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

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Feature-based image metamorphosis 基于特征的图像变态
Pub Date : 1998-07-01 DOI: 10.1145/280811.281029
Thaddeus Beier, Shawn Neely
A new technique is presented for the metamorphosis of one digital image into another. The approach gives the animator high-level control of the visual effect by providing natural feature-based specification and interaction. When used effectively, this technique can give the illusion that the photographed or computer generated subjects are transforming in a fluid, surrealistic, and often dramatic way. Comparisons with existing methods are drawn, and the advantages and disadvantage's of each are examined. The new method is then extended to accommodate keyframed transformations between image sequences for motion image work. Several examples are illustrated with resulting images.
提出了一种新的数字图像变形技术。该方法通过提供基于自然特征的规范和交互,为动画师提供了对视觉效果的高级控制。当有效使用时,这种技术可以给人一种错觉,即拍摄或计算机生成的主题正在以一种流动的、超现实的、通常是戏剧性的方式变化。并与现有方法进行了比较,分析了各种方法的优缺点。然后将新方法扩展到适应运动图像工作的图像序列之间的关键帧转换。用生成的图像说明了几个示例。
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引用次数: 239
Global and local deformations of solid primitives 实体基元的全局和局部变形
Pub Date : 1998-07-01 DOI: 10.1145/280811.280998
A. Barr
New hierarchical solid modeling operations are developed, which simulate twisting, bending, tapering, or similar transformations of geometric objects. The chief result is that the normal vector of an arbitrarily deformed smooth surface can be calculated directly from the surface normal vector of the undeformed surface and a transformation matrix. Deformations are easily combined in a hierarchical structure, creating complex objects from simpler ones. The position vectors and normal vectors in the simpler objects are used to calculate the position and normal vectors in the more complex forms; each level in the deformation hierarchy requires an additional matrix multiply for the normal vector calculation. Deformations are important and highly intuitive operations which ease the control and rendering of large families of three-dimensional geometric shapes.
开发了新的分层实体建模操作,模拟几何对象的扭曲、弯曲、变细或类似变换。主要结果是任意变形光滑曲面的法向量可以直接由未变形曲面的法向量和变换矩阵计算得到。变形很容易在层次结构中组合,从简单的对象创建复杂的对象。利用较简单对象的位置向量和法向量计算较复杂对象的位置向量和法向量;变形层次中的每一层都需要一个额外的矩阵乘法来进行法向量计算。变形是一种重要的、高度直观的操作,它简化了对大量三维几何形状的控制和渲染。
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引用次数: 6
Computer display of curved surfaces 曲面的计算机显示
Pub Date : 1998-07-01 DOI: 10.1145/280811.280920
E. Catmull
This paper presents a method for producing computer shaded pictures ot curved surfaces. Three-dimensional curved patches are used, a~ contrasted with conventional methods using polygons. The method subdivides a patch into successively smaller subpatches until a subpatch is as small as a raster-element, at which time it can be displayed. In general, this method could be very time consuming because of the great number of subdivisions that must take place; however, there is at least one very useful class of patches-the bicubic patch-that can be subdivided very quickly. Pictures produced with the method accurately portray the shading and silhouette of curved surfaces. In addition, photographs can be "mapped" onto patches thus providing a means for putting texture on computer generated pictures.
本文提出了一种生成曲面计算机阴影图的方法。与使用多边形的传统方法相比,该方法使用了三维曲线斑块。该方法将一个patch细分为连续更小的子patch,直到一个子patch与栅格元素一样小,这时才能显示出来。一般来说,这种方法可能非常耗时,因为必须进行大量的细分;然而,至少有一类非常有用的补丁——双立方补丁——可以非常快速地细分。用该方法生成的图像可以准确地描绘曲面的阴影和轮廓。此外,照片可以“映射”到补丁上,从而提供了在计算机生成的图片上添加纹理的方法。
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引用次数: 63
A progressive refinement approach to fast radiosity image generation 射线图像快速生成的渐进细化方法
Pub Date : 1998-07-01 DOI: 10.1145/280811.280990
Michael F. Cohen, Shenchang Chen, J. R. Wallace, D. Greenberg
A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also eliminated by computing form-factors on-the-fly. The technique is based on the approach of rendering by progressive refinement. The algorithm provides a useful solution almost immediately which progresses gracefully and continuously to the complete radiosity solution. In this way the competing demands of realism and interactivity are accommodated. The technique brings the use of radiosity for interactive rendering within reach and has implications for the use and development of current and future graphics workstations.
提出了一种改进的辐射度算法,该算法产生的初始图像与斑块数呈时间线性关系。通过动态计算形状因子,也消除了辐射算法的巨大内存成本。该技术基于渐进式细化的渲染方法。该算法几乎立即提供了一个有用的解决方案,并优雅而连续地发展到完整的辐射度解决方案。通过这种方式,现实主义和互动性的竞争需求得以适应。该技术使使用辐射进行交互式渲染触手可及,并对当前和未来图形工作站的使用和开发具有影响。
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引用次数: 39
Hierarchical geometric models for visible surface algorithms 可见曲面算法的层次几何模型
Pub Date : 1998-07-01 DOI: 10.1145/280811.280921
James H. Clark
The research described in this paper addresses the problems associated with the design of systems for efficiently producing computer-generated pictures and picture sequences of very complex, three-dimensional environments. The thesis of the research is that the geometric structure inherent in the definition of the shapes of three-dimensional objects and environments must be used not just to define their relative motion and placement but also to assist in solving many other problems of systems for producing pictures by computer.The implications are that by using an extension of traditional structure information, or a geometric hierarchy, five significant improvements to current techniques are possible. First, the range of complexity of an environment is greatly increased while the visible complexity of any given scene is kept within a fixed upper limit. Second, a meaningful way is provided to vary the amount of detail presented in a scene both according to the screen area occupied by the objects in the scene and according to camera and object motions. Third, by using the geometric hierarchy, "clipping" becomes a very fast logarithmic search for the resolvable parts of the environment within the field-of-view. Fourth, by using this positional hierarchy in conjunction with a storage hierarchy of the sort used in virtual memory computing systems, frame-to-frame coherence and clipping define a graphical "working set", or fraction of the total structure that should be present in primary store for immediate access by the visible-surface algorithms. Finally, the proposed structural framework suggests a new recursive descent visible-surface algorithm in which the computation time grows almost linearly with a scene's visible complexity rather than as a worse than linear function of its object-space complexity.
本文描述的研究解决了与系统设计相关的问题,这些问题可以有效地产生非常复杂的三维环境的计算机生成的图像和图像序列。本研究的主旨是,三维物体和环境的形状定义中固有的几何结构不仅必须用于定义它们的相对运动和位置,而且还必须用于帮助解决计算机图像生成系统的许多其他问题。这意味着,通过使用传统结构信息的扩展或几何层次,可以对当前技术进行五项重大改进。首先,大大增加了环境的复杂性范围,同时将任何给定场景的可见复杂性保持在固定的上限内。其次,提供了一种有意义的方法来根据场景中物体所占据的屏幕面积以及根据相机和物体的运动来改变场景中呈现的细节量。第三,通过使用几何层次,“裁剪”成为一个非常快速的对数搜索,在视野范围内的环境的可解析部分。第四,通过将这种位置层次结构与虚拟内存计算系统中使用的存储层次结构结合使用,帧对帧的一致性和裁剪定义了一个图形化的“工作集”,或者说是总结构的一部分,它应该存在于主存储中,以便可视表面算法立即访问。最后,提出了一种新的递归下降可见曲面算法,该算法的计算时间几乎与场景的可见复杂度呈线性增长,而不是与目标空间复杂度呈线性增长。
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引用次数: 59
Distributing a visible surface algorithm over multiple processors 在多个处理器上分配一个可见表面算法
Pub Date : 1998-07-01 DOI: 10.1145/280811.281020
H. Fuchs
Described is a procedure for executing a visible surface algorithm in a new multi-microprocessor system which utilizes distributed image and depth (“Z”) buffers. It is shown that despite image distribution over a large number of processing and memory units, object coherence can still be maintained and used to reduce the number of calculations needed to generate a continuous-tone visible surface image.
描述了一种在利用分布式图像和深度(“Z”)缓冲的新型多微处理器系统中执行可见表面算法的程序。结果表明,尽管图像分布在大量的处理和存储单元上,但仍然可以保持物体的相干性,并用于减少生成连续色调可见表面图像所需的计算次数。
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引用次数: 4
Pyramidal parametrics 金字塔形的参数化
Pub Date : 1998-07-01 DOI: 10.1145/280811.280977
Lance Williams
The mapping of images onto surfaces may substantially increase the realism and information content of computer-generated imagery. The projection of a flat source image onto a curved surface may involve sampling difficulties, however, which are compounded as the view of the surface changes. As the projected scale of the surface increases, interpolation between the original samples of the source image is necessary; as the scale is reduced, approximation of multiple samples in the source is required. Thus a constantly changing sampling window of view-dependent shape must traverse the source image. To reduce the computation implied by these requirements, a set of prefiltered source images may be created. This approach can be applied to particular advantage in animation, where a large number of frames using the same source image must be generated. This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images. Although the mapping of texture onto surfaces is an excellent example of the process and provided the original motivation for its development, pyramidal parametric data structures admit of wider application. The aliasing of not only surface texture, but also highlights and even the surface representations themselves, may be minimized by pyramidal parametric means.
将图像映射到表面上可以大大增加计算机生成图像的真实感和信息内容。然而,将平面源图像投影到曲面上可能涉及采样困难,这随着曲面视图的变化而变得更加复杂。随着表面投影尺度的增大,需要在源图像的原始样本之间进行插值;随着尺度的缩小,需要对源中的多个样本进行近似。因此,一个不断变化的采样窗口的视图依赖的形状必须遍历源图像。为了减少这些要求所隐含的计算,可以创建一组预过滤的源图像。这种方法可以应用于动画中的特殊优势,其中必须生成使用相同源图像的大量帧。本文提出了一种“金字塔形参数”预滤波和采样几何结构,它可以最大限度地减少混叠效应,并保证目标图像内部和目标图像之间的连续性。虽然纹理到表面的映射是该过程的一个很好的例子,并为其发展提供了原始动机,但金字塔参数数据结构有更广泛的应用。通过金字塔参数化的方法,不仅可以减少表面纹理的混叠,而且可以减少高光甚至表面表示本身的混叠。
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引用次数: 46
The notion of quantitative invisibility and the machine rendering of solids 定量不可见的概念和实体的机器渲染
Pub Date : 1998-07-01 DOI: 10.1145/280811.280916
Arthur Appel
Line drawings are the most common type of rendering used to convey geometrical description. This is due to the economy of preparing such drawings and the great information density obtainable. On a pure line drawing, that is where no attempt is made to specify or suggest shadows, tone or color, the lines rendered are either the intersection curves of surfaces or the contour curves of surfaces. The nature of these curves are adequately discussed in the literature 1 and in a previous report.2 In order to convey a realistic impression of an object or an assembly of objects, the segments of lines which cannot be seen by an observer are not drawn or are drawn dashed. Without specification of visibility a drawing is ambiguous. This paper presents a recently developed scheme for the determination of visibility in a line drawing which enables comparitively high speed calculation and excellent resolution.
线条图是用来表达几何描述的最常见的渲染类型。这是由于编制这种图纸的经济性和可获得的巨大信息密度。在纯线条绘制中,即不试图指定或暗示阴影、色调或颜色,所渲染的线条要么是曲面的相交曲线,要么是曲面的轮廓曲线。这些曲线的性质在文献1和先前的报告2中得到了充分的讨论为了传达一个物体或物体组合的真实印象,不画观察者看不到的线段或用虚线画。没有可见性的说明,绘图是模棱两可的。本文提出了一种最近开发的方案,用于确定线条绘制中的能见度,该方案可以实现比较高的计算速度和优异的分辨率。
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引用次数: 1
Real-time display of computer generated half-tone perspective pictures 实时显示计算机生成的半色调透视图片
Pub Date : 1998-07-01 DOI: 10.1145/280811.281011
G. Romney, Gary S. Watkins, D. C. Evans
This papper deals with the problem of attaining real-time generation and display of half-tone perspective pictures. The FORTRAN IV program which produces the picture generation simplifies the input require of the user to obtain a given view of an object. Freedom in specifying both the orientation of the object and view point allows complete control over the perspective. The hidden line algorithm utilizes the order in which triangles enter from one scan line to the next and greatly reduce s the amount of scan line computations. With this algorithm, real-time picture generation becomes more of a possibility and real-time display a near-future reality.
本文研究了半色调透视图像的实时生成和显示问题。生成图像的FORTRAN IV程序简化了用户获取给定对象视图的输入要求。自由地指定对象的方向和视点允许完全控制透视。隐线算法利用三角形从一条扫描线进入下一条扫描线的顺序,大大减少了扫描线的计算量。通过该算法,实时图像生成成为可能,实时显示成为现实。
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引用次数: 14
Color image quantization for frame buffer display 用于帧缓冲显示的彩色图像量化
Pub Date : 1998-07-01 DOI: 10.1145/280811.281025
Paul S. Heckbert
Algorithms for adaptive, tapered quantization of color images are described. The research is motivated by the desire to display high-quality reproductions of color images with small frame buffers. It is demonstrated that many color images which would normally require a frame buffer having 15 bits per pixel can be quantized to 8 or fewer bits per pixel with little subjective degradation. In most cases, the resulting images look significantly better than those made with uniform quantization. The color image quantization task is broken into four phases: 1) Sampling the original image for color statistics 2) Choosing a colormap based on the color statistics 3) Mapping original colors to their nearest neighbors in the colormap 4) Quantizing and redrawing the original image (with optional dither). Several algorithms for each of phases 2-4 are described, and images created by each given.
描述了彩色图像的自适应、锥形量化算法。这项研究的动机是希望用小帧缓冲显示高质量的彩色图像复制品。它被证明,许多彩色图像通常需要一个帧缓冲有15位每像素可以量化到8位或更少的每像素与小主观退化。在大多数情况下,得到的图像看起来比均匀量化得到的图像要好得多。彩色图像量化任务分为四个阶段:1)对原始图像进行采样进行颜色统计2)根据颜色统计选择颜色图3)将原始颜色映射到颜色图中最近的邻居4)量化并重新绘制原始图像(可选抖动)。描述了阶段2-4的几个算法,并给出了每个算法创建的图像。
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引用次数: 218
期刊
Seminal graphics: pioneering efforts that shaped the field
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