{"title":"Computational modeling for the computer animation of legged figures","authors":"M. Girard, A. A. Maciejewski","doi":"10.1145/280811.281003","DOIUrl":"https://doi.org/10.1145/280811.281003","url":null,"abstract":"Modeling techniques for animating legged figures are described which are used in the PODA animation system. PODA utilizes pseudoinverse control in order to solve the problems associated with manipulating kinematically redundant limbs. PODA builds on this capability to synthesize a kinematic model of legged locomotion which allows animators to control the complex relationships between the motion of the body of a figure and the coordination of its legs. Finally, PODA provides for the integration of a simple model of legged locomotion dynamics which insures that the accelerations of a figure's body are synchronized with the timing of the forces applied by its legs.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"191 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124142424","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}
{"title":"The rendering equation","authors":"J. Kajiya","doi":"10.1145/280811.280987","DOIUrl":"https://doi.org/10.1145/280811.280987","url":null,"abstract":"We present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a monte carlo solution we also present a new form of variance reduction, called Hierarchical sampling and give a number of elaborations shows that it may be an efficient new technique for a wide variety of monte carlo procedures. The resulting rendering algorithm extends the range of optical phenomena which can be effectively simulated.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122388485","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}
{"title":"Ray tracing JELL-O brand gelatin","authors":"Paul S. Heckbert","doi":"10.1145/280811.280988","DOIUrl":"https://doi.org/10.1145/280811.280988","url":null,"abstract":"Ray tracing has established itself in recent years as the most general image synthesis algorithm. Researchers have investigated ray-surface intersection calculations for a number of surface primitives, including checkerboards, glass balls, green fractal hills, mandrills, abstract blue surfaces, more glass balls, robot arms, pool balls, low-resolution clouds, morphine molecules, aquatic blobby things making strange noises, fantastic cities, and running skeletons. Unfortunately, nobody has ray traced any food. The Dessert Realism Project here at Pixar is addressing this problem. This paper presents new technology for ray tracing Jell-O® brand gelatin. We believe the method may have application to other brands of gelatin and perhaps pudding as well.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"183 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125161222","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}
{"title":"The geometry engine: a VLSI geometry system for graphics","authors":"James H. Clark","doi":"10.1145/280811.281023","DOIUrl":"https://doi.org/10.1145/280811.281023","url":null,"abstract":"The Geometry Engine[1] is a special-purpose VLSI processor for computer graphics. It is a four-component vector, floating-point processor for accomplishing three basic operations in computer graphics: matrix transformations, clipping and mapping to output device coordinates. This paper describes the Geometry Engine and the Geometric Graphics System it composes. It presents the instruction set of the system, its design motivations and the Geometry System architecture.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124015493","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}
{"title":"Scanned-display computer graphics","authors":"A. Noll","doi":"10.1145/280811.281018","DOIUrl":"https://doi.org/10.1145/280811.281018","url":null,"abstract":"A television-like scanned-display system has been successfully implemented on a Honeywell DDP-224 computer installation. The scanned image is stored in the core memory of the computer, and software scan conversion is used to convert the rectangular coordinates of a point to the appropriate word and bit in an output display array in core storage. Results thus far indicate that flicker-free displays of large amounts of data are possible with reasonably fast graphical interaction. A scanned image of size 240 X 254 points is displayed at a 30 frame-per-second rate.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128974713","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}
{"title":"On the design of display processors","authors":"T. Myer, I. Sutherland","doi":"10.1145/280811.281014","DOIUrl":"https://doi.org/10.1145/280811.281014","url":null,"abstract":"The flexibility and power needed in the channel for a computer display are considered. To work efficiently, such a channel must have a sufficient number of instruction that it is best understood as a small processor rather than a powerful channel. As it was found that successive improvements to the display processor design lie on a circular path, by making improvements one can return to the original simple design plus one new general purpose computer for each trip around. The degree of physical separation between display and parent computer is a key factor in display processor design.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"241 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116796282","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}
{"title":"The art of natural man-machine conversation","authors":"J. Foley, V. Wallace","doi":"10.1145/280811.281033","DOIUrl":"https://doi.org/10.1145/280811.281033","url":null,"abstract":"The design of interactive graphic systems whose aim is good symbiosis between man and machine involves numerous factors. Many of those factors can be judged from the perspective of natural spoken conversation between two people.Guiding rules and principles for design of such systems are presented as a framework for a survey of design techniques for man-machine conversation. Attention is especially focused on ideas of action syntax structuring, logical equivalences among action devices, and avoidance of psychological blocks to communication.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122768246","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}
{"title":"The aliasing problem in computer-generated shaded images","authors":"F. Crow","doi":"10.1145/280811.280976","DOIUrl":"https://doi.org/10.1145/280811.280976","url":null,"abstract":"Certain defects, such as jagged edges and disappearing detail, have long been an annoyance in digitally generated shaded images. Although increasing the resolution or defocusing the display can attenuate them, an understanding of these defects leads to more effective methods. This paper explains the observed defects in terms of the aliasing phenomenon inherent in sampled signals and discusses prefiltering as a recognized cure. A method for evaluating filters is presented, the application of prefiltering to hidden-surface algorithms is discussed, and an implementation of a filtering tiler is shown accompanied by examples of its effectiveness.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131910683","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}
{"title":"A solution to the hidden surface problem","authors":"Martin E. Newell, R. Newell, T. Sancha","doi":"10.1145/280811.280918","DOIUrl":"https://doi.org/10.1145/280811.280918","url":null,"abstract":"A method for producing half-tone pictures by computer is presented. The basic method, which is very simple, works well in most cases, but does not handle all objects correctly. The extended method, which copes with all cases, is also described. The functions used for calculating the intensity of parts of objects, and the method for handling transparency, are discussed. Examples of pictures produced by this method are included, and the times taken to generate them are tabulated. The extended algorithm compares favourably in speed and storage requirements with other published algorithms.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133191353","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}
{"title":"An improved illumination model for shaded display","authors":"T. Whitted","doi":"10.1145/280811.280983","DOIUrl":"https://doi.org/10.1145/280811.280983","url":null,"abstract":"To accurately render a scene, global illumination information that affects the intensity of each pixel of the image must be known at the time the intensity is calculated. In a simplified form, this information is stored in a tree of “rays” extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources. The visible surface algorithm creates this tree for each pixel of the display and passes it to the shader. The shader then traverses the tree to determine the intensity of the light received by the viewer. Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction as well as the effects simulated by conventional shaders. Anti-aliasing is included as an integral part of the visibility calculations. Surfaces displayed include curved as well as polygonal surfaces.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131557106","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}