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

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TBAG: a high level framework for interactive, animated 3D graphics applications TBAG:用于交互式动画3D图形应用程序的高级框架
Conal Elliott, G. Schechter, R. Yeung, S. Abi-Ezzi
{"title":"TBAG: a high level framework for interactive, animated 3D graphics applications","authors":"Conal Elliott, G. Schechter, R. Yeung, S. Abi-Ezzi","doi":"10.1145/192161.192276","DOIUrl":"https://doi.org/10.1145/192161.192276","url":null,"abstract":"We present a paradigm and toolkit for rapid prototyping of interactive, animated 3D graphics programs. The paradigm has its roots in declarative programming, emphasizing immutable values, first class functions, and relations, applying these concepts to a broad range of types, including points, vectors, planes, colors, transforms, geometry, and sound. The narrow role of modifiable state in this paradigm allows applications to be run in a collaborative setting (multi-user and multi-computer) without modification.","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":"122431113","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: 111
Frameless rendering: double buffering considered harmful 无帧渲染:双重缓冲被认为是有害的
G. Bishop, H. Fuchs, L. McMillan, E. J. S. Zagier
{"title":"Frameless rendering: double buffering considered harmful","authors":"G. Bishop, H. Fuchs, L. McMillan, E. J. S. Zagier","doi":"10.1145/192161.192195","DOIUrl":"https://doi.org/10.1145/192161.192195","url":null,"abstract":"The use of double-buffered displays, in which the previous image is displayed until the next image is complete, can impair the interactivity of systems that require tight coupling between the human user and the computer. We are experimenting with an alternate rendering strategy that computes each pixel based on the most recent input (i.e., view and object positions) and immediately updates the pixel on the display. We avoid the image tearing normally associated with single-buffered displays by randomizing the order in which pixels are updated. The resulting image sequences give the impression of moving continuously, with a rough approximation of motion blur, rather than jerking between discrete positions. We have demonstrated the effectiveness of this frameless rendering method with a simulation that shows conventional double-buffering side-by-side with frameless rendering. Both methods are allowed the same computation budget, but the double-buffered display only updates after all pixels are computed while the frameless rendering display updates pixels as they are computed. The frameless rendering display exhibits fluid motion while the double-buffered display jumps from frame to frame. The randomized sampling inherent in frameless rendering means that we cannot take advantage of image and object coherence properties that are important to current polygon renderers, but for renderers based on tracing independent rays the added cost is small.","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":"130000026","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: 150
Planning motions with intentions 有计划地计划行动
Y. Koga, K. Kondo, J. Kuffner, J. Latombe
{"title":"Planning motions with intentions","authors":"Y. Koga, K. Kondo, J. Kuffner, J. Latombe","doi":"10.1145/192161.192266","DOIUrl":"https://doi.org/10.1145/192161.192266","url":null,"abstract":"We apply manipulation planning to computer animation. A new path planner is presented that automatically computes the collision-free trajectories for several cooperating arms to manipulate a movable object between two configurations. This implemented planner is capable of dealing with complicated tasks where regrasping is involved. In addition, we present a new inverse kinematics algorithm for the human arms. This algorithm is utilized by the planner for the generation of realistic human arm motions as they manipulate objects. We view our system as a tool for facilitating the production of animation.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"32 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":"134332855","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: 340
A fast shadow algorithm for area light sources using backprojection 基于反向投影的区域光源快速阴影算法
G. Drettakis, E. Fiume
{"title":"A fast shadow algorithm for area light sources using backprojection","authors":"G. Drettakis, E. Fiume","doi":"10.1145/192161.192207","DOIUrl":"https://doi.org/10.1145/192161.192207","url":null,"abstract":"The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backprojection, to represent the visible portion of a light source from any point in the scene. A complete discontinuity meshing algorithm is described for polyhedral scenes and area light sources, which includes an important class of light/geometry interactions that have not been implemented before. A fast incremental algorithm for computing backprojections is also described. The use of spatial subdivision, and heuristics based on computed statistics of typical scenes, results in efficient mesh and backprojection computation. Results of the implementation show that the use of the backprojection and discontinuity meshing permits accelerated high-quality rendering of shadows using both ray-casting and polygon-rendering with interpolants.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"24 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":"114872290","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: 172
Smooth spline surfaces over irregular meshes 不规则网格上的光滑样条曲面
Charles T. Loop
{"title":"Smooth spline surfaces over irregular meshes","authors":"Charles T. Loop","doi":"10.1145/192161.192238","DOIUrl":"https://doi.org/10.1145/192161.192238","url":null,"abstract":"An algorithm for creating smooth spline surfaces over irregular meshes is presented. The algorithm is a generalization of quadratic B-splines; that is, if a mesh is (locally) regular, the resulting surface is equivalent to a B-spline. Otherwise, the resulting surface has a degree 3 or 4 parametric polynomial representation. A construction is given for representing the surface as a collection of tangent plane continuous triangular Be´zier patches. The algorithm is simple, efficient, and generates aesthetically pleasing shapes.","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":"116531883","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: 166
Research frontiers in virtual reality 虚拟现实的研究前沿
S. Bryson, Steven K. Feiner, F. Brooks, Philip M. Hubbard, R. Pausch, A. V. Dam
{"title":"Research frontiers in virtual reality","authors":"S. Bryson, Steven K. Feiner, F. Brooks, Philip M. Hubbard, R. Pausch, A. V. Dam","doi":"10.1145/192161.192287","DOIUrl":"https://doi.org/10.1145/192161.192287","url":null,"abstract":"The emergence of teleoperation and virtual environments has greatly increased interest in \"synthetic experience\", a mode of experience made possible by both these newer technologies and earlier ones, such as telecbrnmunicarion and sensory prosthetics. I maintain that understanding synthetic experience must begin by recognizing the fallacy of naive realism and with the recognition that the phenomenology of synthetic experience is conrinuous with that of ordinary experience. I demonstrate the continuity of synrhetic experience and normal perceptual experience with respect to two issues: the determination of' a person's phenomenal location in space and the experience of \"being in touch with\" near and remote objects. The emergence of teleoperation and virtual environments has greatly increased interest in \"synthetic experience\" [I], those forms of experience which are made possible both by these newer technologies and by earlier ones, such as telecommunication and sensory prosthetics. Recently, a number of authors have offered a variety of taxonomies and conceptual schemes for thinking about the experiential states associated with synthetic experience (e.g., presence. externalization) and the properties of the effectoridisplay arrangement that promote various degrees of perceptual realism [I, 2-91. Here I assert that an understanding of synthetic experience must begin by acknowledging that the phenomenology of synthetic experience is continuous with that of ordinary experience. In previous articles [6, 71, I have argued that in seeking to understand the phenomenology associated with the use of teleoperators and virtual environments, we must recognize the fallacy of naive realism. the unreflective view that the world we experience around us is one and the same as the \"physical world.\" Vision, for example. is experienced as a transaction between observer and environment in which the eyes are mere windows on the physical world. This view fails to recognize that ordinary experience is mediate-that what we experience is an elaborate construction of o w senses and nervous system that is so highly functional a representation of the surrounding environment that we unsuspectingly act upon the former as if it were the latter. In its place, we need to substitute a form of representative realism that makes the distinction between the phenomenal world. that of which we are directly aware, and the physical world. that which underlies our phenomenal awareness but can only be known through inference. Among the facts that demand this alternate view is the mchromacy of human color vision-while color is part of the very fabric of the …","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"47 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":"116537769","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
Reading the fine print: what benchmarks don't tell you 阅读细则:基准测试没有告诉你什么
Randi J. Rost, J. Bushnell, David Cooper, Jerry Schneble, Lynn Thorsen-Jensen
{"title":"Reading the fine print: what benchmarks don't tell you","authors":"Randi J. Rost, J. Bushnell, David Cooper, Jerry Schneble, Lynn Thorsen-Jensen","doi":"10.1145/192161.192305","DOIUrl":"https://doi.org/10.1145/192161.192305","url":null,"abstract":"computer is the most general tool ever developed by mankind. Computers differ from other tools, like cars, in that they can be used in an almost limitless ways. A car has little purpose other than to efficiently move people and things short distances over smooth terrain. A graphics computer, on the other hand, might be used for a wide variety of complex applications including industrial package design, battle simulation, earth resource analysis, medical diagnosis and surgical planning, genetic research, or virtual reality games. During the early days of the auto industry, there was little need to provide information to help customers decide which car to buy. Nowadays, manufacturers provide all sorts of specifications to help people make purchasing decisions, including engine size, miles per gallon, time to accelerate from 0 to 50, trunk size, and so on. When combined with the price and the appearance of the car, these specifications and performance metrics can help consumers decide which of the many makes and models of car to buy. We are in the Model-T stage of developing specifications and performance metrics that help people make computer purchasing decisions. It is clear that the performance of a graphics computer has a large bearing on its ability to solve complex problems, but the problems themselves are of such a wide variety that it is extremely difficult to characterize the machine's performance for all the uses to which it might be put. We have some extremely crude ways to characterize the performance of the pieces that make up a graphics computer. But we have not yet succeeded in developing performance metrics that enable people to easily see whether a graphics computer will have sufficient performance for the problem set that is important to them. A great deal of energy has been invested in developing ways to quantify graphics performance. Have these efforts helped the industry or have they only served to confuse people even more? This panel takes a look at the attempts that have been made to develop useful measures of graphics performance and how those measurements may be used to compare systems from different vendors. More importantly, the panelists will describe the cave-ats and limitations of various benchmarking metrics and provide some real-world insight into how people might be able to apply published graphics benchmark results to their own needs. Background As a precursor to NCGA's Graphics Performance Characterization (GPC) Committee, the …","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":"124269358","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
Fast contact force computation for nonpenetrating rigid bodies 非穿透刚体的快速接触力计算
D. Baraff
{"title":"Fast contact force computation for nonpenetrating rigid bodies","authors":"D. Baraff","doi":"10.1145/192161.192168","DOIUrl":"https://doi.org/10.1145/192161.192168","url":null,"abstract":"A new algorithm for computing contact forces between solid objects with friction is presented. The algorithm allows a mix of contact points with static and dynamic friction. In contrast to previous approaches, the problem of computing contact forces is not transformed into an optimization problem. Because of this, the need for sophisticated optimization software packages is eliminated. For both systems with and without friction, the algorithm has proven to be considerably faster, simple, and more reliable than previous approaches to the problem. In particular, implementation of the algorithm by nonspecialists in numerical programming is quite feasible.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"94 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":"121966089","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: 678
A clustering algorithm for radiosity in complex environments 复杂环境中辐射度的聚类算法
Brian E. Smits, J. Arvo, D. Greenberg
{"title":"A clustering algorithm for radiosity in complex environments","authors":"Brian E. Smits, J. Arvo, D. Greenberg","doi":"10.1145/192161.192277","DOIUrl":"https://doi.org/10.1145/192161.192277","url":null,"abstract":"We present an approach for accelerating hierarchical radiosity by clustering objects. Previous approaches constructed effective hierarchies by subdividing surfaces, but could not exploit a hierarchical grouping on existing surfaces. This limitation resulted in an excessive number of initial links in complex environments. Initial linking is potentially the most expensive portion of hierarchical radiosity algorithms, and constrains the complexity of the environments that can be simulated. The clustering algorithm presented here operates by estimating energy transfer between collections of objects while maintaining reliable error bounds on each transfer. Two methods of bounding the transfers are employed with different tradeoffs between accuracy and time. In contrast with the O(s2) time and space complexity of the initial linking in previous hierarchical radiosity algorithms, the new methods have complexities of O(slogs) and O(s) for both time and space. Using these methods we have obtained speedups of two orders of magnitude for environments of moderate complexity while maintaining comparable accuracy.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"33 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":"129144912","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: 223
Interactive pen-and-ink illustration 交互式笔墨插图
Michael Salisbury, Sean E. Anderson, Ronen Barzel, D. Salesin
{"title":"Interactive pen-and-ink illustration","authors":"Michael Salisbury, Sean E. Anderson, Ronen Barzel, D. Salesin","doi":"10.1145/192161.192185","DOIUrl":"https://doi.org/10.1145/192161.192185","url":null,"abstract":"We present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures—collections of strokes arranged in different patterns—to generate texture and tone. The user “paints” with a desired stroke texture to achieve a desired tone, and the computer draws all of the individual strokes. The system includes support for using scanned or rendered images for reference to provide the user with guides for outline and tone. By following these guides closely, the illustration system can be used for interactive digital halftoning, in which stroke textures are applied to convey details that would otherwise be lost in this black-and-white medium. By removing the burden of placing individual strokes from the user, the illustration system makes it possible to create fine stroke work with a purely mouse-based interface. Thus, this approach holds promise for bringing high-quality black-and-white illustration to the world of personal computing and desktop publishing.","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":"132358249","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: 348
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