design and animation of fractal plants and trees 分形植物和树木的实时设计和动画
P. Oppenheimer
The goal of science is to understand why things are the way they are. By emulating the logic of nature, computer simulation programs capture the essence of natural objects, thereby serving as a tool of science. When these programs express this essence visually, they serve as an instrument of art as well.This paper presents a fractal computer model of branching objects. This program generates pictures of simple orderly plants, complex gnarled trees, leaves, vein systems, as well as inorganic structures such as river deltas, snow flakes, etc. The geometry and topology of the model are controlled by numerical parameters which are analogous to the organism's DNA. By manipulating the genetic parameters, one can modify the geometry of the object in real time, using tree based graphics hardware. The random effects of the environment are taken into account, to produce greater diversity and realism. Increasing the number of significant parameters yields more complex and evolved species.The program provides a study in the structure of branching objects that is both scientific and artistic. The results suggest that organisms and computers deal with complexity in similar ways.
科学的目标是理解事物为什么是这个样子。计算机模拟程序通过模拟自然的逻辑,捕捉自然对象的本质,从而作为科学的工具。当这些节目在视觉上表达这一本质时,它们也是一种艺术工具。提出了分支对象的分形计算机模型。这个程序生成简单有序的植物,复杂的多节树木,树叶,脉系统以及河流三角洲,雪花等无机结构的图片。模型的几何和拓扑结构由数值参数控制,这些参数类似于生物体的DNA。通过操纵遗传参数,可以使用基于树的图形硬件实时修改对象的几何形状。考虑到环境的随机效应,以产生更大的多样性和真实感。增加重要参数的数量会产生更复杂和进化的物种。该方案提供了分支对象结构的研究,既科学又艺术。研究结果表明,生物体和计算机处理复杂性的方式相似。
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引用次数: 308
期刊
Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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