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Voxel space automata: modeling with stochastic growth processes in voxel space 体素空间自动机:在体素空间中使用随机生长过程建模
Ned Greene
A novel stochastic modeling technique is described which operates on a voxel data base in which objects are represented as collections of voxel records. Models are "grown" from predefined geometric elements according to rules based on simple relationships like intersection, proximity, and occlusion which can be evaluated more quickly and easily in voxel space than with analytic geometry. Growth is probabilistic: multiple trials are attempted in which an element's position and orientation are randomly perturbed, and the trial which best fits a set of rules is selected. The term voxel space automata is introduced to describe growth processes that sense and react to a voxel environment.Applications include simulation of plant growth, for which voxel representation facilitates sensing the environment. Illumination can be efficiently estimated at each plant "node" at each growth iteration by casting rays into the voxel environment, allowing accurate simulation of reaction to light including heliotropism.
描述了一种新的随机建模技术,该技术在体素数据库上运行,其中对象被表示为体素记录的集合。模型是根据基于简单关系的规则从预定义的几何元素中“生长”出来的,如相交、接近和遮挡,这些规则可以在体素空间中比在解析几何中更快、更容易地进行评估。生长是概率性的:尝试多次试验,其中一个元素的位置和方向被随机打乱,然后选择最适合一组规则的试验。体素空间自动机这一术语是用来描述对体素环境进行感知和反应的生长过程。应用包括植物生长模拟,其中体素表示有助于感知环境。通过将光线投射到体素环境中,可以在每次生长迭代中有效地估计每个植物“节点”的照明,从而精确模拟对光的反应,包括向日性。
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引用次数: 191
A two-view approach to constructing user interfaces 构造用户界面的双视图方法
Gideon Avrahami, Kenneth P. Brooks, Marc H. Brown
This paper describes a system for constructing graphical user interfaces following a two-view paradigm: one view contains a textual representation of the interface in a special-purpose, "little" language, and the other view contains a direct manipulation, interactive editor for the user interface. The user interface can be edited in either view, and the changes are reflected in the other view. The language allows dialog boxes to be expressed in a simple and natural way, and has a well-defined mapping into the interactive editor. A base set of interactors is currently available, but the system can be easily extended with more interactors. We believe this approach to building user interfaces combines the advantages of the direct manipulation, WYSIWYG approach with the advantages of the textual, descriptive approach, and does not suffer from the limitations of either approach.
本文描述了一个基于双视图范式构建图形用户界面的系统:一个视图包含用特殊用途的“小”语言表示的界面文本,另一个视图包含用户界面的直接操作交互式编辑器。用户界面可以在任意一个视图中进行编辑,更改将反映在另一个视图中。该语言允许以简单而自然的方式表达对话框,并具有良好定义的到交互式编辑器的映射。目前有一组基本的交互器可用,但是系统可以很容易地扩展到更多的交互器。我们相信这种构建用户界面的方法结合了直接操作、所见即所得方法的优点和文本描述方法的优点,并且没有任何一种方法的局限性。
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引用次数: 100
A general two-pass method integrating specular and diffuse reflection 一种综合镜面反射和漫反射的一般两通道方法
F. Sillion, C. Puech
We analyse some recent approaches to the global illumination problem by introducing the corresponding reflection operators, and we demonstrate the advantages of a two-pass method. A generalization of the system introduced by Wallace et al. at Siggraph '87 to integrate diffuse as well as specular effects is presented. It is based on the calculation of extended form-factors, which allows arbitrary geometries to be used in the scene description, as well as refraction effects. We also present a new sampling method for the calculation of form-factors, which is an alternative to the hemi-cube technique introduced by Cohen and Greenberg for radiosity calculations. This method is particularly well suited to the extended form-factors calculation. The problem of interactive display of the picture being created is also addressed by using hardware-assisted projections and image composition to recreate a complete specular view of the scene.
通过引入相应的反射算子,分析了近年来解决全局光照问题的几种方法,并证明了双通道方法的优点。本文介绍了Wallace等人在Siggraph '87中引入的系统的推广,以整合漫射和镜面效应。它基于扩展形状因子的计算,允许在场景描述中使用任意几何形状,以及折射效果。我们还提出了一种用于计算形状因子的新采样方法,这是Cohen和Greenberg引入的用于辐射计算的半立方体技术的替代方法。这种方法特别适合于扩展形状因子的计算。正在创建的图像的交互式显示问题也通过使用硬件辅助投影和图像合成来重新创建场景的完整镜面视图来解决。
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引用次数: 314
An efficient algorithm for hidden surface removal 一种有效的隐曲面去除算法
K. Mulmuley
We give an efficient, randomized hidden surface removal algorithm, with the best time complexity so far. A distinguishing feature of this algorithm is that the expected time spent by this algorithm on junctions which are at the "obstruction level" l, with respect to the viewer, is inversely proportional to l. This provably holds for any input, regardless of the way in which faces are located in the scene, because the expectation is with respect to randomization in the algorithm, and does not depend on the input. In practice, this means that the time complexity is roughly proportional to the size of the actually visible output times logarithm of the average depth complexity of the scene (this logarithm is very small generally).
我们给出了一种有效的、随机化的隐表面去除算法,该算法具有最佳的时间复杂度。该算法的一个显著特征是,该算法在“障碍物级别”l的交叉点上花费的预期时间,相对于观看者而言,与l成反比。这可以证明适用于任何输入,无论人脸在场景中的位置如何,因为期望与算法中的随机化有关,而不依赖于输入。在实践中,这意味着时间复杂度大致与实际可见输出的大小乘以场景平均深度复杂度的对数成正比(这个对数通常非常小)。
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引用次数: 82
A Ray tracing algorithm for progressive radiosity 渐进式射线追踪算法
Michael F. Cohen, D. Greenberg, Shenchang Eric Chen, John R. Wallace, John R. Wallace, K. Elmquist
A new method for computing form-factors within a progressive radiosity approach is presented. Previously, the progressive radiosity approach has depended on the use of the hemi-cube algorithm to determine form-factors. However, sampling problems inherent in the hemi-cube algorithm limit its usefulness for complex images. A more robust approach is described in which ray tracing is used to perform the numerical integration of the form-factor equation. The approach is tailored to provide good, approximate results for a low number of rays, while still providing a smooth continuum of increasing accuracy for higher numbers of rays. Quantitative comparisons between analytically derived form-factors and ray traced form-factors are presented.
提出了一种基于渐进式辐射法计算形状因子的新方法。以前,渐进式辐射方法依赖于使用半立方算法来确定形状因素。然而,半立方算法固有的采样问题限制了它对复杂图像的适用性。描述了一种更健壮的方法,其中光线追踪用于执行形状因子方程的数值积分。该方法是量身定制的,以提供良好的,近似的结果,为低数量的射线,同时仍然提供一个平滑的连续体,提高精度的射线数。给出了解析导出的形状因子和射线追踪的形状因子之间的定量比较。
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引用次数: 295
Improving radiosity solutions through the use of analytically determined form-factors 通过使用分析确定的形状因子来改进辐射解决方案
D. Baum, H. Rushmeier, J. Winget, G. Woodruff
Current radiosity methods rely on the calculation of geometric factors, known as form-factors, which describe energy exchange between pairs of surfaces in the environment. The most computationally efficient method for form-factor generation is a numerical technique known as the hemi-cube algorithm. Use of the hemi-cube is based on assumptions about the geometry of the surfaces involved. First, this paper examines the types of errors and visual artifacts that result when these assumptions are violated. Second, the paper shows that these errors occur more frequently in progressive refinement radiosity than in the originally proposed full matrix radiosity solution. Next, a new analytical technique for determining form-factors that is immune to the errors of the hemi-cube algorithm is introduced. Finally, a hybrid progressive refinement method that invokes the new technique to correctly compute form-factors when hemi-cube assumptions are violated is presented.
目前的辐射度方法依赖于几何因子的计算,即形状因子,它描述了环境中一对对表面之间的能量交换。形状因子生成的最有效的计算方法是一种称为半立方算法的数值技术。半立方体的使用是基于对所涉及表面几何形状的假设。首先,本文检查了当这些假设被违反时产生的错误和视觉伪影的类型。其次,本文表明,这些误差在渐进式细化辐射中比在最初提出的全矩阵辐射解中更频繁地出现。其次,介绍了一种新的确定形状因子的分析技术,该技术不受半立方算法误差的影响。最后,提出了一种混合递进改进方法,该方法利用新技术在违反半立方体假设时正确计算形状因子。
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引用次数: 220
Accurate color reproduction for computer graphics applications 用于计算机图形应用的精确色彩再现
Bruce J. Lindbloom
A method is presented for accurate color reproduction among a wide variety of display devices. The method is very general, in that it may be applied to virtually any color display device. Its generality has been demonstrated by application to color monitors, film recorders, electronic pre-press systems and color hardcopy devices. The algorithm has been used to accurately translate between device dependent and device independent color specifications and to translate from one device dependent color specification to another.The method separates the color reproduction process into two distinct components: device characterization, which accounts for the colorimetric properties of each class of display device, and device calibration, which accounts for local variations from one instance of a device to another.A companded RGB color space is introduced, which is used with trivariate parametric polynomial volumes (i.e. hyperpatches) to perform accurate color transformations.A color separation algorithm is presented which converts companded RGB to and from the subtractive printing colors (cyan, magenta, yellow, black) using gray component replacement.
提出了一种在多种显示设备中实现准确色彩再现的方法。该方法是非常通用的,因为它可以应用于几乎任何彩色显示设备。在彩色监视器、胶片录像机、电子印前系统和彩色硬拷贝设备上的应用证明了其通用性。该算法已被用于在设备相关和设备无关的颜色规范之间准确转换,并从一种设备相关的颜色规范转换到另一种设备相关的颜色规范。该方法将颜色再现过程分为两个不同的部分:设备表征,这说明了每一类显示设备的比色特性,以及设备校准,这说明了从一个设备实例到另一个设备实例的局部变化。引入了一种压缩的RGB颜色空间,它与三元参数多项式体积(即超补丁)一起使用来执行精确的颜色转换。提出了一种利用灰色分量替换将对比RGB转换为相减印刷颜色(青色、品红、黄色、黑色)的分色算法。
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引用次数: 34
Goal-directed, dynamic animation of human walking 目标导向的,人类行走的动态动画
Armin Bruderlin, T. Calvert
This paper presents a hybrid approach to the animation of human locomotion which combines goal-directed and dynamic motion control. Knowledge about a locomotion cycle is incorporated into a hierarchical control process. The desired locomotion is conveniently specified at the top level as a task (e.g. walk at speed v), which is then decomposed by application of the concepts of step symmetry and state-phase-timings. As a result of this decomposition, the forces and torques that drive the dynamic model of the legs are determined by numerical approximation techniques. Rather than relying on a general dynamic model, the equations of motion of the legs are tailored to locomotion and analytically constrained to allow for only a specific range of movements. The dynamics of the legs produce a generic, natural locomotion pattern which is visually upgraded by some kinematic "cosmetics" derived from such principles as virtual leg and determinants of gait. A system has been implemented based on these principles and has shown that when a few parameters, such as velocity, step length and step frequency are specified, a wide variety of human walks can be generated in almost real-time.
提出了一种目标导向与动态运动控制相结合的人体运动动画的混合方法。关于运动周期的知识被纳入分层控制过程。期望的运动在顶层被方便地指定为一个任务(例如以速度v行走),然后通过应用步长对称和状态-相位定时的概念对其进行分解。由于这种分解,驱动腿的动态模型的力和扭矩由数值近似技术确定。而不是依赖于一般的动态模型,腿的运动方程是量身定制的运动和分析约束,只允许特定范围的运动。腿的动力学产生了一种通用的、自然的运动模式,这种模式通过一些运动学“化妆品”在视觉上进行了升级,这些“化妆品”来源于虚拟腿和步态决定因素等原则。一个基于这些原理的系统已经实现,并表明当几个参数,如速度,步长和步频被指定时,可以几乎实时地生成各种各样的人类行走。
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引用次数: 395
Computer graphics visualization for acoustic simulation 声学模拟的计算机图形可视化
A. Stettner, D. Greenberg
Computer simulations can be used to generate the spatial and temporal data describing the acoustical behavior of performance halls, but typically the analytical results are difficult to assimilate and compare. By using computer graphics to display the multi-dimensional data, substantially greater amounts of information than that conveyed by standard techniques can be communicated to the designer. This allows designs of different acoustical spaces to be tested, evaluated, and compared.An example comparing the acoustical behavior of three different concert halls demonstrates these techniques and allows for the simultaneous assimilation of much of the information necessary to evaluate the acoustical nature of a space. The use of three-dimensional images, color, animation and abstract representation allows for the comprehension of the complex results of a scientific simulation. Specifically, the simultaneous display of particular icons familiar to the discipline enabled the simultaneous presentation of up to twelve parameters.From a more general point of view, the procedures demonstrate how computer graphics can be utilized for the portrayal of multi-dimensional time dependent data. The visualization techniques are potentially useful for the display of three-dimensional vector fields in many scientific and design applications.
计算机模拟可以用来生成描述表演大厅声学行为的空间和时间数据,但通常分析结果难以同化和比较。通过使用计算机图形来显示多维数据,可以将比标准技术所传达的信息量大得多的信息传达给设计者。这样就可以对不同声学空间的设计进行测试、评估和比较。一个比较三个不同音乐厅声学特性的例子展示了这些技术,并允许同时吸收许多必要的信息来评估空间的声学特性。三维图像、色彩、动画和抽象表示的使用使科学模拟的复杂结果得以理解。具体地说,同时显示该学科熟悉的特定图标使同时显示多达十二个参数成为可能。从更一般的角度来看,这些程序演示了如何利用计算机图形来描绘多维时间相关数据。可视化技术在许多科学和设计应用中对三维矢量场的显示具有潜在的用途。
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引用次数: 51
Rendering fur with three dimensional textures 渲染皮毛与三维纹理
J. Kajiya, Timothy L. Kay
We present a method for rendering scenes with fine detail via an object called a texel, a rendering primitive inspired by volume densities mixed with anisotropic lighting models. This technique solves a long outstanding problem in image synthesis: the rendering of furry surfaces.
我们提出了一种通过被称为texel的对象来渲染具有精细细节的场景的方法,texel是一种由混合了各向异性照明模型的体积密度启发的渲染原语。该技术解决了图像合成中一个长期存在的突出问题:皮毛表面的渲染。
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引用次数: 630
期刊
Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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