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Bloopers, outtakes, and horror stories of SIGGRAPH films SIGGRAPH电影的漏洞、片段和恐怖故事
Pub Date : 1989-07-01 DOI: 10.1145/77276.77289
J. Lasseter, W. Reeves, L. Carpenter, E. Ostby, Michael Wahrman, J. Blinn, Craig W. Reynolds, Chris Wedge, G. Walters, B. Kroyer
LASSETER : Were going to start about 24 seconds early. We've got really a full program here. We'd like to make one announcement first-that there's absolutely no videotapin g allowed in this session. If anybody sees someone videotaping next to him, they have the co-chair's permission to beat th e living daylights out of them. By the way, it won't matter. We have two gian t electromagnets just inside the door. When you leave we're going to turn them on. REEVES : John and I got this idea at last year's SIGGRAPH. You come to SIGGRAPH every year and go to the film show , and everything is so slick. It's just great most of the time. Bu t behind the scenes there's a lot of effort, a lot of horror storie s and a lot of bloopers. We thought we'd have a session abou t that. LASSETER : Over the past few years at Pixar, Bill, Eben and I have started saving some of our more ridiculous mistakes, such as when the rendering just doesn't go quite right and the head i s about the size of a pin. We started saving those thinking tha t some clay we'd like to show them and so we're able to sho w them here. We told AV this is about bloopers, so if they screw up , then it's all part of the show. We left the form of this sessio n open so that if Bill and I heard of some more silly thing s occurring in films that were made this year, we would add them. Since the panel was formed we've added two more speakers and I think you'll really enjoy their stories. . We'd like to start with our first speaker. Put your hands together for a big SIGGRAPH welcome for Mr. Loren Carpenter of Pixar. I've been given the dubious honor of speaking first. I don't know what that means in this situation, but the first thin g we're going to do is show you a film, Vol Libre, I did about nine years ago. There is sound on this, but I don't want it very lou d because I'm going to talk over it. There are a couple of stories with this film. It was done o n evenings and weekends at Boeing on CAD equipment that we had, and it had absolutely nothing to …
拉塞特:我们会提前24秒开始。我们这里有一个完整的项目。首先我们要宣布一件事,这次会议绝对不允许录像。如果有人看到有人在他旁边录像,他们有联合主席的许可,可以把他们揍得屁滚滚打。顺便说一下,没关系。我们在门里面有两个双电磁铁。你走的时候我们会把它们打开。里夫斯:约翰和我在去年的SIGGRAPH上有了这个想法。你每年都来SIGGRAPH看电影,一切都很顺利。大多数时候都很棒。但在幕后有很多努力,很多恐怖故事和很多失误。我们觉得应该就此开个会。拉塞特:在过去的几年里,在皮克斯,比尔、埃本和我开始避免一些更荒谬的错误,比如渲染不太正确,头部只有大头针那么大的时候。我们开始保存它们的时候想要给它们展示一些粘土所以我们可以在这里展示它们。我们跟AV说了这是关于失误的,所以如果他们搞砸了,那就都是节目的一部分。我们保留了这次会议的形式,这样如果比尔和我听到今年拍摄的电影中出现了一些更愚蠢的事情,我们就会添加它们。自从小组成立以来,我们又增加了两位演讲者,我想你们一定会喜欢他们的故事的。我们想从第一位演讲者开始。让我们一起热烈欢迎皮克斯的洛伦·卡彭特先生。我有幸第一个发言。我不知道在这种情况下这意味着什么,但我们要做的第一件事是给你们看一部电影,《自由卷》,我大约九年前拍的。这是有声音的,但我不想声音太小,因为我要讨论它。这部电影有几个故事。这是在波音公司用我们的CAD设备在晚上和周末完成的,完全没有什么……
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引用次数: 0
Physically-based modeling: past, present, and future 基于物理的建模:过去、现在和未来
Pub Date : 1989-07-01 DOI: 10.1145/77276.77287
Demetri Terzopoulos, John C. Platt, A. Barr, D. Zeltzer, A. Witkin, J. Blinn
My name is Demetri Terzopoulos and my co-chair, John Platt, and I would like to welcome you to the panel on Physically-Based Modeling -- Past, Present and Future. I'll start by introducing the panelists; the affiliations you see listed on the screen are somewhat out of date. I'm Program Leader of modeling and simulation at the Schlumberger Laboratory for Computer Science in Austin, Texas, and I was formerly at Schlumberger Palo Alto Research. I'll speak on the subject of deformable models. John Platt, formerly of Cal Tech, is now Principal Scientist at Synaptics in San Jose, California. He will be concentrating on constraints and control. Alan Barr is Assistant Professor of computer science at Cal Tech. Last year he received the computer graphics achievement award. He'll speak about teleological modeling. David Zeltzer is Associate Professor of computer graphics at the MIT Media Laboratory. He will be speaking on interactive micro worlds. Andrew Witkin, formerly of Schlumberger Palo Alto Research, is now Associate Professor of computer science at Carnegie Mellon University. He will speak about interactive dynamics. Last but not least, we have with us James Blinn, who of course needs no introduction. Formerly of JPL, he is now Associate Director of the Mathematics Project at Cal Tech. He says he'll have several random comments to make against physically-based modeling. I was also asked by the SIGGRAPH organizers to remind the audience that audio and video tape recording of this panel is not permitted. Many of you are already familiar with physically-based modeling, so I will attempt only a very simple introduction to this, in my opinion, very exciting paradigm. Physically-based techniques facilitate the creation of models capable of automatically synthesizing complex shapes and realistic motions that were, until recently, attainable only by skilled animators, if at all. Physically-based modeling adds new levels of representation to graphics objects. In addition to geometry -- forces, torques, velocities, accelerations, kinetic and potential energies, heat, and other physical quantities are used to control the creation and evolution of models. Simulated physical laws govern model behavior, and animators can guide their models using physically-based control systems. Physically-based models are responsive to one another and to the simulated physical worlds that they inhabit. We will review some past accomplishments in physically-based modeling, look at what we are doing at present, and speculate about what may happen in the near future. The best way to get a feel for physically-based modeling is through animation, so we will be showing you lots of animation as we go along. I would like to talk about deformable models, which are physically-based models of nonrigid objects. I have worked on deformable models for graphics applications primarily with Kurt Fleischer and also with John Platt and Andy Witkin. Deformable models are based on the continuum mec
可变形模型显然在计算机图形学中很有用,但它们在做逆图形时也很有用;也就是说,计算机视觉。例如,这里我们看到一个普通南瓜的图像。使用可变形管模型,我们可以从其图像重建一个南瓜的三维模型,如图所示。一旦我们从图像中重建了模型,我们就可以旋转模型以从各个方向查看它。你可以看到,我们从这张单目图像中获得了一个完整的三维模型。这是计算机视觉的一个基本目标。Kurt Fleischer, Andy Witkin, Michael Kass和我用这种基于视觉的可变形模型技术制作了一个动画,叫做《与Kurt一起烹饪》。我们想在这个制作中混合现场视频和基于物理的动画。你看到库尔特拿着三种蔬菜走进厨房。我们从一个视频帧中捕捉到可变形的壁球模型,这些真正的壁球放在桌子上——就是这个特别的场景。现在,重建的模型正在使用基于物理的技术进行动画制作。这些模型的行为就像非常原始的行动者;它们有简单的控制机制,使它们跳跃,保持平衡,并遵循精心设计的路径。你看到的碰撞和其他相互作用是通过物理定律自动计算出来的,它们看起来很真实。即使你是一个熟练的动画师,也很难手工完成这种事情。第二盘磁带将向你们展示我们目前在斯伦贝谢计算机科学实验室进行的一些基于物理的建模。基斯·沃特斯和我正在研究互动变形模型。我们现在能够在Silicon Graphics Iris 240 GTX计算机上实时计算和渲染可变形模型。例如,这是一个非线性膜的模拟,在四个角处受到约束,并在引力场中释放。看着它弹跳和摆动。这里你看到的是一个基于肉体的模型。它是一个由质量和弹簧组成的三维晶格,肌肉贯穿其中。同样,这是实时计算和显示的。你可以看到下面的肌肉显示为红线。它们一端固定在空间中,另一端连接到晶格模型的某些节点上。通过收缩肌肉,我们可以使这块厚板变形——如果你愿意,可以叫它鲸脂。我们将这个模拟作为使用可变形模型作为面部组织模型来制作面部动画的第一步。当然,肌肉模型也能塑造出良好的面部肌肉。下一个剪辑将演示实时,基于物理的面部动画在我们的SGI计算机上。这里我们可以看到脸的晶格结构。我们不把所有的内部节点都展示出来这样我们可以更清楚地看到晶格的表皮。在那里。现在我们收缩连接到嘴角一侧的颧肌——现在两个颧肌都在收缩,做出一个微笑。面部模型内部的肌肉产生力量,使肌肉变形,从而产生面部表情。现在表皮多边形显示为平面阴影。接下来我们收缩眉毛肌肉。这里表皮被平滑地遮蔽。最后,我们放松肌肉,面部恢复正常。将基于物理的建模方法应用于面部动画的一个重要原因是现实主义。例如,面部组织模型自动产生物理上真实的现象,如嘴角周围的笑纹和你在这里看到的脸颊凸起。基思上周才用我们的机器录下这段动画。我们的下一步将是开发控制过程来协调肌肉,这样面部模型就可以根据简单的命令创造出各种各样的表情。基思之前在面部动画方面的工作发表在SIGGRAPH 87上,展示了如何使用肌肉模型过程来实现这一目标。除了肌肉控制过程,我们还对声码器模型感兴趣——也就是说,基于物理的语音编码和生成模型,这样这张脸就可以和你说话了。这盘磁带马上就要结束了,所以我把讲台交给约翰·普拉特博士,他将讨论约束方法和控制。谢谢你!
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引用次数: 29
Speech and audio in window systems: when will they happen? 窗口系统中的语音和音频:何时实现?
Pub Date : 1989-07-01 DOI: 10.1145/77276.77285
B. Arons, C. Schmandt, Michael Hawley, Lester Ludwig, P. Zellweger
Good afternoon. Boy, I can't see anything out there. I assume you all can see me -- thats why these lights are here. My name is Chris Schmandt from the Media Lab at MIT. I'm co-chairing this panel with Barry Arons, who is sitting over here. It's actually quite a pleasure to co-chair this panel with Barry. We've been working together off and on for more years than I care to remember. This panel has a long ridiculous name. Basically it's about audio and window systems and workstations. I'm wearing two hats here. I'm going to spend a minute or two introducing the panel and then I'm going to spend some time talking about my own segment of the panel. We're going to try to be a panel as opposed to a series of five mini-papers that never get published. In other words, we're going to try to keep our presentations relatively short, then segue into a series of prepared questions that the panelists are going to answer amongst themselves. Then we'll open the floor up for questions. In some ways this is a very incestuous crew. We've all known each other for quite a while. We have different slants and we're actually going to try to focus on those slants a little bit. So if we disagree with each other, that doesn't necessarily mean we really hate each other. We're all friends. Where this panel is coming from is a surge of interest in audio, and multimedia, in general, in computer workstations. The Macintosh has had audio for quite a while -- you may or may not choose to call that a workstation. The NeXT computer sort of surprised people by having fairly powerful DSP and audio in and out. You'll get a demo of that later if you haven't seen it. The Sun SPARCStation has come out with some primitive digital record and playback capabilities. On the other hand, there's been interest in voice in computer workstations for years and years, and what we've seen so far is that voice really hasn't had very much success. There have been a number of products that have come and gone. What has become popular has been centralized service -- specifically voice mail. Voice mail is tied in more to a PBX -- and the interface is more like a telephone than it is a mouse and window system, in the computer workstation interface. Obviously, window systems are here to stay. We're not suggesting that audio is going to replace the graphical paradigm, but rather have to interact with it. On the other hand, everybody has a telephone. People had telephones on their desks before they had workstations, and we talk all the time at work. Voice really is a fundamental component of the way we talk, the way we interact with each other. What we're seeing in terms of the technologies showing up in these workstations is higher bit rate coding. Gone are the days of unintelligible low bit rate linear predictive coding or something like that -- except for specialized applications. Speech recognition is here, but it's in its infancy. Text-to-speech -- it's around, it's difficult to understand. You can learn
下午好。天啊,我什么都看不见。我想你们都能看到我——这就是这些灯在这里的原因。我是来自麻省理工学院媒体实验室的Chris Schmandt。我和Barry Arons共同主持这个小组,他就坐在这里。我很荣幸能和巴里共同主持这个小组。我们断断续续合作的时间我都记不清了。这个面板有一个很长很可笑的名字。基本上它是关于音频、窗口系统和工作站的。我身兼两职。我将花一两分钟的时间来介绍这个小组,然后我将花一些时间来谈谈我自己的小组。我们将努力成为一个小组,而不是一系列五篇从未发表过的迷你论文。换句话说,我们将尽量保持我们的演讲相对简短,然后进入一系列准备好的问题,由小组成员自己回答。然后我们开始提问。在某些方面,这是一群乱伦的船员。我们都认识很久了。我们有不同的倾向性,实际上我们要试着把重点放在这些倾向性上。所以,如果我们意见不一致,并不一定意味着我们真的讨厌对方。我们都是朋友。这个小组来自于对音频和多媒体的兴趣激增,一般来说,在计算机工作站。麦金塔有音频已经有一段时间了——你可能会也可能不会把它称为工作站。NeXT电脑拥有相当强大的DSP和音频输入输出功能,这让人们有些惊讶。如果你还没看过,稍后会有一个演示。Sun SPARCStation已经推出了一些原始的数字记录和播放功能。另一方面,人们对计算机工作站语音的兴趣已经有很多年了,但我们目前所看到的是语音并没有取得很大的成功。有很多产品来了又走了。现在流行的是集中式服务——尤其是语音邮件。语音邮件更多地与PBX捆绑在一起,其界面更像电话,而不是计算机工作站界面中的鼠标和窗口系统。显然,窗口系统将继续存在。我们并不是说音频将取代图像范例,而是必须与之互动。另一方面,每个人都有一部电话。在有工作站之前,人们的办公桌上就有了电话,我们在工作时一直在交谈。声音确实是我们说话方式的一个基本组成部分,是我们彼此互动的方式。我们在这些工作站中看到的技术是更高的比特率编码。难以理解的低比特率线性预测编码或类似的东西的日子已经一去不复返了——除了专门的应用程序。语音识别在这里,但它还处于起步阶段。文本转语音——它随处可见,很难理解。你可以学着去理解它。如果我们处理音频,电话显然是这个设置的一部分。我们不知道它是模拟的还是数字的。它会是普通的老式电话还是综合服务数字网?这些都是我们这节课要讨论的问题。就像我说的,我们会尽量让每个演讲者的发言时间相对较短——现在我可以戴上另一顶帽子了。(戴上玩具塑料耳机——笑声)有人问我语音识别是不是玩具。是的,它是。这是一种有趣的玩具。语音技术总的来说很有趣。我本来希望能把这段话讲给观众听。但我认为这还不够好。这其实是一个儿童玩具,在玩具反斗城卖50美元。说话者独立孤立词语音识别器-“是”,“否”,“真”和“假”。它会带你参观恐龙之类的东西。从我的角度来看,我们能用语音做什么的关键在于理解它的优点和缺点,以及伴随的用户界面需求,从而引导我们为它设计合理的应用程序。语音有一些优势。当你的手和眼睛都很忙的时候,它非常有用;你看着屏幕,手指放在鼠标上。有时这是直觉;我们在很小的时候就学会说话。即使电脑没有语音识别功能,人们也会和电脑说话。(笑声)通常都是脏话——尤其是UNIX。(笑声)声音确实主宰了人与人之间的交流。不管我们用电子邮件和传真做什么,底线是我们仍然需要花一定的时间来面对面交谈。电话无处不在。如果我能把一个普通的付费电话变成一个电脑终端,我就可以从任何地方访问。从我自己的工作来看,这表明了对电信的高度关注。 我正在构建的这种系统实际上是为了在通信环境中使用语音而设计的。另一方面,语音也有很多缺点。它非常慢。每分钟200字,每分钟150-250字。这比300波特的调制解调器还低,现在谁还用这些呢。言语是连续的。你必须按顺序听。根据定义,这是一个时变信号。它需要关注。你必须倾听正在发生的事情,而不是简单地滚动它,偶尔停止它。我对这种现象的描述是,语言是“庞大的”。是的,它占用了文件系统上的空间,但最重要的是,您不能“grep”它,您不能对它进行关键字搜索。很难归档,很难处理好它。这需要时间。最后,演讲广播。如果我的工作站和我说话,而你坐在我的办公室里,你会听到它说什么,这与以文本形式出现的情况非常不同。事实上,如果它以文本的形式出现,而我坐在屏幕前,用的是我们常用的这些小字体,我可能根本看不懂——更不用说你了。这有一些用户界面的含义。一个是,它表明我们希望,在可能的情况下,有图像访问声音。我马上会放一段视频,展示一个在X窗口系统下建立的音频界面,它的设计是为了给你一些图形化的环境,这样你就可以用鼠标四处移动,或者使用一些视觉线索来跟踪你在声音中的位置。请把第一块卷一英寸。这是一个声音小部件。
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引用次数: 0
Computer art - an oxymoron? Views from the mainstream 计算机艺术——一种矛盾修饰法?主流观点
Pub Date : 1989-07-01 DOI: 10.1145/77276.77288
D. Spencer, H. Rand, K. Huffman, P. Pearlstein, B. Riley, Will Stapp, Vivian Rainer
Hello. My name is Dorothy Spencer, and this is a special session entitled Computer Art - An Oxymoron? Views from the Mainstream.Before I introduce the panel members I want to tell you two things briefly about the session. First I'm going to tell you what the session does not focus on, and to do that I'm going to read from the SIGGRAPH 89 Show daily that came out this morning. So, for any of you that read it and came here expecting to hear museum curators, gallery owners and artists discuss the evolution of computer art as a means for artistic expression, you can go away now; we're not going to do it.What we are going to do is talk about the fact that computer generated imagery --- although it's been around for several decades, the mainstream art world has been slow to acknowledge it as a viable medium for the creation of fine art. There have been few computer art exhibitions and even fewer reviews. Like photography, is computer art going to take three-quarters of a century before it's accepted into the mainstream?Is it partially the fault of the artist? Are artists too wrapped up in the technological processes to be concerned with the aesthetic results?Does the majority of the artists using the computer not participate in regular juried shows because they feel their work is not understood?Does the technology need to be understood before the work can be judge aesthetically?These are just a few of the questions that we hope to discuss this morning and hopefully we'll have answers for. After each panelist has made his or her presentation, we'll let the panelists respond to each other's remarks before we let you people loose with questions and answers.My first panelist is Harry Rand. He's curator of painting and sculpture at the Museum of American Art in Washington, D.C. He'll be followed by Kathy Huffman, She's the director of the Institute of Contemporary Art, Boston. Followed by Philip Pearlstein, internationally-known artist and former professor of painting at Brooklyn College; Bob Riley, curator of media art, San Francisco Museum of Modern Art; Will Stapp, curator of photography of the National Portrait Gallery; and Vivian Rainer, art critic for the New York Times. We hope you enjoy the session. Thank you.
你好。我是多萝西·斯宾塞,这是一个名为“计算机艺术-矛盾修辞?”主流观点。在我介绍小组成员之前,我想简单地告诉你们关于这次会议的两件事。首先,我要告诉你会议没有关注的是什么,为了做到这一点,我将阅读今天早上发布的SIGGRAPH 89 Show daily。所以,如果你们读了这篇文章,并来到这里希望听到博物馆馆长、画廊老板和艺术家们讨论计算机艺术作为一种艺术表达方式的演变,你们现在可以走开了;我们不会这么做的。我们要做的是谈论计算机生成图像的事实——尽管它已经存在了几十年,但主流艺术界一直很慢地承认它是一种创作美术的可行媒介。很少有计算机艺术展览,评论更少。就像摄影一样,电脑艺术要经过四分之三个世纪才能被主流所接受吗?这部分是艺术家的错吗?艺术家是否过于沉迷于技术过程而忽略了美学结果?大多数使用电脑的艺术家不参加定期的评委会展览,是因为他们觉得自己的作品没有被理解吗?在对作品进行美学评判之前,是否需要先了解技术?这些只是我们希望今天上午讨论的一些问题,希望我们能找到答案。在每个小组成员做了他或她的演讲后,我们将让小组成员相互回应,然后我们让大家自由提问和回答。我的第一位小组成员是哈里·兰德。他是华盛顿美国艺术博物馆的绘画和雕塑策展人。他之后将是凯西·霍夫曼,她是波士顿当代艺术研究所的主任。紧随其后的是国际知名艺术家、前布鲁克林学院绘画教授Philip Pearlstein;鲍勃·莱利,旧金山现代艺术博物馆媒体艺术策展人;国家肖像画廊摄影策展人威尔·斯塔普(Will Stapp);以及《纽约时报》艺术评论家维维安·雷纳。我们希望你喜欢这次会议。谢谢你!
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引用次数: 2
Virtual environments and interactivity: windows to the future 虚拟环境和交互性:通向未来的窗口
Pub Date : 1989-07-01 DOI: 10.1145/77276.77278
C. Conn, J. Lanier, M. Minsky, S. Fisher, A. Druin
I really apologize. I promised everyone I would come out wearing the data suit, but it just slipped my mind and I never got around to it. Actually Marvin Minsky was saying that the thing to do would be to come out with nothing on because that would be the perfect interface to the computer. So I kind of shunned the whole thing off at that point.We just heard Nicholas Negroponte ask us -- "how do we communicate with computers?" Well, that's why this panel is here today. We'll be discussing virtual environments and interactivity with some of the people who have been doing a lot of work in this field. I was interviewing a lot of people last night at the parties about virtual environments and I realized that everyone has their own idea of what their virtual environment will be. Some want to interact more, others less. Some want little people running around on the screen bringing them all sorts of messages or images. We'll be hearing about a lot of different types of interactivity on our panel today.I'd like to point out that Margaret's slide should also include the MIT Media Lab as well as UNC.I'm going to show some tapes and do some talking later on so I'd like start of by introducing Jaron Lanier. He's the guy with the dreadlocks you've seen at the Silicon Graphics booth. He has an amazing collection of musical instruments from all over the world and when he plays them, he transports you to other times and other places. He's a designer of programming languages and he started VPL, the company that brought you the glove, Jaron.
我真的很抱歉。我答应过所有人我会穿着数据服出来,但是我忘记了,我从来没有抽出时间去做。实际上,马文·明斯基说的是,我们应该什么都不穿,因为那将是与计算机的完美接口。所以我在那个时候避开了整件事。我们刚刚听到尼葛洛庞帝问我们:“我们如何与电脑沟通?”这就是今天这个小组在这里的原因。我们将与一些在这个领域做了大量工作的人讨论虚拟环境和交互性。昨晚我在聚会上采访了很多关于虚拟环境的人,我意识到每个人对他们的虚拟环境都有自己的想法。有些人想要更多的互动,有些人想要更少的互动。有些人希望小人在屏幕上跑来跑去,给他们带来各种各样的信息或图像。在今天的小组讨论中,我们会听到很多不同类型的互动性。我想指出玛格丽特的幻灯片应该也包括麻省理工学院媒体实验室和北卡罗来纳大学。稍后我会给大家看一些录像,并做一些演讲首先我想介绍一下杰伦·拉尼尔。他就是你在Silicon Graphics展台上见过的那个留着脏辫的家伙。他收集了来自世界各地的乐器,当他演奏这些乐器时,他会把你带到其他时代和其他地方。他是编程语言的设计师,他创立了VPL,就是那个给你带来手套的公司,杰伦。
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引用次数: 50
Future directions in desktop video 桌面视频的未来方向
Pub Date : 1989-07-01 DOI: 10.1145/77276.77290
Tim Heidmann, M. MacKay, G. MacNicol, F. Wray
Good morning. My name is Tim Heidmann and I'd like to welcome you all to this panel, which is entitled Future Directions in Desktop Video, and I'd especially like to thank all you people who stayed up a little late on Thursday night to come to this panel. It's really good to see you all out there. I've gotten word that this panel is being transcribed. They're putting together a booklet, so they're taking the slides and the stills from the videos and all the things that we're saying. So I'd just like to take this opportunity to say hi to the person who's transcribing this and sorry you couldn't be here today, and I wanted to let you know that the word of the day is Neopraseodymium, and I hope you've got your scientific dictionary close by. When we first started putting this panel together, I talked to my friends who were involved in a number of different areas in video, and the question that came to the forefront very quickly is what exactly desktop video is. There's been a lot of talk about it, a lot of magazine articles. It's a good buzz word. But we all felt it incorporated a whole bunch of different areas that weren't easily put into one category. We did agree that the name of desktop video came from the field of desktop publishing. In desktop publishing, which has been a rapidly growing field in the past few years, the whole point is that we've got a computer bringing together elements from the outside world, creating elements inside the computer, putting them all together and coming up with a final product. The point is it's all done inside the computer. Again, it does the things that computers do really well -- like text editing and graphics design and layout. And it was made possible by the fact that these high quality printers -- laser printers -- had come out that you could produce a very high quality output from it. Well, on the video side, there is a similar development. That is, it's possible now to make video animation completely within the computer. There are software packages for modeling objects, for creating animation, for rendering very high quality images and outputting them directly to tape. And I guess you could call that desktop video. You're doing the same thing as you're doing in desktop publishing, but now you're producing videotape and animation. But really what's happening in video is a lot bigger than that. I've kind of come up with this map. If you look at the entire video process, you can split it into four parts. The first being creating the elements, which I've called Source here. Now that would include such applications as computer graphics, generated completely inside the computer, but also things like pointing a camera at someone or something, things like medical imaging. Basically the creation of the images. The second step would be assembling those images and probably some audio into a master video production. Just about everything you do in video involves some sort editing to it, even if it's just putting a t
早上好。我叫Tim Heidmann欢迎大家来到这个名为“桌面视频的未来发展方向”的小组讨论,我特别要感谢所有周四晚上熬夜来参加这个小组讨论的人。很高兴在外面见到你们。我听说这个小组正在被转录。他们正在整理一本小册子,所以他们会从视频中取出幻灯片和剧照以及我们所说的所有东西。所以我想借此机会向抄写这篇文章的人打个招呼很抱歉你们今天不能来,我想让你们知道今天的单词是新镨化合物,我希望你们手边有科学词典。当我们第一次开始组织这个小组的时候,我和我的朋友们聊了聊他们在视频的许多不同领域都有工作,很快就出现了一个问题,那就是桌面视频到底是什么。有很多关于它的讨论,很多杂志文章。这是一个很好的流行语。但我们都觉得它包含了一大堆不同的领域,这些领域不容易归为一类。我们确实同意桌面视频的名称来自桌面出版领域。桌面出版在过去的几年里发展迅速,关键是我们有一台电脑,它把外部世界的元素集合在一起,在电脑内部创造元素,把它们放在一起,最后形成一个最终的产品。关键是这一切都是在电脑里完成的。再一次,它做了电脑做得很好的事情——比如文本编辑、图形设计和布局。这是由于这些高质量的打印机——激光打印机——的出现,你可以从中产生非常高质量的输出。在视频方面,也有类似的发展。也就是说,现在完全可以在电脑里制作视频动画了。有用于建模对象的软件包,用于创建动画的软件包,用于渲染非常高质量的图像并将它们直接输出到磁带。我猜你可以称之为桌面视频。你所做的事情与你在桌面出版中所做的事情是一样的,但现在你正在制作录像带和动画。但真正发生在视频领域的事情远不止这些。我想出了这张地图。如果你看整个视频过程,你可以把它分成四个部分。第一个是创建元素,这里我称之为Source。现在这将包括像计算机图形这样的应用,完全在计算机内部生成,但也包括像把相机对准某人或某事,比如医学成像。基本上是图像的创建。第二步是将这些图像和一些音频组合成一个主视频产品。几乎你在视频中所做的一切都涉及到某种编辑,即使只是在开头放一个标题。第三个方面是分布。这些图像是如何传播到外部世界的?很多时候,它只是制作了很多VHS副本,然后寄给你的朋友。最后一个问题是你如何看待这盘录像带?如何在应用程序中使用视频?我们今天要讨论的,当我们讨论桌面视频时,实际上就是所有这些领域。今天的演讲者有许多不同的背景。我们会用很多不同的方法来解决这个问题。基本上我们今天做这个小组讨论的原因以及为什么它现在很重要是因为有很多的发展将视频带入更多的应用领域。人们对视频能做些什么很感兴趣,想知道正在发生什么,有什么发展。具体来说,我们看到的是更高质量的消费格式的出现。也就是说,录像机,播放器,可以以消费者负担得起的价格买到,但质量足够高,可以让你复制和编辑比VHS或普通的8毫米更好一点。计算机图形硬件和软件正变得越来越便宜,越来越容易获得。事实上,你可以为这些新的消费格式购买编辑设备,不用去后期制作公司,就能很好地制作出最终的录像带。新的分发方法和集成的视频应用程序,如DVI,允许更广泛地使用视频。所以有更多的动机去生产这些东西。这些都是我们今天要讨论的领域,记住这张地图,我想如果我们能把我们将要讨论的不同的东西和这张地图联系起来,也许就能说得通了。我想介绍今天的第一位演讲者迈克尔·麦凯,他目前就职于索尼高级视频技术中心,之前就职于Diaquest;之前在雅达利研究公司。 Michael在计算机图形学、视频制作、交互式视频应用方面有很强的背景,我就不多说了。
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引用次数: 0
Preparing for the future 为未来做准备
Pub Date : 1989-07-01 DOI: 10.1145/77276.77293
M. Palazzi, Wayne Carlson, R. Lucas, M. Schweppe, M. Yanilmaz
Welcome to Preparing for the Future, a panel on educational issues in computer graphics. The field of computer graphics education, as no other, combines the disciplines of science and art, and in this sense presents computer graphics instructors in both art and science with some unique problems not faced by their counterparts in other fields.As computer graphics courses become a standard addition in art and science curricula, the way in which we prepare students for this evolutionary field is changing.This panel explores the methods of establishing computer graphics curriculum and maintaining these programs. Panel members will share curricula developments and goals, its integration with existing courses, plan growth, raising monetary resources, hardware and software selection, and various educational issues.This session's panelists come from varied backgrounds -- private and public institutions with limited and unlimited resources to share their experiences with you.The first panelist will be Wayne Carlson, an assistant professor in the department of computer and information science at the Ohio State University.
欢迎来到为未来做准备,这是一个关于计算机图形学教育问题的小组讨论。计算机图形学教育领域与其他领域不同,它结合了科学和艺术的学科,从这个意义上讲,艺术和科学领域的计算机图形学教师都面临着其他领域的同行所没有面临的一些独特问题。随着计算机图形学课程成为艺术和科学课程的标准补充,我们为学生准备这个不断发展的领域的方式正在发生变化。这个小组探讨了建立计算机图形学课程和维护这些程序的方法。小组成员将分享课程的发展和目标,与现有课程的整合,计划增长,筹集资金资源,硬件和软件的选择,以及各种教育问题。本次会议的小组成员来自不同的背景——拥有有限和无限资源的私营和公共机构,与您分享他们的经验。第一个小组成员是Wayne Carlson,俄亥俄州立大学计算机和信息科学系的助理教授。
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引用次数: 0
期刊
ACM SIGGRAPH 89 Panel Proceedings
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