Proceedings of the 21st annual conference on Computer graphics and interactive techniques最新文献

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Computer-generated pen-and-ink illustration 电脑生成的笔墨插图
G. Winkenbach, D. Salesin
{"title":"Computer-generated pen-and-ink illustration","authors":"G. Winkenbach, D. Salesin","doi":"10.1145/192161.192184","DOIUrl":"https://doi.org/10.1145/192161.192184","url":null,"abstract":"This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces “stroke textures,” which can be used for achieving both texture and tone with line drawing. Stroke textures also allow resolution-dependent rendering, in which the choice of strokes used in an illustration is appropriately tied to the resolution of the target medium. We demonstrate these techniques using complex architectural models, including Frank Lloyd Wright's “Robie House.”","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131118062","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: 577
Displacement mapping using flow fields 使用流场的位移映射
H. Pedersen
{"title":"Displacement mapping using flow fields","authors":"H. Pedersen","doi":"10.1145/192161.192229","DOIUrl":"https://doi.org/10.1145/192161.192229","url":null,"abstract":"Existing displacement mapping techniques operate only in directions normal to the surface, a restriction which limits the richness of the set of representable objects. This work removes that restriction by allowing displacements to be defined along curved trajectories of flow fields. The main contribution of this generalized technique, which will be referred to as flow mapping, is an alternative model of offset surfaces that extends the class of shapes that can be modelled using displacement maps. The paper also discusses methods for synthesizing homogeneous displacement textures. Finally, it introduces the concept of a texture atlas for efficient sampling and reconstruction of distorted textures.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133585299","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: 27
Computer graphics, are we forcing people to evolve? 计算机图形学,我们是在强迫人类进化吗?
R. E. Wilson, B. Laurel, Terence McKenna, L. Shlain
{"title":"Computer graphics, are we forcing people to evolve?","authors":"R. E. Wilson, B. Laurel, Terence McKenna, L. Shlain","doi":"10.1145/192161.192297","DOIUrl":"https://doi.org/10.1145/192161.192297","url":null,"abstract":"computer graphics industry is changing our world in a massive and basic way, moving from a world in which \" written word \" communication is our primary method, into a new era of \" imagery \" communication. This ability to communicate with images is changing how and what people are capable of thinking. There is a conceptual model that says that the language you think in, limits the very ideas that you can think. If you accept the idea that discourse using images is a language; then you may begin to appreciate the change to our culture as large numbers of people increasingly use images to express themselves. The last time humans communicated graphically (in any major way) was many thousands of years ago. We had communal, non-hierarchical, \" partnership \" cultures. You communicated with gestures, expressions, smells, and drawings/pictures. As the written word supplanted images as a \" stored \" method of communicating; our mode of thinking, the very ideas we could think, changed. We developed into \" dominator \" cultures with a \" left-brain \" , serial, linear, written-word style of communicating. You could say we had become one-sided in our thinking. Some cultures still retained the use of gestures for dialogue; but as the bulk of our communications became written, we gradually lost the ability to express ourselves with images. There have been a few people who retained that ability, they were called artists (nowadays we call them graphic artists, and sometimes even computer graphic artists.) This raised a problem, because life is not a linear narrow line, it is a wide and constantly unraveling yarn with much texture, strands flying in and out; a gestalt. Today, with television, movies, CD-ROM, and now images over the network, we are bombarded with ever increasing amounts of data both written and graphic. Yet , in the written word, we have both an ineffectual method of processing it, and a limited method of expressing whatever conclusions we come up with after studying the data. The written word that we use is really an agreement to assume that we are discussing the same thing. If I say \" picture an apple \" , you nod your head yes and we continue the discussion; BUT you were not seeing the same apple that I was thinking about. Now if I show you a picture of a bright red \" Granny Smith \" …","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114361779","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
A generalized de Casteljau approach to 3D free-form deformation 三维自由变形的广义de Casteljau方法
Yu-Kuang Chang, A. Rockwood
{"title":"A generalized de Casteljau approach to 3D free-form deformation","authors":"Yu-Kuang Chang, A. Rockwood","doi":"10.1145/192161.192220","DOIUrl":"https://doi.org/10.1145/192161.192220","url":null,"abstract":"This paper briefly presents an efficient and intuitive 3D free-form deformation approach based on iterative affine transformations, a generalized de Casteljau algorithm, whereby the object warps along a Be´zier curve as its skeleton.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132133329","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: 131
Why is 3-D interaction so hard and what can we really do about it? 为什么3-D交互如此困难,我们能做些什么呢?
J. Gómez, Rikk Carey, Tony Fields, A. V. Dam, Dan Venolia
{"title":"Why is 3-D interaction so hard and what can we really do about it?","authors":"J. Gómez, Rikk Carey, Tony Fields, A. V. Dam, Dan Venolia","doi":"10.1145/192161.192299","DOIUrl":"https://doi.org/10.1145/192161.192299","url":null,"abstract":"understood; does the addition of a dimension change the fundamental nature of the problem? What can developers do to decrease the level of complexity for a user to work with a 3-D scene? This panel will cover the role of an Application Program Interface (API) in providing user interaction capabilities, how performance affects the issue, and the concept of “user experience.” Historically, for graphics systems, the API has been the link between the hardware and developer, and the developer has been the link between the hardware and the user. As hardware has grown in power, API’s have grown in complexity and power provided to the developer, with a corresponding change presented to the user. Until recently, however, Human Computer Interaction (HCI) has not been an important part of that process. APIs frequently have poor or no support for HCI, and all too frequently developers provide HCI that simply exposes the API to the user. Users are not programmers, however, so the API should support more of an interface than a basic link between user and machine. The question is: just what is it that can be provided? One approach to the solution would be to provide computing analogs of tools that already exist in the user’s discipline. This is not adequate; the existing tools are oftimes anachronistic, having been developed during some prior state of technology and living on through inertia. In addition, physical tools are limited by physical reality; this is not a limitation for computers, where it is frequently useful to work in a mode that can’t exist in real life. Thus, the scope of tool development should not be limited by the range of what is already available. Current practice includes the use of “widgets,” which are mechanisms inserted into the 3-D scene that can be directly manipulated by the user to cause some change to the scene and/or the objects within it. Even this process raises some questions, for example, should the widgets be fully participating 3-D objects, casting shadows etc., or should they be some metaphysical tools that are there but not really there? Or, should a widget be multifunctional depending on the context in which it is used? In addition, there is the issue of how performance affects interaction. In real life, 3-D manipulation is immediate and in fact generally involves some kind of real-time feedback loop (“real time” is used here in its technical rather than its marketing meaning). Many contemporary graphics systems can’t provide this kind of throughput, leading to the issue of how and if interaction techniques should be modified in the presence of slower update rates. The most general issue is one along the lines of: just what is involved in presenting interaction capabilities to the user. Providing widgets allows the user to interact, but shouldn’t there be a theme to what the widgets look like and how they behave? It’s reasonable for a user to expect consistency in the working environment, therefore it’s reasonable for the","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133281889","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: 10
Predicting the drape of woven cloth using interacting particles 利用相互作用粒子预测织物的悬垂度
D. Breen, D. House, M. Wozny
{"title":"Predicting the drape of woven cloth using interacting particles","authors":"D. Breen, D. House, M. Wozny","doi":"10.1145/192161.192259","DOIUrl":"https://doi.org/10.1145/192161.192259","url":null,"abstract":"We demonstrate a physically-based technique for predicting the drape of a wide variety of woven fabrics. The approach exploits a theoretical model that explicitly represents the microstructure of woven cloth with interacting particles, rather than utilizing a continuum approximation. By testing a cloth sample in a Kawabata fabric testing device, we obtain data that is used to tune the model's energy functions, so that it reproduces the draping behavior of the original material. Photographs, comparing the drape of actual cloth with visualizations of simulation results, show that we are able to reliably model the unique large-scale draping characteristics of distinctly different fabric types.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133961520","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: 480
Is visualization REALLY necessary?: the role of visualization in science, engineering, and medicine 可视化真的有必要吗?可视化在科学、工程和医学中的作用
N. Gershon, R. Friedhoff, John Gass, R. Langridge, H. Meinzer, J. Pearlman
{"title":"Is visualization REALLY necessary?: the role of visualization in science, engineering, and medicine","authors":"N. Gershon, R. Friedhoff, John Gass, R. Langridge, H. Meinzer, J. Pearlman","doi":"10.1145/192161.192306","DOIUrl":"https://doi.org/10.1145/192161.192306","url":null,"abstract":"This panel will disccuss if the use of visualization has changed the way scientists, engineers, and physicians conduct their business. The panelists will examine, each in his own field, if it is possible to achieve the same results and effectiveness without using these dazzling visualization tools.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116630805","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
Spreadsheets for images 图像电子表格
M. Levoy
{"title":"Spreadsheets for images","authors":"M. Levoy","doi":"10.1145/192161.192190","DOIUrl":"https://doi.org/10.1145/192161.192190","url":null,"abstract":"We describe a data visualization system based on spreadsheets. Cells in our spreadsheet contain graphical objects such as images, volumes, or movies. Cells may also contain widgets such as buttons, sliders, or curve editors. Objects are displayed in miniature inside each cell. Formulas for cells are written in a general-purpose programming language (Tcl) augmented with operators for array manipulation, image processing, and rendering. Compared to flow chart visualization systems, spreadsheets are more expressive, morescalable, and easier to program. Compared to conventional numerical spreadsheets, spreadsheets for images pose several unique design problems: larger formulas, longer computation times, and more complicated intercelldependencies. In response to these problems, we have extended the spreadsheet paradigm in three ways: formulas can display their results anywhere in the spreadsheet, cells can be selectively disabled, and multiple cells can be edited at once. We discuss these extensions and their implications, and we also point out some unexpected uses for our spreadsheets: as a visual database browser, as a graphical user interface builder, as a smart clipboard for the desktop, and as a presentation tool.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125858677","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: 75
Rotated dispersed dither: a new technique for digital halftoning 旋转分散抖动:数字半调色新技术
V. Ostromoukhov, R. Hersch, I. Amidror
{"title":"Rotated dispersed dither: a new technique for digital halftoning","authors":"V. Ostromoukhov, R. Hersch, I. Amidror","doi":"10.1145/192161.192188","DOIUrl":"https://doi.org/10.1145/192161.192188","url":null,"abstract":"Rotated dispersed-dot dither is proposed as a new dither technique for digital halftoning. It is based on the discrete one-to-one rotation of a Bayer dispersed-dot dither array. Discrete rotation has the effect of rotating and splitting a significant part of the frequency impulses present in Bayer's halftone arrays into many low-amplitude distributed impulses. The halftone patterns produced by the rotated dither method therefore incorporate fewer disturbing artifacts than the horizontal and vertical components present in most of Bayer's halftone patterns. In grayscale wedges produced by rotated dither, texture changes at consecutive gray levels are much smoother than in error diffusion or in Bayer's dispersed-dot dither methods, thereby avoiding contouring effects. Due to its semi-clustering behavior at mid-tones, rotated dispersed-dot dither exhibits an improved tone reproduction behavior on printers having a significant dot gain, while maintaining the high detail rendition capabilities of dispersed-dot halftoning algorithms. Besides their use in black and white printing, rotated dither halftoning techniques have also been successfully applied to in-phase color reproduction on ink-jet printers.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125892572","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: 57
Free-form shape design using triangulated surfaces 使用三角曲面的自由形状设计
William Welch, A. Witkin
{"title":"Free-form shape design using triangulated surfaces","authors":"William Welch, A. Witkin","doi":"10.1145/192161.192216","DOIUrl":"https://doi.org/10.1145/192161.192216","url":null,"abstract":"We present an approach to modeling with truly mutable yet completely controllable free-form surfaces of arbitrary topology. Surfaces may be pinned down at points and along curves, cut up and smoothly welded back together, and faired and reshaped in the large. This style of control is formulated as a constrained shape optimization, with minimization of squared principal curvatures yielding graceful shapes that are free of the parameterization worries accompanying many patch-based approaches. Triangulated point sets are used to approximate these smooth variational surfaces, bridging the gap between patch-based and particle-based representations. Automatic refinement, mesh smoothing, and re-triangulation maintain a good computational mesh as the surface shape evolves, and give sample points and surface features much of the freedom to slide around in the surface that oriented particles enjoy. The resulting surface triangulations are constructed and maintained in real time.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130026539","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: 355
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