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Seminal graphics: pioneering efforts that shaped the field最新文献

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A head-mounted three dimensional display 头戴式三维显示器
Pub Date : 1998-07-01 DOI: 10.1145/280811.281016
I. Sutherland
The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves. The retinal image of the real objects which we see is, after all, only two-dimensional. Thus if we can place suitable two-dimensional images on the observer's retinas, we can create the illusion that he is seeing a three-dimensional object. Although stereo presentation is important to the three-dimensional illusion, it is less important than the change that takes place in the image when the observer moves his head. The image presented by the three-dimensional display must change in exactly the way that the image of a real object would change for similar motions of the user's head. Psychologists have long known that moving perspective images appear strikingly three-dimensional even without stereo presentation; the three-dimensional display described in this paper depends heavily on this "kinetic depth effect."
三维显示背后的基本思想是向用户呈现一个随着他的移动而变化的透视图像。毕竟,我们看到的真实物体的视网膜图像只是二维的。因此,如果我们能在观察者的视网膜上放置合适的二维图像,我们就能制造出他正在看到三维物体的错觉。虽然立体呈现对三维错觉很重要,但它不如观察者移动头部时在图像中发生的变化重要。三维显示器呈现的图像必须完全按照真实物体的图像变化的方式变化,因为用户的头部有类似的运动。心理学家早就知道,即使没有立体呈现,动态透视图像也会呈现出惊人的三维效果;本文描述的三维显示在很大程度上依赖于这种“动态深度效应”。
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引用次数: 19
Principles of traditional animation applied to 3D computer animation 传统动画原理在三维计算机动画中的应用
Pub Date : 1998-07-01 DOI: 10.1145/280811.281005
J. Lasseter
This paper describes the basic principles of traditional 2D hand drawn animation and their application to 3D computer animation. After describing how these principles evolved, the individual principles are detailed, addressing their meanings in 2D hand drawn animation and their application to 3D computer animation. This should demonstrate the importance of these principles to quality 3D computer animation.
本文介绍了传统二维手绘动画的基本原理及其在三维计算机动画中的应用。在描述了这些原则是如何演变的之后,详细介绍了各个原则,说明了它们在2D手绘动画中的含义以及它们在3D计算机动画中的应用。这应该证明这些原则的重要性,以质量的3D电脑动画。
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引用次数: 194
Texture and reflection in computer generated images 计算机生成图像的纹理和反射
Pub Date : 1998-07-01 DOI: 10.1145/280811.281024
J. Blinn, Martin E. Newell
In 1974 Ed Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models.The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The parametric values within each picture element are input to a pattern definition function. A weighted average of the values of this function over the picture element scales the intensity of that picture element. By suitably defining the pattern function, various surfaces textures can be simulated. The shape and size of this weighting function is chosen using digital signal processing theory.The other problem addressed here concerns lighting models. The patch rendering algorithm allows accurate computation of the surface.
1974年,埃德·卡特穆尔(Ed Catmull)开发了一种新的算法,用于绘制二元表面斑块的图像。本文描述了该算法在纹理模拟和光照模型领域的扩展。贴片的参数化定义了一个坐标系统,该系统用作将图案映射到表面上的关键。每个图像元素中的参数值被输入到模式定义函数中。该函数在图像元素上的值的加权平均值表示该图像元素的强度。通过适当地定义图案函数,可以模拟各种表面纹理。利用数字信号处理理论选择该加权函数的形状和大小。这里要解决的另一个问题是照明模型。补丁绘制算法允许精确计算表面。
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引用次数: 137
Computer rendering of stochastic models 随机模型的计算机绘制
Pub Date : 1998-07-01 DOI: 10.1145/280811.280993
Alain Fournier, Don Fussell, Loren Carpenter
A recurrent problem in generating realistic pictures by computers is to represent natural irregular objects and phenomena without undue time or space overhead. We develop a new and powerful solution to this computer graphics problem by modeling objects as sample paths of stochastic processes. Of particular interest are those stochastic processes which previously have been found to be useful models of the natural phenomena to be represented. One such model applicable to the representation of terrains, known as “fractional Brownian motion,” has been developed by Mandelbrot. The value of a new approach to object modeling in computer graphics depends largely on the efficiency of the techniques used to implement the model. We introduce a new algorithm that computes a realistic, visually satisfactory approximation to fractional Brownian motion in faster time than with exact calculations. A major advantage of this technique is that it allows us to compute the surface to arbitrary levels of details without increasing the database. Thus objects with complex appearances can be displayed from a very small database. The character of the surface can be controlled by merely modifying a few parameters. A similar change allows complex motion to be created inexpensively.
在用计算机生成逼真的图像时,一个反复出现的问题是如何在不占用过多时间和空间的情况下表现自然的不规则物体和现象。我们通过将对象建模为随机过程的样本路径,开发了一种新的、强大的计算机图形学解决方案。特别令人感兴趣的是那些随机过程,它们以前被发现是要表示的自然现象的有用模型。其中一个适用于表示地形的模型,被称为“分数布朗运动”,是由曼德布洛特提出的。在计算机图形学中,对象建模的新方法的价值很大程度上取决于用于实现模型的技术的效率。我们介绍了一个新的算法,计算一个真实的,视觉上令人满意的近似分数布朗运动在更快的时间比精确计算。这种技术的一个主要优点是,它允许我们在不增加数据库的情况下计算任意级别细节的表面。因此,具有复杂外观的对象可以从非常小的数据库中显示出来。只需修改几个参数就可以控制表面的特性。一个类似的变化使得复杂的运动可以低成本地创造出来。
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引用次数: 1
Simulation of wrinkled surfaces 褶皱表面的模拟
Pub Date : 1998-07-01 DOI: 10.1145/280811.280982
J. Blinn
Computer generated shaded images have reached an impressive degree of realism with the current state of the art. They are not so realistic, however, that they would fool many people into believing they are real. One problem is that the surfaces tend to look artificial due to their extreme smoothness. What is needed is a means of simulating the surface irregularities that are on real surfaces. In 1973 Ed Catmull introduced the idea of using the parameter values of parametrically defined surfaces to index into a texture definition function which scales the intensity of the reflected light. By tying the texture pattern to the parameter values, the texture is guaranteed to rotate and move with the object. This is good for showing patterns painted on the surface, but attempts to simulate rough surfaces in this way are unconvincing. This paper presents a method of using a texturing function to perform a small perturbation on the direction of the surface normal before using it in the intensity calculations. This process yields images with realistic looking surface wrinkles without the need to model each wrinkle as a separate surface element. Several samples of images made with this technique are included.
计算机生成的阴影图像已经达到了令人印象深刻的现实主义程度与目前的艺术状态。然而,它们并不是那么真实,以至于会让很多人误以为它们是真实的。一个问题是,由于它们的极端光滑,表面往往看起来是人造的。所需要的是一种模拟真实表面上的表面不规则性的方法。1973年,Ed Catmull引入了使用参数定义表面的参数值来索引纹理定义函数的想法,该函数可以缩放反射光的强度。通过将纹理模式与参数值绑定,可以保证纹理随对象旋转和移动。这对于显示绘制在表面上的图案是很好的,但是试图以这种方式模拟粗糙的表面是不令人信服的。本文提出了一种在强度计算中使用纹理函数对表面法线方向进行小扰动的方法。该过程产生具有逼真外观的表面皱纹的图像,而无需将每个皱纹建模为单独的表面元素。包括用这种技术制作的几个图像样本。
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引用次数: 8
A system for computer generated movies 一种计算机生成电影的系统
Pub Date : 1998-07-01 DOI: 10.1145/280811.280999
E. Catmull
With the recent developments in fast hidden surface algorithms and a method for smooth shading of half-tone pictures, it has become feasible to generate useful movies with the computer. This paper describes a system used to make computer generated movies. It also explains the methods used to attempt to solve the problems of object representation, object manipulation, concurrent motion, and ease of specifying motion. The system was first used to make a movie of a hand that lasts for little more than a minute.
随着快速隐藏表面算法和半色调图像平滑着色方法的发展,用计算机生成有用的电影已经成为可能。本文介绍了一个用于制作计算机生成电影的系统。它还解释了用于尝试解决对象表示、对象操作、并发运动和易于指定运动等问题的方法。该系统最初被用于制作持续一分钟多一点的手的电影。
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引用次数: 7
Computer gernerated animation of faces 电脑生成的人脸动画
Pub Date : 1998-07-01 DOI: 10.1145/280811.281000
F. Parke
This paper describes the representation, animation and data collection techniques that have been used to produce "realistic" computer generated half-tone animated sequences of a human face changing expression. It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face. Animation was accomplished using a cosine interpolation scheme to fill in the intermediate frames between expressions. This approach is good enough to produce realistic facial motion. The three-dimensional data used to describe the expressions of the face was obtained photogrammetrically using pairs of photographs.
本文描述了用于制作“逼真的”计算机生成的人脸变化表情的半色调动画序列的表示,动画和数据收集技术。结果表明,用包含约250个多边形(由约400个顶点定义)的多边形蒙皮近似人脸表面足以实现逼真的人脸。动画使用余弦插值方案来填充表达式之间的中间帧。这种方法足以产生逼真的面部运动。用于描述面部表情的三维数据是用成对的照片摄影测量法获得的。
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引用次数: 143
A random-access video frame buffer 随机访问的视频帧缓冲器
Pub Date : 1998-07-01 DOI: 10.1145/280811.281022
J. Kajiya, Ivan E. Southerland, E. Cheadle
This paper described a random-access semiconductor memory designed to drive a shaded-picture television display. The memory provides eight bits per picture element to store a shaded grey-scale picture. The memory has four ports, one for the host computer, one for the TV display, and two which can service an external picture-processing device. A color map, 256 words of 36 bits each, provides for conversion of the eight bit codes into red, green, and blue components of 12 bits each. A flexible addressing and synchronizing system is included to provide for variable picture format and to simplify memory management. Analog deflection signals for precision CRT recording are generated in addition to the RTMA standard TV synchronizing signals. This paper discusses the central design considerations of this type of display system.
本文描述了一种用于驱动阴影图像电视显示器的随机存取半导体存储器。存储器为每个图像元素提供8位来存储阴影灰度图像。存储器有四个端口,一个用于主机,一个用于电视显示,另外两个可用于外部图像处理设备。颜色映射,256个字,每个36位,提供了8位码转换成红、绿、蓝组件,每个12位。包括一个灵活的寻址和同步系统,以提供可变的图片格式和简化内存管理。除了RTMA标准电视同步信号外,还生成用于精密CRT记录的模拟偏转信号。本文讨论了这类显示系统的设计要点。
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引用次数: 15
Particle systems—a technique for modeling a class of fuzzy objects 粒子系统——一种对一类模糊物体建模的技术
Pub Date : 1998-07-01 DOI: 10.1145/280811.280996
W. Reeves
This paper introduces particle systems-a method for modeling fuzzy objects such as fire, clouds, and water. Particle systems model an object as a cloud of primitive particles that define its volume. Over a period of time, particles are generated into the system, move and change form within the system, and die from the system. The resulting model is able to represent motion, changes of form, and dynamics that are not possible with classical surface-based representations. The particles can easily be motion blurred, and therefore do not exhibit temporal aliasing or strobing. Stochastic processes are used to generate and control the many particles within a particle system. The application of particle systems to the wall of fire element from the Genesis Demo sequence of the film Star Trek II: The Wrath of Khan [10] is presented.
本文介绍了粒子系统——一种模拟模糊物体(如火、云和水)的方法。粒子系统将物体建模为定义其体积的原始粒子云。经过一段时间,粒子进入系统,在系统内移动和改变形态,并从系统中死亡。生成的模型能够表示运动、形式变化和动态,这是经典的基于表面的表示所不可能实现的。粒子可以很容易地运动模糊,因此不会表现出时间混叠或频闪。随机过程用于产生和控制粒子系统中的许多粒子。本文介绍了粒子系统在电影《星际迷航2:可汗之怒》[10]创世纪演示序列中火焰元素墙中的应用。
{"title":"Particle systems—a technique for modeling a class of fuzzy objects","authors":"W. Reeves","doi":"10.1145/280811.280996","DOIUrl":"https://doi.org/10.1145/280811.280996","url":null,"abstract":"This paper introduces particle systems-a method for modeling fuzzy objects such as fire, clouds, and water. Particle systems model an object as a cloud of primitive particles that define its volume. Over a period of time, particles are generated into the system, move and change form within the system, and die from the system. The resulting model is able to represent motion, changes of form, and dynamics that are not possible with classical surface-based representations. The particles can easily be motion blurred, and therefore do not exhibit temporal aliasing or strobing. Stochastic processes are used to generate and control the many particles within a particle system. The application of particle systems to the wall of fire element from the Genesis Demo sequence of the film Star Trek II: The Wrath of Khan [10] is presented.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"173 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129135968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 43
Modeling the interaction of light between diffuse surfaces 模拟光在漫射表面之间的相互作用
Pub Date : 1998-07-01 DOI: 10.1145/280811.280985
Cindy M. Goral, K. Torrance, D. Greenberg, B. Battaile
A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the “color-bleeding” effects which are caused by the diffuse reflections. A simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. The procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. The resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.
描述了一种模拟漫反射表面间光相互作用的方法。目前计算机图形学中使用的光反射模型没有考虑漫射表面之间的物体对物体的反射,因此不正确地计算了全局照明效果。基于热工程方法的新程序,包括有限面积的漫射光源的影响,以及由漫射反射引起的“溢色”效应。用一个简单的环境来说明这些模拟效果,并提供了物理模型的照片。该程序适用于由理想漫反射器组成的环境,可以解释来自各种光源的直接照明。生成的表面强度与观测者的位置无关,因此可以对动态序列进行环境预处理。
{"title":"Modeling the interaction of light between diffuse surfaces","authors":"Cindy M. Goral, K. Torrance, D. Greenberg, B. Battaile","doi":"10.1145/280811.280985","DOIUrl":"https://doi.org/10.1145/280811.280985","url":null,"abstract":"A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the “color-bleeding” effects which are caused by the diffuse reflections. A simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. The procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. The resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122280461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 69
期刊
Seminal graphics: pioneering efforts that shaped the field
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