{"title":"Rendering interactive holographic images","authors":"M. Lucente, Tinsley A. Galyean","doi":"10.1145/218380.218490","DOIUrl":"https://doi.org/10.1145/218380.218490","url":null,"abstract":"We present a method for computing holographic patterns for the generation of three-dimensional (3-D) holographic images at interactive speeds. We used this method to render holograms on a conventional computer graphics workstation. The framebuffer system supplied signals directly to a real-time holographic (“holovideo”) display. We developed an efficient algorithm for computing an image-plane stereogram, a type of hologram that allowed for several computational simplifications. The rendering algorithm generated the holographic pattern by compositing a sequence of view images that were rendered using a recentering shear-camera geometry. Computational efficiencies of our rendering method allowed the workstation to calculate a 6-megabyte holographic pattern in under 2 seconds, over 100 times faster than traditional computing methods. Data-transfer time was negligible. Holovideo displays are ideal for numerous 3-D visualization applications, and promise to provide 3-D images with extreme realism. Although the focus of this work was on fast computation for holovideo, the computed holograms can be displayed using other holographic media. We present our method for generating holographic patterns, preceded by a background section containing an introduction to optical and computational holography and holographic displays.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125036327","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}
Jonathan E. Steinhart, Derrick Burns, James Gosling, S. McGeady, Rob Short
{"title":"Set-top boxes—the next platform (panel)","authors":"Jonathan E. Steinhart, Derrick Burns, James Gosling, S. McGeady, Rob Short","doi":"10.1145/218380.218511","DOIUrl":"https://doi.org/10.1145/218380.218511","url":null,"abstract":"Successive price/performance iterations in computer and computer graphics technology have increased the penetration of this technology into everyday life. Access to early computer graphics technology, based on large computers and specialized displays, was limited to computer professionals. A larger portion of the population had access to high performance computer graphics technology as prices dropped and performance increased through successive generations of minisupercomputers, workstations, and personal computers. However, this population is still primarily limited to the workplace. Set-top boxes are poised as the next big price/performance step. With this step, computer graphics and high performance computing technology are expected to achieve significant penetration into the home market. How's all this going to happen? What hardware is being built for set-top boxes? What software is going to run on them, both at the systems level and the application level? What communications technologies are going to support all this? What's the market? Who is going to use services provided via set-top boxes? We're already running out of hours in the day to watch television. Are set-top boxes just for entertainment or are they going to facilitate telecommuting, shopping, school homework, etc? Will the television become a household bottleneck? Will set-top boxes succeed in the home market or will elements of the technology be absorbed into the business environment? There is considerable disagreement as to the answers to these questions. Many companies have joined into partnerships to try to grab a portion of the projected market. There's a lot of hype, as there are no real product offerings today.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122918213","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":"Extracting surfaces from fuzzy 3D-ultrasound data","authors":"G. Sakas, S. Walter","doi":"10.1145/218380.218504","DOIUrl":"https://doi.org/10.1145/218380.218504","url":null,"abstract":"Rendering 3D models from 3D-ultrasonic data is a complicated task due to the noisy, fuzzy nature of ultrasound imaging containing a lot of artifacts, speckle etc. In the method presented in this paper we first apply several filtering techniques (low-pass, mathematical morphology, multi-resolution analysis) to separate the areas of low coherency containing mostly noise and speckle from those of useful information. Our novel BLTP filtering can be applied at interactive times on-the-fly under user control & feed-back. Goal of this processing is to create a ’region-of-interest’ (ROI) mask, whereas the data itself remains unaltered. Secondly,we examine several alternatives to the original Levoy contouring method. Finally we introduce an improved surface-extraction volume rendering procedure, applied on the original data within the ROI areas for visualizing high quality images within a few seconds on a normal workstation, or even on a PC, thus making the complete system suitable for routine clinical applications. CR Descriptors: General Terms: Algorithms. I.3.3 [Computer Graphics]: Picture/image generation; I.3.8 [Computer Graphics]: Applications; I.4.3 [Image Processing]: Enhancement, Smoothing, Filtering; I.4.6 [Image Processing]: Segmentation, Edge and Feature Detection, Pixel Classification; J.3 [Life and Medical Sciences]. Additional","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124526029","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":"Fast and resolution independent line integral convolution","authors":"D. Stalling, H. Hege","doi":"10.1145/218380.218448","DOIUrl":"https://doi.org/10.1145/218380.218448","url":null,"abstract":"Line Integral Convolution (LIC) is a powerful technique for generating striking images and animations from vector data. Introduced in 1993, the method has rapidly found many application areas, ranging from computer arts to scientific visualization. Based upon locally filtering an input texture along a curved stream line segment in a vector field, it is able to depict directional information at high spatial resolutions. We present a new method for computing LIC images, which minimizes the total number of stream lines to be computed and thereby reduces computational costs by an order of magnitude compared to the original algorithm. Our methods utilizes fast, error-controlled numerical integrators. Decoupling the characteristic lengths in vector field grid, input texture and output image, it allows to compute filtered images at arbitrary resolution. This feature is of great significance in computer animation as well as in scientific visualization, where it can be used to explore vector data by smoothly enlarging structure of details. We also present methods for improved texture animation, employing constant filter kernels only. To obtain an optimal motion effect, spatial decay of correlation between intensities of distant pixels in the output image has to be controlled. This is achieved by blending different phase shifted box filter animations and by adaptively rescaling the contrast of the output frames.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125953945","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":"Automated learning of muscle-actuated locomotion through control abstraction","authors":"R. Grzeszczuk, Demetri Terzopoulos","doi":"10.1145/218380.218411","DOIUrl":"https://doi.org/10.1145/218380.218411","url":null,"abstract":"We present a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals. The method is especially suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators, such as snakes and fish. The multilevel learning process first performs repeated loco- motion trials in search of actuator control functions that produce efficient locomotion, presuming virtually nothing about the form of these functions. Applying a short-time Fourier analysis, the learn- ing process then abstracts control functions that produce effective locomotion into a compact representation which makes explicit the natural quasi-periodicities and coordination of the muscle actions. The artificial animals can finally put into practice the compact, efficient controllers that they have learned. Their locomotion learn- ing abilities enable them to accomplish higher-level tasks specified by the animator while guided by sensory perception of their vir- tual world; e.g., locomotion to a visible target. We demonstrate physics-based animation of learned locomotion in dynamic models of land snakes, fishes, and even marine mammals that have trained themselves to perform \"SeaWorld\" stunts.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130156182","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":"Specializing shaders","authors":"B. Guenter, Todd B. Knoblock, Erik Ruf","doi":"10.1145/218380.218470","DOIUrl":"https://doi.org/10.1145/218380.218470","url":null,"abstract":"We have developed a system for interactive manipulation of shading parameters for three dimensional rendering. The system takes as input user-defined shaders, written in a subset of C, which are then specialized for interactive use. Since users typically experiment with different values of a single shader parameter while leaving the others constant, we can benefit by automatically generating a specialized shader that performs only those computations depending on the parameter being varied; all other values needed by the shader can be precomputed and cached. The specialized shaders are as much as 95 times faster than the original user defined shader. This dramatic improvement in speed makes it possible to interactively view parameter changes for relatively complex shading models, such as procedural solid texturing.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130871167","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":"Automatic reconstruction of surfaces and scalar fields from 3D scans","authors":"C. Bajaj, F. Bernardini, Guoliang Xu","doi":"10.1145/218380.218424","DOIUrl":"https://doi.org/10.1145/218380.218424","url":null,"abstract":"We present an efficient and uniform approach for the automatic reconstruction of surfaces of CAD (computer aided design) models and scalar fields defined on them, from an unorganized collection of scanned point data. A possible application is the rapid computer model reconstruction of an existing part or prototype from a three dimensional (3D) points scan of its surface. Color, texture or some scalar material property of the physical part, define natural scalar fields over the surface of the CAD model. Our reconstruction algorithm does not impose any convexity or differentiability restrictions on the surface of the original physical part or the scalar field function, except that it assumes that there is a sufficient sampling of the input point data to unambiguously reconstruct the CAD model. Compared to earlier methods our algorithm has the advantages of simplicity, efficiency and uniformity (both CAD model and scalar field reconstruction). The simplicity and efficiency of our approach is based on several novel uses of appropriate sub-structures (alpha shapes) of a three-dimensional Delaunay Triangulation, its dual the three-dimensional Voronoi diagram, and dual uses of trivariate Bernstein-Bezier forms. The boundary of the CAD model is modeled using implicit cubic Bernstein-Bezier patches, while the scalar field is reconstructed with functional cubic Bernstein-Bezier patches. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126894698","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":"Modeling surfaces of arbitrary topology using manifolds","authors":"C. Grimm, J. Hughes","doi":"10.1145/218380.218475","DOIUrl":"https://doi.org/10.1145/218380.218475","url":null,"abstract":"Manifolds describe complicated objects that are locally $Resp{n}$ by defining a set of overlapping maps from the object to $Resp{n}$. In this thesis we present a general technique for inverting that process: we define a complicated object from a set of overlapping subsets of $Resp{n}$. We first present a constructive definition that describes how to perform such a construction in general. We then apply this construction to the particular problem of defining surfaces of arbitrary topology. The surface is built in two steps: we build a manifold with the correct topology then embed the manifold into $Resp3$ using traditional spline techniques. The surface inherits many of the properties of B-splines: local control, a compact representation, and guaranteed continuity of arbitrary degree. The surface is specified using a polyhedral control mesh instead of a rectangular one; the resulting surface approximates the polyhedral mesh much as a B-spline approximates its rectangular control mesh. Like a B-spline, the surface is a single, continuous object.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123151724","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":"QuickTime VR: an image-based approach to virtual environment navigation","authors":"Shenchang Eric Chen","doi":"10.1145/218380.218395","DOIUrl":"https://doi.org/10.1145/218380.218395","url":null,"abstract":"Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of the real-time constraint. This paper presents a new approach which uses 360-degree cylindrical panoramic images to compose a virtual environment. The panoramic image is digitally warped on-the-fly to simulate camera panning and zooming. The panoramic images can be created with computer rendering, specialized panoramic cameras or by \"stitching\" together overlapping photographs taken with a regular camera. Walking in a space is currently accomplished by \"hopping\" to different panoramic points. The image-based approach has been used in the commercial product QuickTime VR, a virtual reality extension to Apple Computer's QuickTime digital multimedia framework. The paper describes the architecture, the file format, the authoring process and the interactive players of the VR system. In addition to panoramic viewing, the system includes viewing of an object from different directions and hit-testing through orientation-independent hot spots. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"10 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123080048","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}
G. Spencer, P. Shirley, Kurt Zimmerman, D. Greenberg
{"title":"Physically-based glare effects for digital images","authors":"G. Spencer, P. Shirley, Kurt Zimmerman, D. Greenberg","doi":"10.1145/218380.218466","DOIUrl":"https://doi.org/10.1145/218380.218466","url":null,"abstract":"The physical mechanisms and physiological causes of glare in human vision are reviewed. These mechanisms are scattering in the cornea, lens, and retina, and diffraction in the coherent cell structures on the outer radial areas of the lens. This scattering and diffraction are responsible for the “bloom” and “flare lines” seen around very bright objects. The diffraction effects cause the “lenticular halo”. The quantitative models of these glare effects are reviewed, and an algorithm for using these models to add glare effects to digital images is presented. The resulting digital point-spread function is thus psychophysically based and can substantially increase the “perceived” dynamic range of computer simulations containing light sources. Finally, a perceptual test is presented that indicates these added glare effects increase the apparent brightness of light sources in digital images. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121866134","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}