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

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Distributed ray tracing 分布式光线追踪
Pub Date : 1998-07-01 DOI: 10.1145/280811.280978
R. L. Cook, Thomas K. Porter, L. Carpenter
Ray tracing is one of the most elegant techniques in computer graphics. Many phenomena that are difficult or impossible with other techniques are simple with ray tracing, including shadows, reflections, and refracted light. Ray directions, however, have been determined precisely, and this has limited the capabilities of ray tracing. By distributing the directions of the rays according to the analytic function they sample, ray tracing can incorporate fuzzy phenomena. This provides correct and easy solutions to some previously unsolved or partially solved problems, including motion blur, depth of field, penumbras, translucency, and fuzzy reflections. Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
光线追踪是计算机图形学中最优雅的技术之一。许多用其他技术很难或不可能实现的现象用光线追踪都很简单,包括阴影、反射和折射光。然而,射线方向已经被精确地确定,这限制了射线追踪的能力。光线追踪根据所采样的解析函数来分配光线的方向,从而可以将模糊现象纳入其中。这为一些以前未解决或部分解决的问题提供了正确和简单的解决方案,包括运动模糊、景深、半影、半透明和模糊反射。运动模糊和景深计算可以与可视表面计算相结合,避免了以往方法中存在的问题。
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引用次数: 222
Casting curved shadows on curved surfaces 在曲面上投射弯曲的阴影
Pub Date : 1998-07-01 DOI: 10.1145/280811.280975
Lance Williams
Shadowing has historically been used to increase the intelligibility of scenes in electron microscopy and aerial survey. Various methods have been published for the determination of shadows in computer synthesized scenes. The display of shadows may make the shape and relative position of objects in such scenes more comprehensible; it is a technique lending vividness and realism to computer animation. To date, algorithms for the determination of shadows have been restricted to scenes constructed of planar polygons. A simple algorithm is described which utilizes Z-buffer visible surface computation to display shadows cast by objects modelled of smooth surface patches. The method can be applied to all environments, in fact, for which visible surfaces can be computed. The cost of determining the shadows associated with each light source is roughly twice the cost of rendering the scene without shadows, plus a fixed transformation overhead which depends on the image resolution. No extra entities are added to the scene description in the shadowing process. This comprehensive algorithm, which permits curved shadows to be cast on curved surfaces, is contrasted with a less costly method for casting the shadows of the environment on a single ground plane. In order to attain good results, the discrete nature of the visible-surface computations must be treated with care. The effects of dither, interpolation, and geometric quantization at different stages of the shadowing algorithm are examined. The special problems posed by self-shadowing surfaces are described.
阴影历来被用于提高电子显微镜和航空测量场景的清晰度。已经发表了各种方法来确定计算机合成场景中的阴影。阴影的表现可以使这种场景中物体的形状和相对位置更容易理解;这是一种为电脑动画增添生动性和真实感的技术。迄今为止,确定阴影的算法仅限于由平面多边形构成的场景。描述了一种利用z -缓冲可见表面计算来显示光滑表面斑块建模的物体投射阴影的简单算法。事实上,该方法可以应用于所有可以计算可见表面的环境。确定与每个光源相关的阴影的成本大约是渲染无阴影场景的成本的两倍,加上固定的转换开销,这取决于图像分辨率。在阴影过程中没有额外的实体被添加到场景描述中。这种综合算法允许在曲面上投射曲线阴影,与在单个地平面上投射环境阴影的成本较低的方法形成对比。为了获得良好的结果,必须小心处理可见曲面计算的离散性。在阴影算法的不同阶段,研究了抖动、插值和几何量化的影响。描述了自阴影曲面所引起的特殊问题。
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引用次数: 7
An image synthesizer 图像合成器
Pub Date : 1988-12-01 DOI: 10.1145/280811.280986
K. Perlin
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of "solid texture" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.
我们介绍了像素流编辑器的概念。这构成了设计高度逼真的计算机生成图像的交互式合成器的基础。设计师在一个交互式的Very High Level编程环境中工作,这提供了一个非常快的概念/实现/视图迭代周期。自然的视觉复杂性是通过非线性函数的组合来建立的,这与更传统的纹理映射或增长模型算法相反。包括用于创建受控随机效果的强大原语。我们将“实体纹理”的概念引入到CGI领域。我们用这个系统创造了云、火、水、星星、大理石、木头、岩石、肥皂膜和水晶的非常令人信服的表现。使用此范例创建的算法通常非常快,高度逼真,并且在像素级别上可异步并行化。
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引用次数: 1525
Volume rendering 体绘制
Pub Date : 1988-06-01 DOI: 10.1145/280811.281028
R. A. Drebin, L. Carpenter, P. Hanrahan
A technique for rendering images of volumes containing mixtures of materials is presented. The shading model allows both the interior of a material and the boundary between materials to be colored. Image projection is performed by simulating the absorption of light along the ray path to the eye. The algorithms used are designed to avoid artifacts caused by aliasing and quantization and can be efficiently implemented on an image computer. Images from a variety of applications are shown.
提出了一种用于绘制包含混合材料的体积图像的技术。阴影模型允许材料的内部和材料之间的边界被着色。图像投影是通过模拟光线沿着光线路径的吸收来实现的。所采用的算法设计避免了混叠和量化引起的伪影,可以在图像计算机上有效地实现。显示了来自各种应用程序的图像。
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引用次数: 1
Flocks, herds, and schools: a distributed behavioral model 羊群、牛群和学校:一个分布式的行为模型
Pub Date : 1987-08-01 DOI: 10.1145/280811.281008
Craig W. Reynolds
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle systems, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds.
一群鸟、一群陆地动物或一群鱼的集体运动是自然界中美丽而熟悉的一部分。但是这种复杂的动作在电脑动画中很少见到。本文探讨了一种基于模拟的方法,作为每只鸟单独编写路径的替代方法。模拟鸟群是粒子系统的细化,模拟的鸟就是粒子。模拟鸟群的整体运动是由一个分布式行为模型创造的,就像在自然鸟群中工作一样;鸟儿自己选择飞行路线。每只模拟的鸟都是一个独立的演员,根据其对动态环境的局部感知、控制其运动的模拟物理定律以及“动画师”为其设定的一系列行为进行导航。模拟鸟群的聚集运动是模拟鸟类个体相对简单的行为密集相互作用的结果。
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引用次数: 8245
Recursively generated B-spline surfaces on arbitrary topological meshes 在任意拓扑网格上递归生成b样条曲面
Pub Date : 1978-11-01 DOI: 10.1145/280811.280992
E. Catmull, J. Clark
This paper describes a method for recursively generating surfaces that approximate points lying-on a mesh of arbitrary topology. The method is presented as a generalization of a recursive bicubic 8-spline patch subdivision algorithm. For rectangular control-point meshes, the method generates a standard 8-spline surface. For nonrectangular meshes, it yenerates surfaces that are shown to reduce to a standard 8-spline surface except at a small number of points, called extraordinary points. Therefore, everywhere except at these points the surface is continuous in tangent and curvature. At the extraordinary points, the pictures of the surface indicate that the surface is at least continuous in tangent, but no proof of continuity is given. A similar algorithm for biquadratic 8-splines is also presented.
本文描述了一种递归生成任意拓扑网格上的近似点的曲面的方法。该方法是对递归双三次8样条补丁细分算法的推广。对于矩形控制点网格,该方法生成一个标准的8样条曲面。对于非矩形网格,它生成的曲面显示为减少到标准的8样条曲面,除了少数点,称为异常点。因此,除了这些点外,曲面在切线和曲率上都是连续的。在异常点处,曲面的图像表明曲面至少在切线上是连续的,但没有给出连续性的证明。对双二次8样条也提出了一种类似的算法。
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引用次数: 2362
Behaviour of recursive division surfaces near extraordinary points 异常点附近递归除法曲面的行为
Pub Date : 1978-11-01 DOI: 10.1145/280811.280991
D. Doo, M. Sabin
The behaviour of the limit surface defined by a recursive division construction can be analysed in terms of the eigenvalues of a set of matrices. This analysis predicts effects actually observed, and leads to suggestions for the further improvement of the method.
用递归除法构造定义的极限曲面的性质可以用一组矩阵的特征值来分析。该分析预测了实际观察到的效果,并对该方法的进一步改进提出了建议。
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引用次数: 1146
Algorithm for computer control of a digital plotter 数字绘图仪的计算机控制算法
Pub Date : 1965-03-01 DOI: 10.1145/280811.280913
J. Bresenham
An algorithm is given for computer control of a digital plotter. The algorithm may be programmed without multiplication or division instructions and is efficient with respect to speed of execution and memory utilization.
给出了一种数字绘图仪的计算机控制算法。该算法可以在没有乘法或除法指令的情况下进行编程,并且就执行速度和内存利用而言是有效的。
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引用次数: 2319
Seminal graphics: pioneering efforts that shaped the field 开创性的图形学:塑造该领域的开创性努力
Pub Date : 1900-01-01 DOI: 10.1145/280811
R. J. Wolfe
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引用次数: 36
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Seminal graphics: pioneering efforts that shaped the field
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