Proceedings of the 11th annual conference on Computer graphics and interactive techniques最新文献

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International technology transfer (Panel) 国际技术转让(小组)
C. Machover
{"title":"International technology transfer (Panel)","authors":"C. Machover","doi":"10.1145/800031.808583","DOIUrl":"https://doi.org/10.1145/800031.808583","url":null,"abstract":"For the past two and one half decades, USA suppliers have generally dominated the computer graphics marketplace, providing an estimated 90 percent of computer graphics shipments worldwide. In the past few years, however, a number of non-USA sources have begun to develop products which not only have captured a growing percentage of their domestic markets, but also have begun to be competitive worldwide. USA companies have increasingly turned to non-USA sources for licenses and products. This panel brings together executives from European, Asian and South African companies to discuss the growing exchange of computer graphics technology among USA and non-USA suppliers.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128524605","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}
引用次数: 2
Ray tracing with cones 使用锥的光线追踪
J. Amanatides
{"title":"Ray tracing with cones","authors":"J. Amanatides","doi":"10.1145/800031.808589","DOIUrl":"https://doi.org/10.1145/800031.808589","url":null,"abstract":"A new approach to ray tracing is introduced. The definition of a “ray” is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, which tries to model light propagation with more fidelity, include a better method of anti-aliasing, a way of calculating fuzzy shadows and dull reflections, a method of calculating the correct level of detail in a procedural model and texture map, and finally, a procedure for faster intersection calculation.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133751440","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}
引用次数: 333
The A -buffer, an antialiased hidden surface method A -buffer,一种抗锯齿隐藏曲面的方法
L. Carpenter
{"title":"The A -buffer, an antialiased hidden surface method","authors":"L. Carpenter","doi":"10.1145/800031.808585","DOIUrl":"https://doi.org/10.1145/800031.808585","url":null,"abstract":"The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box filter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the “Genesis Demo” sequence in Star Trek II.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124776604","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}
引用次数: 496
A hardware stochastic interpolator for raster displays 用于光栅显示的硬件随机插值器
T. S. Piper, A. Fournier
{"title":"A hardware stochastic interpolator for raster displays","authors":"T. S. Piper, A. Fournier","doi":"10.1145/800031.808582","DOIUrl":"https://doi.org/10.1145/800031.808582","url":null,"abstract":"Stochastic modeling has found uses so far mainly for expensive very realistic graphics display. The cost of rendering is not intrinsic to the technique, but mainly due to the high resolution and the sophisticated display techniques which accompany it. We describe here a basic tool for a less expensive approach to stochastic modeling which is designed for a more “down to earth” type of application, and brings the display of stochastic models nearer to real-time. A special purpose board for stochastic interpolation has been built, which can generate an array of up to 129×129 12 bit stochastic values to be used by the rest of the display system as a texture source, or for more elaborate algorithms. The board functions as a coprocessor in a traditional frame buffer system, and includes a micro-coded bit-slice processor, a multiplier, special hardware to generate uniformly distributed random numbers, memory to store a look-up table for random numbers with the required distribution, and two buffers for the resulting arrays. The current implementation generates values at less than 4 microseconds per point, and in conjunction with a standard graphics processor can display nearly 10000 stochastic points in real-time, or can update a full screen of stochastic values in less than one second. Illustrations are given of the output of the board and of pictures and animations generated with it.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128154900","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}
引用次数: 9
A system for algorithm animation 算法动画系统
Marc H. Brown, R. Sedgewick
{"title":"A system for algorithm animation","authors":"Marc H. Brown, R. Sedgewick","doi":"10.1145/800031.808596","DOIUrl":"https://doi.org/10.1145/800031.808596","url":null,"abstract":"A software environment is described which provides facilities at a variety of levels for “animating” algorithms: exposing properties of programs by displaying multiple dynamic views of the program and associated data structures. The system is operational on a network of graphics-based, personal workstations and has been used successfully in several applications for teaching and research in computer science and mathematics. In this paper, we outline the conceptual framework that we have developed for animating algorithms, describe the system that we have implemented, and give several examples drawn from the host of algorithms that we have animated.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133007524","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}
引用次数: 399
Distributed ray tracing 分布式光线追踪
R. L. Cook, Thomas K. Porter, L. Carpenter
{"title":"Distributed ray tracing","authors":"R. L. Cook, Thomas K. Porter, L. Carpenter","doi":"10.1145/800031.808590","DOIUrl":"https://doi.org/10.1145/800031.808590","url":null,"abstract":"Ray tracing is one of the most elegant techniques in computer graphics. Many phenomena that are difficult or impossible with other techniques are simple with ray tracing, including shadows, reflections, and refracted light. Ray directions, however, have been determined precisely, and this has limited the capabilities of ray tracing. By distributing the directions of the rays according to the analytic function they sample, ray tracing can incorporate fuzzy phenomena. This provides correct and easy solutions to some previously unsolved or partially solved problems, including motion blur, depth of field, penumbras, translucency, and fuzzy reflections. Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133341337","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}
引用次数: 1018
Computer graphics research in Japanese Universities 日本大学的计算机图形学研究
Laurin Herr
{"title":"Computer graphics research in Japanese Universities","authors":"Laurin Herr","doi":"10.1145/800031.808611","DOIUrl":"https://doi.org/10.1145/800031.808611","url":null,"abstract":"There is considerable research activity related to computer graphics within the Japanese academic community. However, little is known about it outside of Japan. Another problem is that some of the most interesting work being done is not called “Computer Graphics” and is therefore only reported in other fields such as “Precision Engineering” or “Image Processing.” Interpreting “Computer Graphics” broadly, this panel will survey the work of three leading Japanese researchers who will each briefly describe the history of computer graphics at their institutions, outline the level of staffing and equipment resources in their laboratories and report on their current areas of research activity. These presentations will be proceeded by the chairman's overview discussion about Japanese University research, in general. The panel will conclude with a question and answer period. Professor Makoto Nagao, Department of Electrical Engineering, Kyoto University, Sakyo, Kyoto, Japan - The main thrust of research at Kyoto University has been in the field of digital image processing systems. Work began in 1965 on the problem of Japanese character recognition. One of the earliest digital processing systems in Japan was also designed. Working from beliefs about the human pattern recognition process, efforts were directed towards the development of a structural approach rather than mathematical theories which were popular during the early days of character recognition research. Current topics of interest include the modeling of more human-like image understanding functions, such as trial and error processes, knowledge-driven analysis processes and declaritive representation for image understanding. These can be summarized under the theme “Image Interpretation by Knowledge Presentation”.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"184 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126780092","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}
引用次数: 0
Global and local deformations of solid primitives 实体基元的全局和局部变形
A. Barr
{"title":"Global and local deformations of solid primitives","authors":"A. Barr","doi":"10.1145/800031.808573","DOIUrl":"https://doi.org/10.1145/800031.808573","url":null,"abstract":"New hierarchical solid modeling operations are developed, which simulate twisting, bending, tapering, or similar transformations of geometric objects. The chief result is that the normal vector of an arbitrarily deformed smooth surface can be calculated directly from the surface normal vector of the undeformed surface and a transformation matrix. Deformations are easily combined in a hierarchical structure, creating complex objects from simpler ones. The position vectors and normal vectors in the simpler objects are used to calculate the position and normal vectors in the more complex forms; each level in the deformation hierarchy requires an additional matrix multiply for the normal vector calculation. Deformations are important and highly intuitive operations which ease the control and rendering of large families of three-dimensional geometric shapes.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128276460","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}
引用次数: 955
Texture synthesis for digital painting 数字绘画的纹理合成
J. P. Lewis
{"title":"Texture synthesis for digital painting","authors":"J. P. Lewis","doi":"10.1145/800031.808605","DOIUrl":"https://doi.org/10.1145/800031.808605","url":null,"abstract":"The problem of digital painting is considered from a signal processing viewpoint, and is reconsidered as a problem of directed texture synthesis. It is an important characteristic of natural texture that detail may be evident at many scales, and the detail at each scale may have distinct characteristics. A “sparse convolution” procedure for generating random textures with arbitrary spectral content is described. The capability of specifying the texture spectrum (and thus the amount of detail at each scale) is an improvement over stochastic texture synthesis processes which are scalebound or which have a prescribed 1/f spectrum. This spectral texture synthesis procedure provides the basis for a digital paint system which rivals the textural sophistication of traditional artistic media. Applications in terrain synthesis and texturing computer-rendered objects are also shown.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129599625","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}
引用次数: 115
Chap - a SIMD graphics processor 一个SIMD图形处理器
Adam Levinthal, Thomas K. Porter
{"title":"Chap - a SIMD graphics processor","authors":"Adam Levinthal, Thomas K. Porter","doi":"10.1145/800031.808581","DOIUrl":"https://doi.org/10.1145/800031.808581","url":null,"abstract":"Special purpose processing systems designed for specific applications can provide extremely high performance at moderate cost. One such processor is presented for executing graphics and image processing algorithms as the basis of a digital film printer. Pixels in the system contain four parallel components: RGB for full color and an alpha channel for retaining transparency information. The data path of the processor contains four arithmetic elements connected through a crossbar network to a tessellated scratchpad memory. The single instruction, multiple data stream (SIMD) processor executes instructions on four pixel components in parallel. The instruction control unit (ICU) maintains an activity stack for tracking block-structured code, using data-dependent activity flags for conditional disabling subsets of the ALUs. Nested loops and if-then-else constructs can be programmed directly, with the ICU disabling and reenabling ALUs on the basis of their individual status bits.","PeriodicalId":113183,"journal":{"name":"Proceedings of the 11th annual conference on Computer graphics and interactive techniques","volume":"135 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1984-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121532362","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}
引用次数: 109
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