Graphics standards for three-dimensional modelling

M. Sabin
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引用次数: 1

Abstract

Much effort has been spent in defining a standard call interface for a library of routines with display primitives embedded in a three-dimensional space. This paper argues that this is now an inappropriate target. There is too much diversity in the three-dimensional things we want to draw and in the kinds of picture we want to draw of them for any single standard to be both broadly acceptable and specifically useful. If the decision is made to go for a set of specialized standards for wire frame and for rendered graphics for data presentation, for sculptured surfaces and for object models, it becomes apparent that far more can be gained from a higher level standard, at the data presentation or object modelling level. In the object modelling community, at least, there is indeed work toward such a standard based on the IGES proposals. This has very few concepts in common with the graphics standard effort, and it is not clear at present what contribution the graphics community has to make in this area. The suggestion made here is that there may well be a number of paragraphs or sections common to more than one of the graphics-related and higher level standards. One such is the coordinate transformation (the dreaded 4 × 4 matrix). Its definition and its use both for modelling and viewing concepts are suggested which resolve some of the black art associated with transformation in the past. These could become the conceptual basis for a short simple standard in this area.
三维建模的图形标准
为将显示原语嵌入三维空间的例程库定义标准调用接口已经花费了大量精力。本文认为,现在这是一个不合适的目标。在我们想要画的三维物体和我们想要画的图像种类中,有太多的多样性,以至于任何一个标准都不能被广泛接受和特别有用。如果决定采用一套针对线框和数据表示、雕刻表面和对象模型的渲染图形的专门标准,那么很明显,在数据表示或对象建模级别上,可以从更高级别的标准中获得更多。至少在对象建模社区中,确实有基于IGES建议的标准。这与图形标准的工作几乎没有什么共同的概念,而且目前还不清楚图形社区在这一领域应该做出什么贡献。这里提出的建议是,很可能有许多段落或章节与不止一个图形相关和更高级别的标准相同。其中之一就是坐标变换(可怕的4 × 4矩阵)。它的定义及其用于建模和观看概念的建议,这解决了过去与转换相关的一些黑色艺术。这些可以成为这一领域一个简短的简单标准的概念基础。
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