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Metamouse: specifying graphical procedures by example 元鼠标:通过示例指定图形化过程
D. Maulsby, I. Witten, Kenneth A. Kittlitz
Metamouse is a device enabling the user of a drawing program to specify graphical procedures by supplying example execution traces. The user manipulates objects directly on the screen, creating graphical tools where necessary to help make constraints explicit; the system records the sequence of actions and induces a procedure. Generalization is used both to identify the key features of individual program steps, disregarding coincidental events; and to connect the steps into a program graph, creating loops and conditional branches as appropriate. Metamouse operates within a 2D click-and-drag drafting package, and incorporates a strong model of the relative importance of different types of graphical constraint. Close attention is paid to user interface aspects, and Metamouse helps the user by predicting and performing actions, thus reducing the tedium of repetitive graphical editing tasks.
Metamouse是一种设备,它使绘图程序的用户能够通过提供示例执行跟踪来指定图形化过程。用户直接在屏幕上操作对象,在必要的地方创建图形工具,帮助明确约束条件;系统记录动作的顺序并归纳出一个程序。泛化用于识别单个程序步骤的关键特征,忽略巧合事件;并将这些步骤连接到程序图中,根据需要创建循环和条件分支。Metamouse在2D点击-拖动绘图包中运行,并结合了不同类型图形约束的相对重要性的强大模型。密切关注用户界面方面,Metamouse通过预测和执行操作来帮助用户,从而减少重复图形编辑任务的乏味感。
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引用次数: 122
Separable image warping with spatial lookup tables 具有空间查找表的可分离图像变形
G. Wolberg, T. Boult
Image warping refers to the 2-D resampling of a source image onto a target image. In the general case, this requires costly 2-D filtering operations. Simplifications are possible when the warp can be expressed as a cascade of orthogonal 1-D transformations. In these cases, separable transformations have been introduced to realize large performance gains. The central ideas in this area were formulated in the 2-pass algorithm by Catmull and Smith. Although that method applies over an important class of transformations, there are intrinsic problems which limit its usefulness.The goal of this work is to extend the 2-pass approach to handle arbitrary spatial mapping functions. We address the difficulties intrinsic to 2-pass scanline algorithms: bottlenecking, foldovers, and the lack of closed-form inverse solutions. These problems are shown to be resolved in a general, efficient, separable technique, with graceful degradation for transformations of increasing complexity.
图像翘曲是指将源图像二维重采样到目标图像上。在一般情况下,这需要昂贵的二维滤波操作。当翘曲可以表示为正交一维变换的级联时,简化是可能的。在这些情况下,引入了可分离转换来实现较大的性能提升。这一领域的核心思想是由Catmull和Smith在2-pass算法中提出的。尽管这种方法适用于一类重要的变换,但存在一些内在的问题限制了它的实用性。这项工作的目标是扩展2-pass方法来处理任意空间映射函数。我们解决了2通道扫描线算法固有的困难:瓶颈,折叠,以及缺乏封闭形式的反解。这些问题被证明可以用一种通用的、高效的、可分离的技术来解决,并且对于日益复杂的转换具有优雅的退化。
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引用次数: 54
Curve-to-curve associations in spline-based inbetweening and sweeping 基于样条的中间和扫描中的曲线到曲线关联
R. Bartels, Ronald T. Hardock
We are concerned in this paper with associations between spline curves that will hold at all inbetween positions when the control points of these curves are used as key points for animation or sweeping. It is established that any association between two spline curves that can be expressed as the equality of two linear mappings will hold throughout an inbetweening process provided the inbetweening trajectories are coordinated splines that uniquely interpolate the control-point key positions. Multiple associations are possible, so long as the basic requirements of linearity and coordination are observed.
在本文中,我们关注的是样条曲线之间的关联,当这些曲线的控制点被用作动画或扫描的关键点时,这些曲线将保持在所有位置之间。可以确定的是,两个样条曲线之间的任何关联都可以表示为两个线性映射的等式,如果中间轨迹是唯一插值控制点关键位置的协调样条曲线,则在整个中间过程中都将保持不变。多重关联是可能的,只要遵守线性和协调的基本要求。
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引用次数: 5
Scan line display of algebraic surfaces 代数曲面的扫描线显示
T. Sederberg, A. Zundel
A robust algorithm is presented for scan line display of algebraic surfaces of arbitrary degree and topology. The algorithm correctly displays singularities of any complexity, even those missed by ray tracing or polygonization, and (for surfaces of degree less than eight) offers a significant speed improvement over ray tracing. Antialiasing can generally be accomplished very quickly. In addition to its typical function of shaded raster display, the algorithm is particularly adept at quickly plotting silhouette and intersection curves. A practical use for the algorithm is to display boolean combinations of algebraic half spaces, including blend surfaces.A new polynomial basis is introduced, referred to as the Bernstein pyramid polynomial basis, which enhances numerical stability and which simplifies several computations such as scan planesurface intersection and silhouette detection.
提出了一种鲁棒的任意度和拓扑代数曲面扫描线显示算法。该算法正确地显示任何复杂性的奇点,甚至那些被光线跟踪或多边形化错过的奇点,并且(对于度小于8的表面)提供了比光线跟踪显著的速度改进。抗锯齿通常可以很快完成。该算法除了具有典型的阴影光栅显示功能外,还特别擅长快速绘制轮廓和相交曲线。该算法的一个实际用途是显示代数半空间的布尔组合,包括混合曲面。提出了一种新的多项式基,即Bernstein金字塔多项式基,它提高了数值的稳定性,简化了扫描平面相交和轮廓检测等计算。
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引用次数: 48
Ray tracing deterministic 3-D fractals 光线追踪确定性三维分形
J. Hart, D. Sandin, L. Kauffman
As shown in 1982, Julia sets of quadratic functions as well as many other deterministic fractals exist in spaces of higher dimensionality than the complex plane. Originally a boundary-tracking algorithm was used to view these structures but required a large amount of storage space to operate. By ray tracing these objects, the storage facilities of a graphics workstation frame buffer are sufficient. A short discussion of a specific set of 3-D deterministic fractals precedes a full description of a ray-tracing algorithm applied to these objects. A comparison with the boundary-tracking method and applications to other 3-D deterministic fractals are also included.
如1982年所示,二次函数的Julia集以及许多其他确定性分形存在于比复平面更高维的空间中。最初使用边界跟踪算法来查看这些结构,但需要大量的存储空间来操作。通过光线跟踪这些对象,图形工作站帧缓冲区的存储设施就足够了。在对应用于这些对象的光线跟踪算法进行全面描述之前,对一组特定的3-D确定性分形进行简短的讨论。本文还比较了边界跟踪方法在其他三维确定性分形中的应用。
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引用次数: 136
Combinatorial analysis of ramified patterns and computer imagery of trees 树的分枝图案和计算机图像的组合分析
X. Viennot, Georges Eyrolles, N. Janey, Didier Arquds
Herein is presented a new procedural method for generating images of trees. Many other algorithms have already been proposed in the last few years focusing on particle systems, fractals, graftals and L-systems or realistic botanical models. Usually the final visual aspect of the tree depends on the development process leading to this form. Our approach differs from all the previous ones. We begin by defining a certain "measure" of the form of a tree or a branching pattern. This is done by introducing the new concept of ramification matrix of a tree. Then we give an algorithm for generating a random tree having as ramification matrix a given arbitrary stochastic triangular matrix. The geometry of the tree is defined from the combinatorial parameters implied in the analysis of the forms of trees. We obtain a method with powerful control of the final form, simple enough to produce quick designs of trees without loosing in the variety and rendering of the images. We also introduce a new rapid drawing of the leaves. The underlying combinatorics constitute a refinment of some work introduced in hydrogeology in the morphological study of river networks. The concept of ramification matrix has been used very recently in physics in the study of fractal ramified patterns.
提出了一种新的生成树木图像的程序方法。在过去几年中,已经提出了许多其他算法,重点关注粒子系统,分形,嫁接和l系统或现实植物模型。通常,树的最终视觉效果取决于导致这种形式的开发过程。我们的方法和以前的都不一样。我们首先定义树或分支模式形式的某种“度量”。这是通过引入树的分支矩阵的新概念来实现的。然后给出了一种生成分枝矩阵为给定任意随机三角矩阵的随机树的算法。树的几何形状是由树的形式分析中隐含的组合参数来定义的。我们获得了一种对最终形式具有强大控制的方法,它足够简单,可以在不丢失图像的多样性和渲染的情况下快速生成树木的设计。我们还引入了一种新的快速绘制叶子的方法。潜在的组合学是对水文地质学中引入的一些河网形态研究工作的改进。分形矩阵的概念最近才在物理学中用于分形分形图案的研究。
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引用次数: 109
Algorithms for solid noise synthesis 固体噪声合成算法
J. P. Lewis
A solid noise is a function that defines a random value at each point in space. Solid noises have immediate and powerful applications in surface texturing, stochastic modeling, and the animation of natural phenomena.Existing solid noise synthesis algorithms are surveyed and two new algorithms are presented. The first uses Wiener interpolation to interpolate random values on a discrete lattice. The second is an efficient sparse convolution algorithm. Both algorithms are developed for model-directed synthesis, in which sampling and construction of the noise occur only at points where the noise value is required, rather than over a regularly sampled region of space. The paper attempts to present the rationale for the selection of these particular algorithms.The new algorithms have advantages of efficiency, improved control over the noise power spectrum, and the absence of artifacts. The convolution algorithm additionally allows quality to be traded for efficiency without introducing obvious deterministic effects. The algorithms are particularly suitable for applications where high-quality solid noises are required. Several sample applications in stochastic modeling and solid texturing are shown.
固体噪声是一个函数,它在空间的每个点上定义一个随机值。固体噪声在表面纹理、随机建模和自然现象的动画中有着直接而强大的应用。对现有的固体噪声合成算法进行了综述,提出了两种新的算法。第一种方法使用维纳插值在离散晶格上插值随机值。二是一种高效的稀疏卷积算法。这两种算法都是为模型导向合成而开发的,其中噪声的采样和构造仅发生在需要噪声值的点上,而不是在空间的常规采样区域上。本文试图提出选择这些特定算法的基本原理。新算法具有效率高、对噪声功率谱控制好、无伪影等优点。卷积算法还允许以质量换取效率,而不会引入明显的确定性效应。该算法特别适用于需要高质量固体噪声的应用。给出了在随机建模和实体纹理中的几个应用示例。
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引用次数: 226
Real-time rendering of trimmed surfaces 修剪表面的实时渲染
A. Rockwood, Kurt Heaton, Tom Davis
Rational tensor product surfaces, (Bézier, NURBS, Hermite, polynomial, etc.) are rendered in real-time by uniform faceting. The described methods are modular and can be balanced for optimal implementation on different hardware platforms. Discretization anomalies such as angularities, Mach banding, cracking etc. are avoided by tessellating the surface patches and segmenting the trimming curves based on the view.
有理张量积曲面(b阴郁、NURBS、Hermite、多项式等)采用均匀切面的方法实时绘制。所描述的方法是模块化的,并且可以在不同的硬件平台上进行平衡以获得最佳实现。通过曲面块的镶嵌和基于视图的切边曲线分割,避免了棱角、马赫带、裂纹等离散化异常。
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引用次数: 182
Hypertexture Hypertexture
K. Perlin, Eric M. Hoffert
We model phenomena intermediate between shape and texture by using space-filling applicative functions to modulate density. The model is essentially an extension of procedural solid texture synthesis, but evaluated throughout a volumetric region instead of only at surfaces.We have been able to obtain visually realistic representations of such shape+texture (hypertexture) phenomena as hair, fur, fire, glass, fluid flow and erosion effects. We show how this is done, first by describing a set of base level functions to provide basic texture and control capability, then by combining these to synthesize various phenomena.Hypertexture exists within an intermediate region between object and not-object. We introduce a notion of generalized boolean shape operators to combine shapes having such a region.Rendering is accomplished by ray marching from the eye point through the volume to accumulate opacity along each ray. We have implemented our hypertexture rendering algorithms on a traditional serial computer, a distributed network of computers and a coarse-grain MIMD computer. Extensions to the rendering technique incorporating refraction and reflection effects are discussed.
我们利用空间填充应用函数来调节密度,对介于形状和纹理之间的现象进行建模。该模型本质上是程序实体纹理合成的扩展,但在整个体积区域而不是仅在表面进行评估。我们已经能够获得诸如头发、皮毛、火、玻璃、流体流动和侵蚀效果等形状+纹理(超纹理)现象的视觉逼真表示。我们展示了如何做到这一点,首先通过描述一组基本级别的函数来提供基本的纹理和控制能力,然后通过结合这些来合成各种现象。超纹理存在于物体和非物体之间的一个中间区域。我们引入广义布尔形状算子的概念来组合具有这样一个区域的形状。渲染是通过光线从眼点穿过体来累积每条光线的不透明度来完成的。我们已经在传统的串行计算机、分布式计算机网络和粗粒度MIMD计算机上实现了我们的超纹理渲染算法。扩展渲染技术纳入折射和反射效果进行了讨论。
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引用次数: 251
A characterization of ten rasterization techniques 十种光栅化技术的特性
N. Gharachorloo, S. Gupta, R. Sproull, I. Sutherland
With widespread use of raster scan displays and the ever-increasing desire for faster interactivity, higher image complexity, and higher resolution in displayed images, several techniques have been proposed for rasterizing primitive graphical objects. This paper characterizes the performance of these techniques and shows how they evolve for more complex images on higher resolution displays. This characterization will not only show the strengths and deficiencies of existing rasterization techniques, but will also reveal new architectures for future raster graphics systems.
随着栅格扫描显示器的广泛使用,以及对显示图像更快的交互性、更高的图像复杂性和更高的分辨率的不断增长的需求,已经提出了几种用于栅格化原始图形对象的技术。本文描述了这些技术的性能,并展示了它们如何在更高分辨率的显示器上进化为更复杂的图像。这种描述不仅会显示现有光栅化技术的优势和不足,还会揭示未来光栅图形系统的新架构。
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引用次数: 47
期刊
Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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