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

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View interpolation for image synthesis 查看插值图像合成
Pub Date : 1998-07-01 DOI: 10.1145/280811.281030
Shenchang Eric Chen, L. Williams
Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today's high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
自视觉模拟出现以来,图像空间简化已被用于加速计算机图形图像的计算。纹理映射已经被用来提供一种方法,通过这种方法,图像本身可以被用作显示原语。本文所报道的工作试图通过使用插值图像来描绘三维场景,将这一概念发挥到其逻辑极限。将纹理映射及其形状插值相结合的变形特效技术应用于从一组预先存储的图像中计算任意中间帧。如果图像是3D对象或场景的结构化视图集,则可以使用变形派生的中间帧来近似对象或场景的中间3D转换。使用视图插值方法合成三维场景有两个主要优点。首先,场景的3D表示可以用图像代替。其次,图像合成时间与场景复杂度无关。变形方法所需的图像之间的对应关系可以使用与图像相关联的距离数据自动预定。该方法通过四叉树分解和与视图无关的可见优先级进一步加速。我们的实验表明,这种变形可以在当今的高端个人电脑上以交互速率进行。该方法的潜在应用包括虚拟全息图、虚拟环境中的演练、基于图像的原语和增量渲染。该方法还可以大大加快区域光源运动模糊和柔和阴影的计算速度。
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引用次数: 34
Interactive skeleton techniques for enhancing motion dynamics in key frame animation 增强关键帧动画运动动力学的交互式骨架技术
Pub Date : 1998-07-01 DOI: 10.1145/280811.281001
N. Burtnyk, M. Wein
A significant increase in the capability for controlling motion dynamics in key frame animation is achieved through skeleton control. This technique allows an animator to develop a complex motion sequence by animating a stick figure representation of an image. This control sequence is then used to drive an image sequence through the same movement. The simplicity of the stick figure image encourages a high level of interaction during the design stage. Its compatibility with the basic key frame animation technique permits skeleton control to be applied selectively to only those components of a composite image sequence that require enhancement.
通过骨架控制,大大提高了关键帧动画的运动动力学控制能力。这种技术允许动画师通过动画图像的简笔画表示来开发复杂的运动序列。然后使用该控制序列通过相同的运动来驱动图像序列。简笔画图像的简单性鼓励在设计阶段进行高水平的交互。它与基本关键帧动画技术的兼容性允许骨架控制选择性地仅应用于需要增强的合成图像序列的那些组件。
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引用次数: 40
Models of light reflection for computer synthesized pictures 计算机合成图像的光反射模型
Pub Date : 1998-07-01 DOI: 10.1145/280811.280981
J. Blinn
In the production of computer generated pictures of three dimensional objects, one stage of the calculation is the determination of the intensity of a given object once its visibility has been established. This is typically done by modelling the surface as a perfect diffuser, sometimes with a specular component added for the simulation of hilights. This paper presents a more accurate function for the generation of hilights which is based on some experimental measurements of how light reflects from real surfaces. It differs from previous models in that the intensity of the hilight changes with the direction of the light source. Also the position and shape of the hilights is somewhat different from that generated by simpler models. Finally, the hilight function generates different results when simulating metallic vs. nonmetallic surfaces. Many of the effects so generated are somewhat subtle and are apparent only during movie sequences. Some representative still frames from such movies are included.
在计算机生成三维物体图像的过程中,一旦确定给定物体的可见性,计算的一个阶段就是确定其强度。这通常是通过将表面建模为一个完美的扩散器来完成的,有时会添加一个镜面组件来模拟高光。本文提出了一个更精确的高光生成函数,该函数是基于对真实表面的光反射的一些实验测量。它与以前的模型的不同之处在于高光的强度随着光源的方向而变化。此外,高光的位置和形状与简单模型生成的高光有些不同。最后,高光函数在模拟金属和非金属表面时产生不同的结果。许多这样产生的效果有些微妙,只有在电影序列中才明显。一些代表性的静止帧从这些电影包括在内。
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引用次数: 50
Illumination for computer generated pictures 用于计算机生成图片的照明
Pub Date : 1998-07-01 DOI: 10.1145/280811.280980
Bui Tuong Phong
The quality of computer generated images of three-dimensional scenes depends on the shading technique used to paint the objects on the cathode-ray tube screen. The shading algorithm itself depends in part on the method for modeling the object, which also determines the hidden surface algorithm. The various methods of object modeling, shading, and hidden surface removal are thus strongly interconnected. Several shading techniques corresponding to different methods of object modeling and the related hidden surface algorithms are presented here. Human visual perception and the fundamental laws of optics are considered in the development of a shading rule that provides better quality and increased realism in generated images.
计算机生成的三维场景图像的质量取决于用于在阴极射线管屏幕上绘制物体的着色技术。阴影算法本身部分取决于对象建模的方法,这也决定了隐藏表面算法。物体建模、着色和隐藏表面去除的各种方法因此紧密相连。本文介绍了几种与不同对象建模方法相对应的着色技术以及相关的隐藏面算法。人类的视觉感知和光学的基本定律被认为是在一个遮阳规则的发展,提供更好的质量和增加的真实感在生成的图像。
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引用次数: 16
BE VISION, a package of IBM 7090 FORTRAN programs to draw orthographic views of combinations of plane and quadric surfaces 一个IBM 7090 FORTRAN程序包,用于绘制平面和二次曲面组合的正交视图
Pub Date : 1998-07-01 DOI: 10.1145/280811.280914
Ruth A. Weiss
BE VISION is a package of FORTRAN programs for drawing orthographic views of combinations of plane and quadric surfaces. As input, the package takes rectangular coordinate equations specifying the surfaces plus a three-angle specification of the viewing direction. Output is a drawing on the Stromberg Carlson 4020 Microfilm Recorder. Many views of one scene may be obtained simply by changing the viewpoint. The various subroutines of the package and their functions are described in this paper. It also gives numerous examples of pictures that were produced by BE VISION. The package has been in use since April 1964.
BE VISION是一个FORTRAN程序包,用于绘制平面和二次曲面组合的正射影视图。作为输入,该包采用指定曲面的直角坐标方程和指定观看方向的三个角度。输出是一个图纸上的斯特隆伯格卡尔森4020微缩胶片记录器。仅仅通过改变视点就可以获得一个场景的多个视图。本文描述了该包的各个子程序及其功能。它还提供了许多由BE VISION制作的图片示例。该方案自1964年4月以来一直在使用。
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引用次数: 0
Sketchpad—a man-machine graphical communication system sketchpad -人机图形通信系统
Pub Date : 1998-07-01 DOI: 10.1145/280811.281031
I. Sutherland
The Sketchpad system makes it possible for a man and a computer to converse rapidly through the medium of line drawings. Heretofore, most interaction between man and computers has been slowed down by the need to reduce all communication to written statements that can be typed; in the past, we have been writing letters to rather than conferring with our computers. For many types of communication, such as describing the shape of a mechanical part or the connections of an electrical circuit, typed statements can prove cumbersome. The Sketchpad system, by eliminating typed statements (except for legends) in favor of line drawings, opens up a new area of man-machine communication.
Sketchpad系统可以让人与电脑通过线条画进行快速交流。到目前为止,由于需要将所有的交流简化为可以打字的书面陈述,人与计算机之间的大多数互动都减慢了速度;过去,我们一直是给电脑写信,而不是与电脑交流。对于许多类型的通信,例如描述机械部件的形状或电路的连接,打字语句可能会很麻烦。Sketchpad系统通过消除键入语句(图例除外)而支持线条绘制,开辟了人机通信的新领域。
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引用次数: 226
Shade trees 遮荫树
Pub Date : 1998-07-01 DOI: 10.1145/280811.280984
R. L. Cook
Shading is an important part of computer imagery, but shaders have been based on fixed models to which all surfaces must conform. As computer imagery becomes more sophisticated, surfaces have more complex shading characteristics and thus require a less rigid shading model. This paper presents a flexible tree-structured shading model that can represent a wide range of shading characteristics. The model provides an easy means for specifying complex shading characteristics. It is also efficient because it can tailor the shading calculations to each type of surface.
着色是计算机图像的重要组成部分,但是着色器是基于固定的模型,所有的表面都必须符合这个模型。随着计算机图像变得越来越复杂,表面具有更复杂的着色特征,因此需要一个不那么严格的着色模型。本文提出了一种灵活的树状结构遮阳模型,可以代表广泛的遮阳特征。该模型提供了一种简单的方法来指定复杂的阴影特征。它的效率也很高,因为它可以为每种类型的表面定制阴影计算。
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引用次数: 4
Marching cubes: a high resolution 3D surface construction algorithm 行进立方体:一个高分辨率的三维表面构建算法
Pub Date : 1998-07-01 DOI: 10.1145/280811.281026
W. Lorensen, H. Cline
We present a new algorithm, called marching cubes, that creates triangle models of constant density surfaces from 3D medical data. Using a divide-and-conquer approach to generate inter-slice connectivity, we create a case table that defines triangle topology. The algorithm processes the 3D medical data in scan-line order and calculates triangle vertices using linear interpolation. We find the gradient of the original data, normalize it, and use it as a basis for shading the models. The detail in images produced from the generated surface models is the result of maintaining the inter-slice connectivity, surface data, and gradient information present in the original 3D data. Results from computed tomography (CT), magnetic resonance (MR), and single-photon emission computed tomography (SPECT) illustrate the quality and functionality of marching cubes. We also discuss improvements that decrease processing time and add solid modeling capabilities.
我们提出了一种新的算法,称为行进立方体,它可以从3D医疗数据中创建恒定密度表面的三角形模型。使用分而治之的方法来生成片间连接,我们创建了一个定义三角形拓扑的案例表。该算法对三维医学数据按扫描线顺序进行处理,并采用线性插值法计算三角形顶点。我们找到原始数据的梯度,将其归一化,并将其作为阴影模型的基础。由生成的表面模型生成的图像中的细节是保持原始3D数据中存在的片间连通性、表面数据和梯度信息的结果。计算机断层扫描(CT)、磁共振(MR)和单光子发射计算机断层扫描(SPECT)的结果说明了行进立方体的质量和功能。我们还讨论了减少处理时间和添加实体建模功能的改进。
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引用次数: 1794
A system for interactive graphical programming 交互式图形程序设计系统
Pub Date : 1998-07-01 DOI: 10.1145/280811.281032
W. Newman
A system is described in this paper for developing graphical problem-oriented languages. This topic is of great importance in computer-aided design, but has hitherto received only sketchy documentation, with few attempts at a comparative study. Meanwhile displays are beginning to be used for design, and the results of such a study are badly needed. What has held back experimentation with computer graphics has been the difficulty of specifying new graphic techniques using the available programming languages; the method described in this paper appears to avoid this difficulty.
本文描述了一个面向问题的图形化语言开发系统。这个主题在计算机辅助设计中是非常重要的,但迄今为止只收到了粗略的文件,很少有比较研究的尝试。与此同时,显示器开始用于设计,迫切需要这样的研究结果。阻碍计算机图形学实验的是难以使用现有的编程语言指定新的图形技术;本文所描述的方法似乎避免了这一困难。
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引用次数: 0
Compositing digital images 合成数字图像
Pub Date : 1998-07-01 DOI: 10.1145/280811.281027
Thomas K. Porter, Tom Duff
Most computer graphics pictures have been computed all at once, so that the rendering program takes care of all computations relating to the overlap of objects. There are several applications, however, where elements must be rendered separately, relying on compositing techniques for the anti-aliased accumulation of the full image. This paper presents the case for four-channel pictures, demonstrating that a matte component can be computed similarly to the color channels. The paper discusses guidelines for the generation of elements and the arithmetic for their arbitrary compositing.
大多数计算机图形图像都是一次计算的,因此渲染程序负责与对象重叠有关的所有计算。然而,在一些应用程序中,元素必须单独渲染,依靠合成技术来实现完整图像的抗混叠积累。本文介绍了四通道图像的情况,证明了哑光分量可以类似于彩色通道的计算。本文讨论了元素生成的准则和任意组合元素的算法。
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引用次数: 9
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Seminal graphics: pioneering efforts that shaped the field
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