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A Multi-Processor Workstation with a Logic-Enhanced Distributed Frame Buffer 具有逻辑增强分布式帧缓冲器的多处理器工作站
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/229-238
F. Jansen
A graphics workstation should offer both a wide variety of 2D and 3D realtime display functions as well as a programmable parallel-processing capacity for large processing tasks. A system concept is proposed that meets these requirements by offering a multi-processor configuration with general-purpose programmable processors, enhanced with specific logic that can perform for each node a large number of simple pixel operations in parallel.
图形工作站应该提供各种各样的2D和3D实时显示功能,以及可编程的并行处理能力,用于大型处理任务。提出了一种系统概念,通过提供具有通用可编程处理器的多处理器配置来满足这些要求,并通过可以为每个节点并行执行大量简单像素操作的特定逻辑进行增强。
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引用次数: 0
New Algorithms for Computer Graphics 计算机图形学的新算法
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/003-019
M. Overmars
1. Introduction The area of computational geometry deals with the study of algorithms for problems concerning geometric objects like e.g. lines, polygons, circles, etc. in the plane and in higher dimensional space. Since its introduction in 1976 by Shamos the field has developed rapidly and nowadays there are even special conferences and journals devoted to the topic. A list of publications by Edelsbrunner and van Leeuwen [6J collected in 1982 already contained over 650 papers. And this number has rapidly increased since then. Clearly, a large number of problems in computer graphics deals with geometric objects as well. Examples are hidden line elimination, windowing prob­ lems, intersection problems, etc. Hence, computer graphics can benefit from the techniques developed in computational geometry. In computational geometry many new sophisticated data structures and algo­
1. 计算几何的领域涉及在平面和高维空间中求解几何对象(如直线、多边形、圆等)问题的算法研究。自从Shamos在1976年引入该领域以来,该领域发展迅速,现在甚至有专门的会议和期刊致力于该主题。1982年收集的Edelsbrunner和van Leeuwen的出版物清单已经包含了650多篇论文。从那以后,这个数字迅速增加。显然,计算机图形学中的大量问题也涉及几何对象。例子包括隐线消除、窗口问题、交叉问题等。因此,计算机图形学可以从计算几何中发展的技术中获益。在计算几何中出现了许多新的复杂的数据结构和算法
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引用次数: 1
VLSI Drawing Processor Utilizing Multiple Parallel Scan-Line Processors 利用多个并行扫描线处理器的VLSI绘图处理器
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/167-182
D. Denault, Erica Ryherd, J. G. Torborg, R. Tosi, R. Werner
In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing processor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time shading performance for complex objects. Drawing processor commands are provided for points, vectors, triangles, rectangles, block pixel moves, and image transfers. Vectors and triangles can be drawn with shading and depth buffering. The chips also incorporate integral vector and area pattern registers, and support translucency. The drawing processor chips directly interface to the image memory RAMs without any external buffers, registers, caches, or control logic, allowing a high performance system to be configured simply and cost effectively. These chips are implemented in the GX4000 high performance workstation graphics system which is capable of rendering close to 200,000 shaded and depth-buffered 100 pixel polygons per second and over 34,000 shaded and depthbuffered 1000 pixel polygons per second.
在典型的图形系统中,单个绘图处理器用于执行像素级绘图操作,每次一个像素。提出了一种基于超大规模集成电路(VLSI)的绘图处理器和图像存储控制器,利用扫描线划分多种图形操作的优势。描述了一个四处理器的实现,它在四条扫描线上并行操作,以实现接近实时的复杂物体的着色性能。绘图处理器命令用于点、向量、三角形、矩形、块像素移动和图像传输。矢量和三角形可以用阴影和深度缓冲来绘制。该芯片还集成了积分矢量和面积模式寄存器,并支持半透明。绘图处理器芯片直接连接到图像存储器ram,而无需任何外部缓冲区、寄存器、缓存或控制逻辑,从而使高性能系统配置简单且经济高效。这些芯片在GX4000高性能工作站图形系统中实现,该系统每秒能够渲染近200,000个阴影和深度缓冲的100像素多边形,每秒能够渲染超过34,000个阴影和深度缓冲的1000像素多边形。
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引用次数: 3
A Multiple Application Graphics Integrated Circuit - MAGIC II 多应用图形集成电路- MAGIC II
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/081-092
Helen R. Finch, M. Agate, A. Garel, P. Lister, R. L. Grimsdale
This paper describes the design considerations for a polygon graphics geometry processor subsystem. The architecture for a Multiple Application Graphics Integrated Circuit (MAGIC II) is outlined, and low, medium and high performance system configurations using MAGIC II are discussed.
本文介绍了一个多边形图形几何处理器子系统的设计思想。概述了多应用图形集成电路(MAGIC II)的体系结构,并讨论了使用MAGIC II的低、中、高性能系统配置。
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引用次数: 9
Reconstructing Solids from Tomographic Scans - The PARCUM II System 从层析扫描重建实体- PARCUM II系统
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/209-227
D. Jackel, W. Straßer
The computer-aided design of mechanical parts is supported by sophisticated geometric modelers and visualized by high-performance raster graphics systems allowing for a realistic display. The geometric modeler accepts the designer's inputs and converts them into a 3D model. In general, the designer has total control of the object description defining his design. But in contrast, the situation is different when dealing with existing physical objects, e.g. natural objects such as the human body, for which an explicit 3D model is required. For instance, in many applications the input information is a sequence of 2D tomographic scans. In this case the task is to combine both the interactive CADmode of construction as well as the scan-based mode of reconstruction in an integrated system, such that an unique 3D object representation is achieved and can be supported by hardware efficiently. Here we describe a cellular space representation scheme which is supported by a voxel-oriented graphics system --the PARCUM II System.
机械零件的计算机辅助设计由复杂的几何建模器支持,并通过高性能光栅图形系统实现可视化,从而实现逼真的显示。几何建模器接受设计师的输入并将其转换为3D模型。一般来说,设计师可以完全控制定义其设计的对象描述。但相比之下,当处理现有的物理对象时,情况就不同了,例如自然物体,如人体,需要明确的3D模型。例如,在许多应用程序中,输入信息是一系列二维断层扫描。在这种情况下,任务是将交互式cad构建模式和基于扫描的重建模式结合在一个集成系统中,从而实现独特的3D对象表示,并能有效地得到硬件的支持。在这里,我们描述了一个由面向体素的图形系统——PARCUM II系统支持的细胞空间表示方案。
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引用次数: 22
Ray Tracing Rational B-Spline Patches in VLSI VLSI中光线追踪的有理b样条补丁
Pub Date : 1988-10-01 DOI: 10.2312/EGGH/EGGH87/047-063
Bengt-Olaf Schneider
Rational B-spline surfaces make it possible to merge the concepts of freeform surfaces and that of surfaces described by rational polynomials especially conic sections. For ray tracing it is crucial to determine the intersection between ray and object. Therefore an algorithm is developed that is suitable for a VLSI implementation. Some alternatives for the implementation of this algorithm are presented and discussed. The paper concludes with a discussion of some problems and possible further developments.
有理b样条曲面使自由曲面的概念与有理多项式(尤其是圆锥截面)所描述的曲面的概念合并成为可能。对于光线追踪来说,确定光线与物体的交点是至关重要的。因此,本文提出了一种适合VLSI实现的算法。提出并讨论了实现该算法的几种备选方案。文章最后讨论了一些问题和可能的进一步发展。
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引用次数: 6
The voxblt Engine: A Voxel Frame Buffer Processor voxblt引擎:一个体素帧缓冲处理器
Pub Date : 1988-09-11 DOI: 10.2312/EGGH/EGGH88/085-102
A. Kaufman
The voxblt Engine (vE) is a 3D frame-buffer processor which manipulates and processes "3D bitmaps" (voxel maps) stored in a cubic frame buffer of voxels. The vE is the 3D counterpart of the 2D frame buffer processor, which is an extended version of the 2D bitblt and RasterOps engines. The primitives of the vE are subcubes of the cubic frame buffer and are of three kinds: rooms (3D windows), jacks (3D cursors), and figurines (3D icons). In addition to manipolating these primitives, the vE also serves as a monitor for interaction, as an interface for 3D input devices, and as a channel for inputting into the cubic frame buffer 3D voxel images from either 3D scanners or a voxel image database. The vE has been developed as part of the CUBE system, In which it operates as an Independent processor executing its own commands stored in a 3D framebuffer display list. A room manager, which is the 3D counterpart of the 2D Window manager, has been implemented on top of the vE.
voxblt Engine (vE)是一个3D帧缓冲处理器,它可以操作和处理存储在体素立方帧缓冲中的“3D位图”(体素地图)。vE是2D帧缓冲处理器的3D版本,它是2D bitbit和RasterOps引擎的扩展版本。vE的原语是立方体框架缓冲区的子立方体,有三种类型:房间(3D窗口)、千位(3D光标)和小雕像(3D图标)。除了操作这些原语之外,vE还可以作为交互监视器,作为3D输入设备的接口,以及作为将3D扫描仪或体素图像数据库中的3D体素图像输入到立方帧缓冲区的通道。vE是作为CUBE系统的一部分开发的,在CUBE系统中,vE作为一个独立的处理器运行,执行存储在3D帧缓冲显示列表中的自己的命令。一个房间管理器,它是2D窗口管理器的3D版本,已经在vE之上实现。
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引用次数: 45
A Distributed Data Model for Raytracing 光线追踪的分布式数据模型
Pub Date : 1988-09-11 DOI: 10.2312/EGGH/EGGH88/019-026
J. Skyttä, T. Takala
Ray tracing is a superior method for producing realistic images. It can take into account all natural phenomena covered by classical ray optics in image formation, and that without any extra modeling effort. The main disadvantage is its high cost in terms of computer time. Production of ray traced images of reasonably complex scenes takes long in real time with a moderate general purpose computer [Whi80). The basic idea of ray tracing is the brute force algorithm for simulating the path of a ray of light in the whole model space. As no global information of the model is used to anticipate the interactions of the ray with model elements, every ray must be tested against every object and most of the processing time is consumed to ray-object intersection calculation. At each intersection found the ray is divided into reflected and refracted components and into a ray directed to each light source to produce shadows. Higher quality images need more pixels to be calculated and the number of elements in a scene grows linearly with model complexity, leading to steep increase of the computational complexity of the whole problem.
光线追踪是产生逼真图像的优越方法。它可以在图像形成中考虑到经典射线光学所涵盖的所有自然现象,而无需任何额外的建模工作。主要的缺点是它在计算机时间方面的高成本。在一台中等用途的通用计算机上,制作相当复杂场景的光线追踪图像需要很长时间。光线追踪的基本思想是模拟光线在整个模型空间中的路径的蛮力算法。由于没有使用模型的全局信息来预测射线与模型元素的相互作用,每条射线必须针对每个对象进行测试,并且大部分处理时间消耗在射线-物体相交计算上。在每个交点处,光线被分成反射和折射的部分,并被分成指向每个光源的光线,从而产生阴影。高质量的图像需要计算更多的像素,场景中元素的数量随模型复杂度线性增长,导致整个问题的计算复杂度急剧增加。
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引用次数: 0
Utilization of VLSI for Creating an Active Data Base of 3-D Geometric Models 利用VLSI建立三维几何模型活动数据库
Pub Date : 1987-10-01 DOI: 10.2312/EGGH/EGGH86/083-093
J. Skyttä, T. Takala
Parallelism of geometric computation can be achieved by distributing the computation efforts according to essentially three different strategies, based on functional, spatial and structural division, respectively (Mantyla 1983). The conventional and already commercialized way to introduce parallel computation for viewing 3-D geometric models is employing functional parallelism as a pipeline for performing different sequential transformation phases of the 3-D viewing operation (Clark 1981). This approach limits the number of parallel activities to the number of separable functional computational modules. A second approach for parallelism is the division of the modeling space into separable volume elements, which can be processed independently using a suitable data structure like an octree(Kronlof 1985). The logical component structure of a model gives a third distribution strategy. Then each processor answers only to the computational needs of its assigned objects.
几何计算的并行性可以通过根据本质上三种不同的策略(分别基于功能、空间和结构划分)分配计算努力来实现(Mantyla 1983)。将并行计算引入三维几何模型的传统和已经商业化的方法是采用函数并行作为执行三维观察操作的不同顺序转换阶段的管道(Clark 1981)。这种方法将并行活动的数量限制在可分离的功能计算模块的数量上。并行性的第二种方法是将建模空间划分为可分离的体元,这些体元可以使用合适的数据结构(如八叉树)独立处理(Kronlof 1985)。模型的逻辑组件结构提供了第三种分布策略。然后,每个处理器只响应其分配对象的计算需求。
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引用次数: 0
Display Architecture for VLSI-based Graphics Workstations 基于vlsi图形工作站的显示体系结构
Pub Date : 1987-10-01 DOI: 10.2312/EGGH/EGGH86/003-016
P. Hagen, A. Kuijk, C. G. Trienekens
At present, two popular development areas in computer graphics are improvement of interaction behaviour and more realistic graphics. The architecture for a high quality interactive workstation proposed in this work is designed such that both demanding and in a sense competing needs can be served. Calculations for generating realistic full 3-D scenes with lighting, transparency, reflection, and refraction effects, are done on the workstation itself. Intermediate results are stored to locally serve high level interaction mechanisms.
目前,计算机图形学的两个热门发展方向是改进交互行为和更逼真的图形。本工作提出的高质量交互式工作站的体系结构设计使需求和竞争需求都能得到满足。计算生成真实的全3d场景与照明,透明度,反射和折射效果,在工作站本身完成。中间结果存储在本地服务于高级交互机制。
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引用次数: 18
期刊
Advances in Computer Graphics Hardware
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