This paper is concerned with the teaching of interactive computer graphics. It provides a short overview of two influential constructivist epistemologies and describes a preliminary attempt to apply them in practical graphics education.
{"title":"Teaching computer graphics constructively","authors":"Gustav Taxén","doi":"10.1145/965106.965110","DOIUrl":"https://doi.org/10.1145/965106.965110","url":null,"abstract":"This paper is concerned with the teaching of interactive computer graphics. It provides a short overview of two influential constructivist epistemologies and describes a preliminary attempt to apply them in practical graphics education.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"86 1","pages":"393-399"},"PeriodicalIF":0.0,"publicationDate":"2003-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73049531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Polynomiography is the art and science of visualization in approximation of zeros of complex polynomials. Informally speaking polynomiography allows one to take colorful pictures of polynomials. These images can subsequently be recolored in many ways using one's own creativity and artistry. It has tremendous applications in visual arts, education, and science. The paper describes some of these applications. From the artistic point of view polynomiography can be used to create quite a diverse set of images reminiscent of the intricate patterning of carpets and elegant fabrics; abstract expressionist and minimalist art; and even images that resemble cartoon characters. From the educational point of view polynomiography can be used to teach mathematical concepts, theorems, and algorithms, e.g. the algebra and geometry of complex numbers; the notions of convergence, and continuity; geometric constructs such as Voronoi regions; and modern notions such as fractals. From the scientific point of view it provides not only a tool for viewing polynomials, present in virtually every branch of science, but also a tool to discover new theorems.
{"title":"Polynomiography and applications in art, education, and science","authors":"B. Kalantari","doi":"10.1145/965106.965108","DOIUrl":"https://doi.org/10.1145/965106.965108","url":null,"abstract":"Polynomiography is the art and science of visualization in approximation of zeros of complex polynomials. Informally speaking polynomiography allows one to take colorful pictures of polynomials. These images can subsequently be recolored in many ways using one's own creativity and artistry. It has tremendous applications in visual arts, education, and science. The paper describes some of these applications. From the artistic point of view polynomiography can be used to create quite a diverse set of images reminiscent of the intricate patterning of carpets and elegant fabrics; abstract expressionist and minimalist art; and even images that resemble cartoon characters. From the educational point of view polynomiography can be used to teach mathematical concepts, theorems, and algorithms, e.g. the algebra and geometry of complex numbers; the notions of convergence, and continuity; geometric constructs such as Voronoi regions; and modern notions such as fractals. From the scientific point of view it provides not only a tool for viewing polynomials, present in virtually every branch of science, but also a tool to discover new theorems.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"28 1","pages":"417-430"},"PeriodicalIF":0.0,"publicationDate":"2003-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81871546","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Construct3D is a three-dimensional geometric construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system "Studierstube." We describe our efforts in developing a system for the improvement of spatial abilities and maximization of transfer of learning. In order to support various teacher-student interaction scenarios we implemented flexible methods for context and user dependent rendering of parts of the construction. Together with hybrid hardware setups they allow the use of Construct3D in today's classrooms and provide a test bed for future evaluations. Means of application and integration in mathematics and geometry education at the high school, as well as the university, level are being discussed. Anecdotal evidence supports our claim that Construct3D is easy to learn, encourages experimentation with geometric constructions, and improves spatial skills.
{"title":"Mathematics and geometry education with collaborative augmented reality","authors":"H. Kaufmann, D. Schmalstieg","doi":"10.1145/1242073.1242086","DOIUrl":"https://doi.org/10.1145/1242073.1242086","url":null,"abstract":"Construct3D is a three-dimensional geometric construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system \"Studierstube.\" We describe our efforts in developing a system for the improvement of spatial abilities and maximization of transfer of learning. In order to support various teacher-student interaction scenarios we implemented flexible methods for context and user dependent rendering of parts of the construction. Together with hybrid hardware setups they allow the use of Construct3D in today's classrooms and provide a test bed for future evaluations. Means of application and integration in mathematics and geometry education at the high school, as well as the university, level are being discussed. Anecdotal evidence supports our claim that Construct3D is easy to learn, encourages experimentation with geometric constructions, and improves spatial skills.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"354 1","pages":"339-345"},"PeriodicalIF":0.0,"publicationDate":"2002-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76476761","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David S. Ebert, Randall M Rohrer, Christopher D Shaw, Pradyut Panda, James M. Kukla, D. Roberts
Visualization of multi-dimensional data is a challenging task. The goal is not the display of multiple data dimensions, but user comprehension of the multi-dimensional data. This paper explores several techniques for perceptually motivated procedural generation of shapes to increase the comprehension of multi-dimensional data. Our glyph-based system allows the visualization of both regular and irregular grids of volumetric data. A glyph’s location, 3D size, color, and opacity encode up to 8 attributes of scalar data per glyph. We have extended the system’s capabilities to explore shape variation as a visualization attribute. We use procedural shape generation techniques because they allow flexibility, data abstraction, and freedom from specification of detailed shapes. We have explored three procedural shape generation techniques: fractal detail generation, superquadrics, and implicit surfaces. These techniques allow from 1 to 14 additional data dimensions to be visualized using glyph shape.
{"title":"Procedural Shape Generation for Multi-dimensional Data Visualization","authors":"David S. Ebert, Randall M Rohrer, Christopher D Shaw, Pradyut Panda, James M. Kukla, D. Roberts","doi":"10.2312/vissym19991017","DOIUrl":"https://doi.org/10.2312/vissym19991017","url":null,"abstract":"Visualization of multi-dimensional data is a challenging task. The goal is not the display of multiple data dimensions, but user comprehension of the multi-dimensional data. This paper explores several techniques for perceptually motivated procedural generation of shapes to increase the comprehension of multi-dimensional data. Our glyph-based system allows the visualization of both regular and irregular grids of volumetric data. A glyph’s location, 3D size, color, and opacity encode up to 8 attributes of scalar data per glyph. We have extended the system’s capabilities to explore shape variation as a visualization attribute. We use procedural shape generation techniques because they allow flexibility, data abstraction, and freedom from specification of detailed shapes. We have explored three procedural shape generation techniques: fractal detail generation, superquadrics, and implicit surfaces. These techniques allow from 1 to 14 additional data dimensions to be visualized using glyph shape.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"11 1","pages":"375-384"},"PeriodicalIF":0.0,"publicationDate":"2000-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78792115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1995-08-28DOI: 10.2312/EGGH/EGGH95/033-040
G. Knittel, A. Schilling, A. Kugler, W. Straßer
Abstract Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory bandwidth requirements on the graphics system. Tight cost frames in the industry in conjunction with ever increasing user expectations make the design of a powerful texture mapping unit a difficult task. To meet these requirements we follow two different approaches. On the technology side, we observe a rapidly emerging technology which offers the combination of enormous transfer rates and computing power: logic-embedded memories. On the algorithmic side, a common way to reduce data traffic is image compression. Its application to texture mapping, however, is difficult since the decompression must be done at pixel frequency. In this work we will focus on the latter approach, describing the use of a specific compression scheme for texture mapping. It allows the use of a very simple and fast decompression hardware, bringing high performance texture mapping to low-cost systems.
{"title":"Hardware for Superior Texture Performance","authors":"G. Knittel, A. Schilling, A. Kugler, W. Straßer","doi":"10.2312/EGGH/EGGH95/033-040","DOIUrl":"https://doi.org/10.2312/EGGH/EGGH95/033-040","url":null,"abstract":"Abstract Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. Unfortunately, this imposes high computational demands and, even worse, tremendous memory bandwidth requirements on the graphics system. Tight cost frames in the industry in conjunction with ever increasing user expectations make the design of a powerful texture mapping unit a difficult task. To meet these requirements we follow two different approaches. On the technology side, we observe a rapidly emerging technology which offers the combination of enormous transfer rates and computing power: logic-embedded memories. On the algorithmic side, a common way to reduce data traffic is image compression. Its application to texture mapping, however, is difficult since the decompression must be done at pixel frequency. In this work we will focus on the latter approach, describing the use of a specific compression scheme for texture mapping. It allows the use of a very simple and fast decompression hardware, bringing high performance texture mapping to low-cost systems.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"40 1","pages":"475-481"},"PeriodicalIF":0.0,"publicationDate":"1995-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87445598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Immersing the user in the solution, virtual reality reveals the spatially complex structures in computational science in a way that makes them easy to understand and study. But beyond adding a 3D interface, virtual reality also means greater computational complexity.
{"title":"Virtual reality in scientific visualization","authors":"S. Bryson","doi":"10.1145/229459.229467","DOIUrl":"https://doi.org/10.1145/229459.229467","url":null,"abstract":"Immersing the user in the solution, virtual reality reveals the spatially complex structures in computational science in a way that makes them easy to understand and study. But beyond adding a 3D interface, virtual reality also means greater computational complexity.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"49 1","pages":"679-685"},"PeriodicalIF":0.0,"publicationDate":"1993-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80120409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Perspective mapping of planar textures is discussed along two directions.First we study the perspective mapping of a plane onto another plane. We show that the point to point computation involved can be broken down to a simple 2-D homology compounded with two 2-D rotations. Such a result is very useful to speed up texture mapping.Second we study how to render texture mapping most accurate according to digital signal theory. We define a new methodology for filtering using the inverse of the linear transformation tangent to the perspective at each pixel.Extensions can be made to a large class of patches and of surface transforms.
{"title":"Perspective mapping of planar textures","authors":"Michel Gangnet, D. Perny, P. Coueignoux","doi":"10.1145/988468.988470","DOIUrl":"https://doi.org/10.1145/988468.988470","url":null,"abstract":"Perspective mapping of planar textures is discussed along two directions.First we study the perspective mapping of a plane onto another plane. We show that the point to point computation involved can be broken down to a simple 2-D homology compounded with two 2-D rotations. Such a result is very useful to speed up texture mapping.Second we study how to render texture mapping most accurate according to digital signal theory. We define a new methodology for filtering using the inverse of the linear transformation tangent to the perspective at each pixel.Extensions can be made to a large class of patches and of surface transforms.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"3 1","pages":"115-123"},"PeriodicalIF":0.0,"publicationDate":"1982-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88221408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The modeling system described in this paper was developed in conjunction with computer program called STACRB that was developed in the CURT research project at the University of Pennsylvania. In essence, the static behavior of horizontally curved and straight aligned bridge structures.The modeling system communicates with the user through a problem oriented language. The commands in this language allow the user to define the parameters that characterize the structure, modify an already completed for a structure. The commands are entered in free format and are executed interpretively, thus allowing the user to communicate with the system in a conversational mode. The user may also enter the command on punched cards and execute the routine as a non-conversational batch job. The modeling system can be used to either control the analysis or operate independently from it. In the former case, the modeling system synthesizes the structure, then calls on the STACRB program to analyze it. When the analysis is completed, the control is returned to the modeling system to interpret the results of the analysis according to the commands supplied by the user. In the latter case, the results from the modeling procedure alone are punched onto cards which may subsequently be inputted to the analysis routine.The modeling system also includes facilities for graphical displays of components of the designed structure such as structure geometry and element discretization or results of analysis such as nodal deflections, reactions and element stresses. The displays may be produced either on the line printer for conversational purposes or on a CALCOMP plotter.The overall increased efficiency introduced by the modeling system in the analysis/design cycle of a bridge structure is quite significant.
{"title":"Interactive modeling system for bridges","authors":"S. Shore, John L. Wilson, Gholam A. Semsarzadeh","doi":"10.1145/563182.563234","DOIUrl":"https://doi.org/10.1145/563182.563234","url":null,"abstract":"The modeling system described in this paper was developed in conjunction with computer program called STACRB that was developed in the CURT research project at the University of Pennsylvania. In essence, the static behavior of horizontally curved and straight aligned bridge structures.The modeling system communicates with the user through a problem oriented language. The commands in this language allow the user to define the parameters that characterize the structure, modify an already completed for a structure. The commands are entered in free format and are executed interpretively, thus allowing the user to communicate with the system in a conversational mode. The user may also enter the command on punched cards and execute the routine as a non-conversational batch job. The modeling system can be used to either control the analysis or operate independently from it. In the former case, the modeling system synthesizes the structure, then calls on the STACRB program to analyze it. When the analysis is completed, the control is returned to the modeling system to interpret the results of the analysis according to the commands supplied by the user. In the latter case, the results from the modeling procedure alone are punched onto cards which may subsequently be inputted to the analysis routine.The modeling system also includes facilities for graphical displays of components of the designed structure such as structure geometry and element discretization or results of analysis such as nodal deflections, reactions and element stresses. The displays may be produced either on the line printer for conversational purposes or on a CALCOMP plotter.The overall increased efficiency introduced by the modeling system in the analysis/design cycle of a bridge structure is quite significant.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"40 1","pages":"337-345"},"PeriodicalIF":0.0,"publicationDate":"1974-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74583790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A program called XpY was written for the PDP-10/LDS-1 at the Princeton University Computer Graphics Laboratory, for generating and displaying models of dinucleoside phosphates. The molecule GpC, a member of this class and a fragment of the nucleic acid RNA, was subjected to X-ray diffraction analysis.The paper describes the importance of model building in X-ray analysis, and shows step by step how XpY was used to deduce the atomic coordinates of GpC from the experimental data. The program documentation is also included as an Appendix.A subjective critique of graphics is made in the Conclusions section.
{"title":"Application of three-dimensional interactive graphics in x-ray crystallographic analysis","authors":"S. Stellman","doi":"10.1145/563182.563226","DOIUrl":"https://doi.org/10.1145/563182.563226","url":null,"abstract":"A program called XpY was written for the PDP-10/LDS-1 at the Princeton University Computer Graphics Laboratory, for generating and displaying models of dinucleoside phosphates. The molecule GpC, a member of this class and a fragment of the nucleic acid RNA, was subjected to X-ray diffraction analysis.The paper describes the importance of model building in X-ray analysis, and shows step by step how XpY was used to deduce the atomic coordinates of GpC from the experimental data. The program documentation is also included as an Appendix.A subjective critique of graphics is made in the Conclusions section.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"28 1","pages":"279-288"},"PeriodicalIF":0.0,"publicationDate":"1974-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87888945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
An interactive system is described which allows for the graphic construction, simulation, and simultaneous animation of an arbitrary network of guesses. A method is proposed and implemented for representing the events of a discrete simulation by a continuous animation on a graphics terminal. Techniques are presented for the display of parallel animation "sequences", and a non-trivial mapping of simulation time into animation time is described which preserves the relation order and time relationships between events. The program implemented combines this animation facility with other simulation monitoring and control features. An interactive dialogue which makes use of the lightpen and a menu of commands is implemented for the construction and modification of the queuing network. Certain relevent aspects of man-machine interaction are discussed. The usefulness of this type of approach is discussed with respect to computer-aided design applications, educational tools, and research tools.
{"title":"Interacting with discrete simulation using on line graphic animation","authors":"M. Alemparte, D. Chheda, D. Seeley, W. Walker","doi":"10.1145/563182.563213","DOIUrl":"https://doi.org/10.1145/563182.563213","url":null,"abstract":"An interactive system is described which allows for the graphic construction, simulation, and simultaneous animation of an arbitrary network of guesses. A method is proposed and implemented for representing the events of a discrete simulation by a continuous animation on a graphics terminal. Techniques are presented for the display of parallel animation \"sequences\", and a non-trivial mapping of simulation time into animation time is described which preserves the relation order and time relationships between events. The program implemented combines this animation facility with other simulation monitoring and control features. An interactive dialogue which makes use of the lightpen and a menu of commands is implemented for the construction and modification of the queuing network. Certain relevent aspects of man-machine interaction are discussed. The usefulness of this type of approach is discussed with respect to computer-aided design applications, educational tools, and research tools.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"14 1","pages":"309-318"},"PeriodicalIF":0.0,"publicationDate":"1974-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73976173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}