TL;DR: It is shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.
Abstract: Ray tracing, ray casting, and other forms of point sampling are important techniques in computer graphics, but their usefulness has been undermined by aliasing artifacts. In this paper it is shown that these artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples. If the samples occur at appropriate nonuniformly spaced locations, frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity. This noise is much less objectionable to our visual system than aliasing. In ray tracing, the rays can be stochastically distributed to perform a Monte Carlo evaluation of integrals in the rendering equation. This is called distributed ray tracing and can be used to simulate motion blur, depth of field, penumbrae, gloss, and translucency.
TL;DR: A highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers is presented and it is shown that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments.
Abstract: For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-basedalgorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all. This paper provides several contributions to this discussion: We fir st present a highly optimized implementationof a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm makes better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software.
TL;DR: A method for modelling cloth material hanging in three dimensions when supported by any number of constraint points is described and the cloth synthesized with this model contains folds and appears more realistic than simple texture mapping.
Abstract: In image synthesis, cloth objects such as clothes are most often modelled as textures mapped onto rigid surfaces. However, in order to represent such objects more realistically, their physical properties must be examined. This paper describes a method for modelling cloth material hanging in three dimensions when supported by any number of constraint points. The cloth synthesized with this model contains folds and appears more realistic than simple texture mapping. This paper also describes a method for rendering the cloth once its free-hanging shape has been determined.The computation of the surface of a free-hanging cloth is performed in two stages. The first stage approximates the shape of the surface which is interior to the constraint points, and the second stage performs a relaxation process on all points on the surface to arrive at a close approximation to its shape. The rendering of the surfaces is done using a ray-tracer which treats the surface as a mesh of line segments.
TL;DR: New procedures are described to predict the global illumination function without excessive computational expense and indicate the enormous potential of this approach for realistic image synthesis, particularly for dynamic images of static environments.
Abstract: The radiosity method models the interaction of light between diffusely reflecting surfaces and accurately predicts the global illumination effects Procedures are now available to simulate complex environments including occluded and textured surfaces For accurate rendering, the environment must be discretized into a fine mesh, particularly in areas of high intensity gradients The interdependence between surfaces implies solution techniques which are computationally intractable This article describes new procedures to predict the global illumination function without excessive computational expense Statistics indicate the enormous potential of this approach for realistic image synthesis, particularly for dynamic images of static environments
TL;DR: In this article, the capability of varying sizes of a dot in a printer is exploited to provide a gray scale image of superior quality, where errors in gray level are used to modulate the sizes of the dots in producing the image.
Abstract: The capability of varying sizes of a dot in a printer is fully exploited to provide a gray scale image of superior quality. Errors in gray level are used to modulate the sizes of the dots in producing the image.
TL;DR: A one-chip VLSI implementation of a shaded-polygon renderer which provides an affordable solution to the bottleneck of image rendering and its derivation and implementation in a pipelined, polygon-rendering chip are described.
Abstract: Image rendering is the performance bottleneck in many computer-graphics systems today because of its computation-intensive nature. Described here is a one-chip VLSI implementation of a shaded-polygon renderer which provides an affordable solution to the bottleneck. The chip takes advantage of a unique extension to Bresenham's vector drawing algorithm [1] to interpolate four axes (for Red, Green, Blue and Z) across a polygon, in addition to the X and Y values. Its inherent accuracy and ease of high-speed hardware implementation distinguish this new algorithm from interpolation with incrementing fractions (DDA).This chip was designed as part of a workstation primarily for mechanical engineering CAD applications. The pipelining and internal bandwidth possible on the chip allows rendering speeds of over twelve-thousand, 1000-pixel, shaded polygons per second, suitable for interactive manipulation of solids. Described in this paper is the derivation of the new algorithm and its implementation in a pipelined, polygon-rendering chip.
TL;DR: In this article, a method and apparatus for rendering latent electrostatic images visible using multiple colors of dry toner or developer and more particularly to printing toner images in black and at least two highlighting colors in a single pass of the imaging surface through the processing areas of the printing apparatus.
Abstract: The method and apparatus for rendering latent electrostatic images visible using multiple colors of dry toner or developer and more particularly to printing toner images in black and at least two highlighting colors in a single pass of the imaging surface through the processing areas of the printing apparatus. Two of the toners are attracted to only one charge level on a charge retentive surface to thereby providing black and one highlight color while two toners are attracted to another charge level to form the second highlight color.
TL;DR: Fast algorithms for pre-filtered anti-aliasing previously operated solely on straight line objects; this work extends the class of objects to include circles and ellipses, and shows how pre-computed filters stored in a lookup table may be implemented.
Abstract: Fast algorithms for pre-filtered anti-aliasing previously operated solely on straight line objects; this work extends the class of objects to include circles and ellipses. The new algorithms do not require floating point, square root, or division operations in the inner loops. When rendering against a constant background, a single inner loop multiapplication operation may also be eliminated. We describe in detail how the technique is applied to rendering an octant of a filled circle using a square area integration filter. We briefly describe the extensions necessary for different types of anti-aliased circles and ellipses. We show how pre-computed filters stored in a lookup table may be implemented.
TL;DR: A new system, Pixel-powers, has been designed for the rapid rendering of curved surfaces that can directly evaluate quadratic expressions of the form Ax2 + Bxy + Cy2 + Dx + Ey + F for every pixel (x,y) in the image in parallel.
Abstract: A new system, Pixel-powers, has been designed for the rapid rendering of curved surfaces. This system is a generalization of the design of our logic-enhanced framed buffer memory system, Pixel-planes. Our new design can directly evaluate quadratic expressions of the form Ax2 + Bxy + Cy2 + Dx + Ey + F for every pixel (x,y) in the image in parallel. Sample images generated by a high-level simulation of the new system are shown.
TL;DR: In this article, a load control for a vehicle having a frame (14), a loadbearing body (12) mounted on the frame and rear wheel-bearing axles is presented, which selectively renders one of the rear axles non-loadbearing or loadbearing and includes a sensor for sensing a load between the load-bearing body and frame.
Abstract: A load control (24) for a vehicle (10) having a frame (14), a load-bearing body (12) mounted on the frame (14) and rear wheel-bearing axles. The rear wheel-bearing axles support the frame (14) through suspension systems. The load control (24) selectively renders one of the rear axles non-load-bearing or load-bearing and includes a sensor for sensing a load between the load-bearing body (12) and frame (14) and an actuator for rendering one of the rear axles load-bearing when the load sensed by the sensor is above a predetermined level and for rendering the rear axle non-load-bearing when the load sensed by the sensor is below a predetermined level.
TL;DR: A verbatim rendering of the improvised closing lecture, with some slight modifications in order to retain the original spirit in the written form (reported by E Smith) is given in this paper.
Abstract: A verbatim rendering of the improvised closing lecture, with some slight modifications in order to retain the original spirit in the written form (reported by E Smith)
TL;DR: In this paper, the sampling aperture of the cones is distorted to anti-alias the reflections and refractions properly, which is used as a diffusion map for transparent surfaces to simulate the visual effect of diffuse, soft-shadowed cloud layers.
Abstract: The method of ray tracing with cones is used to area sample objects for properly filtered rendering. Methods for generating anti-aliased reflections and refractions distorted by normal vector perturbation (bump-mapping) are developed to simulate the appearance of rippled water surfaces. The sampling aperture of the cones is distorted to anti-alias the reflections and refractions properly. A calculated texture function is used as a diffusion map for transparent surfaces to simulate the visual effect of diffuse, soft-shadowed cloud layers.
TL;DR: Algorithms for computing analytic visibility and for producing filtered renderings from the resulting visible surfaces are presented and have been designed for parallel execution on simple concurrent structures to provide real-time performance.
Abstract: This dissertation explores the use of an analytic visibility algorithm for the high-speed generation of anti-aliased images with textures. When visibility is knwon analytically before any sampling takes place, low-pass filtering for anti-aliasing can be done to arbitrary accuracy at a cost proportionate to the output resolution. Furthermore, since the filtering and sampling processes can be expressed as a set of integrations over the image plane, the filtering process can be decomposed into a set of sums of integrations over each visible surface in the image plane, allowing the rendering of each visible surface to be done in parallel using an image buffer to accumulate the results. Thus, analytic visibility can serve as the basis for high-speed, high-quality image synthesis.
In this dissertation, algorithms for computing analytic visibility and for producing filtered renderings from the resulting visible surfaces are presented. In order to provide real-time performance, these algorithms have been designed for parallel execution on simple concurrent structures. Architectures based on these algorithms are presented and simulated to produce expected execution times on a set of test images.
TL;DR: In this article, the visual inspection of sealing rings for quality control is studied with regard to lighting requirements and visibility assessment, and a visibility analysis provides hints for improving the probability of detection.
Abstract: The visual inspection of sealing rings for quality control is studied with regard to lighting requirements and visibility assessment. Laboratory experiments and field studies suggest an unconventional lighting scheme for optimum contrast rendering of defects. A visibility analysis provides hints for improving the probability of detection.
TL;DR: In this paper, the index information part 23B and a "Japanese rendering" storing part 23C are added to a main memory 23 so that the Japanese rendering data kept erased after selection and decision of KANJI (Chinese characters) is held as necessary as index information for sorting the 'Japanese rendering' order.
Abstract: PURPOSE:To reduce the load of an operator in a stable processing mode by reading the index information out of an index information memory means and carrying out the data processing with use of a 1st character (string) in case a command is produced to perform the data processing for a 2nd character (string) by means of the 1st character (string). CONSTITUTION:An index information part 23B and a 'Japanese rendering' storing part 23C are added to a main memory 23 so that the 'Japanese rendering' data kept erased after selection and decision of KANJI (Chinese characters) is held as necessary as the index information for sorting the 'Japanese rendering' order. Thus, an operator is not required to be conscious of a 1st character (string) before conversion unlike the 'Japanese rendering', in particular, owing to utilization of the index information. Then, the operator pays attention only to the data on a 2nd character (string) like KANJI to be sorted and gives a command to perform the data processing for the 2nd character (string) by means of the 1st character (string). Thus the KANJI can be sorted in the 'Japanese rendering' order serving as the 1st character (string).
TL;DR: In this article, structural integrated equipment is selectively, individually or conjointly detachably attachable to a three-wheeled vehicle for preventing rearward tipover, carrying cargo, rendering the vehicle waterborne, enhancing travel over snow or providing power takeoff.
Abstract: Structurally integrated equipment is selectively, individually or conjointly detachably attachable to a three-wheeled vehicle for preventing rearward tipover, carrying cargo, rendering the vehicle waterborne, enhancing travel over snow or providing power takeoff. Supports extending from the framework of the vehicle are adapted to receive and retain with quick disconnect fittings frame elements of each of the equipments. The frame elements may be adjustable to accommodate load variations and variances of the surface traversed.
TL;DR: This paper outlines how computer communication provides the essential ingredient to the provision of this service, in terms of instantaneous computer graphic software updates and more importantly, distribution of meaningful three-dimensional presentations to referring physicians.
Abstract: Computer graphics has many forms. When applied in medicine, it can range from simple two dimensional charts and graphs to rendering of three-dimensional scenes. Computer graphic displays of molecular or large anatomic structures have been used to great advantage by numerous medical researchers. In addition, graphic presentations can be dynamic where displays are controlled by physician-user commands, or the presentations can be static, where views are recorded in discrete frames for later distribution or permanent archival. In medicine both interactive and static forms of computer graphics have their proper place in the effective delivery of health care. Computer graphics, however, changes constantly in the area of software techniques, hardware improvements and its clinical application. What may be medically appropriate today in the use of computer graphics can soon become inadequate and well behind the new advances that so quickly follow.
TL;DR: In this article, a high speed rendering machine belonging to the machinery used for architectural construction is described, which can reduce the worker's labor intensity and improve the rendering speed, save the mortar and guarantee the construction quality.
Abstract: The utility model discloses a high speed rendering machine belonging to the machinery used for architectural construction. Most of the wall rendering operation at home and abroad adopts manual operation with high labor intensity and slow construction speed. The spraying operation with a mortar pump still needs manual smoothing with serious mortar waste. The high speed rendering machine provided by the utility model mainly comprises a mortar conveying pipe and an umbrella shape rendering plate. The rendering plate comprises a radiation spiral pressing plate of tilting type and a flat annular smoothing plate and other portions to simultaneously complete the spraying and smoothing operation. Adopting the high speed rendering machine can obviously reduce the worker's labor intensity and improve the rendering speed, save the mortar and guarantee the construction quality.
TL;DR: The theory of such surfaces leads to efficient methods of surface detection, visible surface determination, and rendering that have been implemented in a software package especially designed for producing high quality displays inexpensively and efficiently for the medical end-user.
Abstract: We concentrate on the problem of producing three-dimensional displays of organ surfaces from computerized tomograms. The theory of such surfaces is discussed. This theory leads to efficient methods of surface detection, visible surface determination, and rendering. The methods have been implemented in a software package especially designed for producing high quality displays inexpensively and efficiently for the medical end-user.
TL;DR: The purpose of this research is to develop an experimental environment for solid modelling which can provide a wide range of graphics primitives and operations toward making the modelling process more flexible.
Abstract: The purpose of this research is to develop an experimental environment for solid modelling which can provide a wide range of graphics primitives and operations toward making the modelling process more flexible. The system can handle different types of representations and combine them with an extended-CSG structure. A new geometric editor to enter and modify the data is also reported. To handle different types of representation, the system has an object-oriented structure and the idea of a ‘common function’ is introduced to give the interface between them. Ray tracing is used as the rendering method. New techniques for generating images for complex objects are shown with several modelling examples.
TL;DR: Rendermatic, a C library including routines for Gouraud and Phong shading, z-buffer hidden surface elimination, and a-buffer antialiasing is introduced and a modular program architecture suitable for parallel processing is proposed.
Abstract: Computer graphics rendering of three dimensional objects is viewed as a three step process: sampling, mapping, and reconstruction. Each component of the rendering pipeline is described in this light. Problems which occur with the implementation of scan conversion and the a-buffer are discussed. A modular program architecture suitable for parallel processing is proposed. Rendermatic, a C library including routines for Gouraud and Phong shading, z-buffer hidden surface elimination, and a-buffer antialiasing is introduced. Thesis Supervisor: David Zeltzer Title: Assistant Professor of Computer Graphics This work was supported in part by NHK (Japan Broadcasting Corp.) and Defence Advance Research Projects Agency (DARPA) contract #MOA903-85-K-0351.
TL;DR: A sequence of two-dimensional image slices (such as obtained from computerized tomography) may be used to create three-dimensional visualizations of human anatomy, with varying degrees of realism.
TL;DR: This investigation has resulted in the development of a general purpose scanline algorithm capable of being extended to handle a variety of primitives, capable of dealing with ``positive'' and ``negative'' volumes, allowing objects with holes to be modelled and displayed.
Abstract: The modelling of solid objects is becoming increasingly important in the application of computer graphics to a wide variety of problems, such as CAD/CAM, simulation,and molecular modelling. A variety of methods for rendering solid objects exists, including Z-Buffer, Scanline and Ray Tracing. This paper is concerned with a scanline method for the production ofstill images of complex objects. The implementation of a scanline algorithm is discussed, in conjunction with a consideration of performance in relation to other methods. Many scanline methods cater only for a restricted class of primitives, such as polygons or spheres. This investigation has resulted in the development of a general purpose scanline algorithm capable of being extended to handle a variety of primitives. The primitives currently available are polygons, spheres, spheres swept along straight-line trajectories, and cylinders, with polygonal models of cubes, cones and cylinders. Additionally, the approach is capable of dealing with ``positive'' and``negative'' volumes, allowing objects with holes to be modelled and displayed. It has further been extended to cater for the inclusion of transparent objects into a scene, and consequently allows the modelling of coloured "glass'' objects.
TL;DR: The use of universal phonetic alphabets is imperative when an auditory or mechanical recording of vocal utterances is to be given a visual rendering as discussed by the authors, but it must be kept in mind that the latter, a succession of discrete symbols, cannot be considered the exact equivalent of the former, a continuous flux.
Abstract: An international or, better, a universal phonetic alphabet is a set of conventions where each letter is equated with a physically well-identified speech sound. In scientific practice, the use of such an alphabet is imperative when an auditory or mechanical recording of vocal utterances is to be given a visual rendering. It must be kept in mind that the latter, a succession of discrete symbols, cannot be considered the exact equivalent of the former, a continuous flux.