TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
Abstract: The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software. However, because the polygon is linear, often thousands or millions of primitives are required to capture the details of complex geometry. Models of this size are generally not practical since rendering speeds and memory requirements are proportional to the number of polygons. Consequently applications that generate large polygonal meshes often use domain-specific knowledge to reduce model size. There remain algorithms, however, where domainspecific reduction techniques are not generally available or appropriate. One algorithm that generates many polygons is marching cubes. Marching cubes is a brute force surface construction algorithm that extracts isodensity surfaces from volume data, producing from one to five triangles within voxels that contain the surface. Although originally developed for medical applications, marching cubes has found more frequent use in scientific visualization where the size of the volume data sets are much smaller than those found in medical applications. A large computational fluid dynamics volume could have a finite difference grid size of order 100 by 100 by 100, while a typical medical computed tomography or magnetic resonance scanner produces over 100 slices at a resolution of 256 by 256 or 512 by 512 pixels each. Industrial computed tomography, used for inspection and analysis, has even greater resolution, varying from 512 by 512 to 1024 by 1024 pixels. For these sampled data sets, isosurface extraction using marching cubes can produce from 500k to 2,000k triangles. Even today’s graphics workstations have trouble storing and rendering models of this size. Other sampling devices can produce large polygonal models: range cameras, digital elevation data, and satellite data. The sampling resolution of these devices is also improving, resulting in model sizes that rival those obtained from medical scanners. This paper describes an application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh. Although our implementation is for the triangle mesh, it can be directly applied to the more general polygon mesh. After describing other work related to model creation from sampled data, we describe the triangle decimation process and its implementation. Results from two different geometric modeling applications illustrate the strengths of the algorithm.
TL;DR: This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.
Abstract: This paper presents an automatic method of creating surface models at several levels of detail from an original polygonal description of a given object. Representing models at various levels of detail is important for achieving high frame rates in interactive graphics applications and also for speeding-up the off-line rendering of complex scenes. Unfortunately, generating these levels of detail is a time-consuming task usually left to a human modeler. This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface. The main contributions of this paper are: 1) a robust method of connecting together new vertices over a surface, 2) a way of using an estimate of surface curvature to distribute more new vertices at regions of higher curvature and 3) a method of smoothly interpolating between models that represent the same object at different levels of detail. The key notion in the re-tiling procedure is the creation of an intermediate model called the mutual tessellation of a surface that contains both the vertices from the original model and the new points that are to become vertices in the re-tiled surface. The new model is then created by removing each original vertex and locally re-triangulating the surface in a way that matches the local connectedness of the initial surface. This technique for surface retessellation has been successfully applied to iso-surface models derived from volume data, Connolly surface molecular models and a tessellation of a minimal surface of interest to mathematicians.
TL;DR: A new space-efficient design is introduced for octree representations of volumes whose resolutions are not conveniently a power of two; octrees following this design are called branch-on-need octrees (BONOs).
Abstract: The large size of many volume data sets often prevents visualization algorithms from providing interactive rendering. The use of hierarchical data structures can ameliorate this problem by storing summary information to prevent useless exploration of regions of little or no current interest within the volume. This paper discusses research into the use of the octree hierarchical data structure when the regions of current interest can vary during the application, and are not known a priori. Octrees are well suited to the six-sided cell structure of many volumes.A new space-efficient design is introduced for octree representations of volumes whose resolutions are not conveniently a power of two; octrees following this design are called branch-on-need octrees (BONOs). Also, a caching method is described that essentially passes information between octree neighbors whose visitation times may be quite different, then discards it when its useful life is over.Using the application of octrees to isosurface generation as a focus, space and time comparisons for octree-based versus more traditional “marching” methods are presented.
TL;DR: Advanced animation and rendering techniques, it will really give you the good idea to be successful in certain life and for you to be success in everything.
Abstract: By reading, you can know the knowledge and things more, not only about what you get from people to people. Book will be more trusted. As this advanced animation and rendering techniques, it will really give you the good idea to be successful. It is not only for you to be success in certain life you can be successful in everything. The success can be started by knowing the basic knowledge and do actions.
TL;DR: Part I Basics 1. Rendering polygonal objects 2. Theoretical Foundations 3. The theory and practice of light/object interaction 4. parametric representation techniques 5. Shadow generation techniques 6. mapping techniques: texture and environment mapping
Abstract: Part I Basics 1. Rendering polygonal objects Part II Theoretical Foundations 2. The theory and practice of light/object interaction 3. The theory and practice of parametric representation techniques 4. The theory and practice of anti-aliasing techniques Part III Advanced Rendering Techniques: Approaches, Applications and Algorithms 5. Shadow generation techniques 6. Mapping techniques: texture and environment mapping 7. Procedural texture mapping and modelling 8. Ray tracing I: basic recursive ray tracing 9. Ray tracing II: practical ray tracing 10. Ray tracing III: advanced ray tracing models 11. Radiosity methods 12. Global illumination models 13. Volume rendering techniques 14. Advanced rendering interfaces: shading languages and RenderMan Part IV Advanced Animation 15. Overview and low-level motion specification 16. Animating articulated structures 17. Soft object animation 18. Procedural animation Reference Index
TL;DR: PixelFlow is described, an architecture for high-speed image generation that overcomes the transformation and frame-buffer– access bottlenecks of conventional hardware rendering architectures and performs antialiasing by supersampling.
Abstract: We describe PixelFlow, an architecture for high-speed image generation that overcomes the transformationand frame-buffer– access bottlenecks of conventional hardware rendering architectures. PixelFlow uses the technique of image composition: it distributes the rendering task over an array of identical renderers, each of which computes a fill-screen image of a fraction of the primitives. A high-performance image-composition network composites these images in real time to produce an image of the entire scene. Image-composition architectures offer performance that scales linearly with the number of renderers; there is no fundamental limit to the maximum performance achievable using this approach. A single PixelFlow renderer rasterizes up to 1.4 million triangles per second, and an n-renderer system can rasterize at up to n times this basic rate. PixelFlow performs antialiasing by supersampling. It supports defemed shading with separate hardware shaders that operate on composite images containing intermediate pixel data. PixelFlow shaders compute complex shading algorithms and procedural and image-based textures in real-time. The shading rate is independent of scene complexity. A Pixel Flow system can be coupled to a parallel supercomputer to serve as an immediatemode graphics server, or it can maintain a display list for retainedmode rendering. The PixelFlow design has been simulated extensively at high level. Custom chip design is underway. We anticipate a working system by late 1993. CR
TL;DR: On the use of morphological operators in a class of edge detectors, L. Hertz and R. Schafer a valley-seeking threshold selection technique, and a pattern recognition of binary image objects using morphological shape decomposition.
Abstract: On the use of morphological operators in a class of edge detectors, L. Hertz and R.W. Schafer a valley-seeking threshold selection technique, S.C. Sahasrabudhe and K.S. Das Gupta local characteristics of binary images and their application to the automatic control of low-level robot vision, P.W. Pachowicz corner detection and localization in a pyramid, S. Baugher and A. Rosenfeld parallel-hierarchical image partitioning and region extraction, G.N. Khan and D.F. Gillies invariant architectures for low-level vision, L. Jacobson and H. Wechsler representation - primitives chain code, L. O'Gorman generalized cones - useful geometric properties, K. Rao and G. Medioni vision-based rendering - image synthesis for vision feature algorithms, J.D. Yates, et al recognition - investigation of a number of character recognition algorithms, A.A. Verikas, et al log-polar mapping applied to pattern representation and recognition, J.C. Wilson and R.M. Hodgson pattern recognition of binary image objects using morphological shape decomposition, I. Pitas and N.D. Sidiropoulos a pattern classification approach to multi-level thresholding for image segmentation, J.G. Postaire and M. Ameziane KOR - a knowledge-based object recognition system, C.M. Lee, et al shape decomposition based on perceptual structure, H.S. Kim and K.H. Park three dimensional - the Frobenius metric in image registration, K. Zikan and T.M. Silberberg binocular fusion revisited utilizing a log-polar tessellation, N.C. Griswold, et al an expert system for recovering 3D shape and orientation from a single view, W.J. Shomar, et al integrating intensity and range sensing to construct 3D polyhedra representation, W.N. Lie, et al notes - texture segmentation using topographic labels, T.C. Pong, et al an improved algorithm for labelling connected components in a binary image, X.D. Yang a note on the paper "The Visual Potential - One Convex Polygon", A. Laurentini a string descriptor for matching partial shapes, H.C. Liu and M.D. Srinath formulation and error analysis for a generalized image point correspondence algorithm, S. Fotedar, et al a new surface tracking system in 3D binary images, L.W. Chang and M.J. Tsai.
TL;DR: In this article, the spectral energy distribution of the reflected light from an object made of a specific real material is obtained and a procedure for accurately reproducing the color associated with the spectrum is discussed.
Abstract: This paper presents a new reflectance model for rendering computer synthesized images. The model accounts for the relative brightness of different materials and light sources in the same scene. It describes the directional distribution of the reflected light and a color shift that occurs as the reflectance changes with incidence angle. The paper presents a method for obtaining the spectral energy distribution of the light reflected from an object made of a specific real material and discusses a procedure for accurately reproducing the color associated with the spectral energy distribution. The model is applied to the simulation of a metal and a plastic.
TL;DR: This thesis investigates the extent to which precomputation and storage of visibility information can be utilized to accelerate on-line culling and rendering during an interactive visual simulation of a densely occluded geometric model and implemented abstract notions for several interesting and realistic input classes.
Abstract: This thesis investigates the extent to which precomputation and storage of visibility information can be utilized to accelerate on-line culling and rendering during an interactive visual simulation of a densely occluded geometric model.
An alternative to standard graphics rendering schemes is to precompute superset visibility information about the model, by determining what portions of the model will definitely be invisible for an observer in certain locations.
The visibility precomputation phase first subdivides the model into cells by partitioning the space embedding the model along the planes of large opaque polygonal occluders, such as walls, floors, and ceilings. The remainder of the geometric data, for example furniture and wall trim, are considered to be non-occluding detail objects. For each cell, a coarse visibility determination is first made as to what other cells might be visible from it. The detail objects are then inserted into the subdivision, and a finer-grain visibility determination is made for these objects and stored with each cell.
The on-line culling phase dynamically tracks the position and field of view of the simulated observer through the cells of the spatial subdivision. The precomputed visibility information is subjected to further on-line culling operations that use the observer's exact position and field of view. The resulting reduced set of objects is issued to graphics hardware, where a discrete depth-buffer solves the hidden-surface problem in screen space.
The visibility framework is defined generally in terms of conforming spatial subdivisions that support a small number of abstract operations. All visibility determinations are proven to produce a superset of the objects actually visible to the observer. This is crucial, since omitting any visible object would cause an erroneous display. The generally small set of invisible objects produced by the on-line culling operation is then removed by the graphics rendering hardware.
We implemented these abstract notions for several interesting and realistic input classes. The test data was a complex, three-dimensional architectural model comprising ten thousand detail objects and almost three-quarters of a million polygons. On-line frame times decreased from about ten seconds for the unprocessed model, to a tenth of a second, thus accelerating frame rates by a factor of about one hundred. (Abstract shortened by UMI.)
TL;DR: It is shown that RRT operates in two phases: preprocessing voxel and discrete ray tracing, which employs a discrete variation of the conventional recursive ray tracer in which 3-D discrete rays are traversed through the3-D raster to find the first surface voxels.
Abstract: Discrete ray tracing, or 3-D raster ray tracing (RRT), which, unlike existing ray tracing methods that use geometric representation for the 3-D scene employs a 3-D discrete raster of voxels for representing the 3-D scene in the same way a 2-D raster of pixels represents a 2-D image, is discussed. Each voxel is a small quantum unit of volume that has numeric values associated with it representing some measurable properties or attributes of the real object or phenomenon at that voxel. It is shown that RRT operates in two phases: preprocessing voxel and discrete ray tracing. In the voxel phase, the geometric model is digitized using 3-D scan-conversion algorithms that convert the continuous representation of the model into a discrete representation within the 3-D raster. In the second phase, RRT employs a discrete variation of the conventional recursive ray tracer in which 3-D discrete rays are traversed through the 3-D raster to find the first surface voxel. Encountering a nontransparent voxel indicates a ray-surface hit. Results obtained by running the RRT software one one 20-MIPS (25-GHz) processor of a Silicon Graphics 4D/240GTX are presented in terms of CPU time. >
TL;DR: A parallel volume rendering algorithm for MIMD architectures based on ray tracing and a novel task queue image partitioning technique that achieves nearly linear speedups and near real-time frame update rates on a 48 processor machine.
Abstract: Volume rendering is a useful visualization technique for understanding the large amounts of data generated in a variety of scientific disciplines. Routine use of this technique is currently limited by its computational expense. We have designed a parallel volume rendering algorithm for MIMD architectures based on ray tracing and a novel task queue image partitioning technique. The combination of ray tracing and MIMD architectures allows us to employ algorithmic optimizations such as hierarchical opacity enumeration, early ray termination, and adaptive image sampling. The use of task queue image partitioning makes these optimizations efficient in a parallel framework. We have implemented our algorithm on the Stanford DASH Multiprocessor, a scalable shared-memory MIMD machine. Its single address-space and coherent caches provide programming ease and good performance for our algorithm. With only a few days of programming effort, we have obtained nearly linear speedups and near real-time frame update rates on a 48 processor machine. Since DASH is constructed from Silicon Graphics multiprocessors, our code runs on any Silicon Graphics workstation without modification.
TL;DR: To help users find the first occurrence of an interference along a search direction, this work has developed an adaptive subdivision search based on a projective approach which guarantees a sufficient condition for object disjointness.
Abstract: To reduce the cost of correcting design errors, assemblies of mechanical parts are modeled using CAD systems and verified electronically before the designs are sent to manufacturing. Shaded images are insufficient for examining the internal structures of assemblies and for detecting interferences. Thus, designers must rely on expensive numerical techniques that compute geometric representations of cross-sections and of intersections of solids. The solid-clipping approach presented here bypasses these geometric calculations and offers realtime rendering of cross-sections and interferences for solids represented by their facetted boundaries. In its simplest form, the technique is supported by contemporary highend graphics workstations. Its variations, independently developed elsewhere, have already been demonstrated. Our implementation is based on the concept of a cutvolume interactively manipulated to remove obstructing portions of the assembly and reveal its internal structure. For clarity, faces of the cut-volume which intersect a single solid are hatched and shaded with the color of that solid. Interference areas between two or more solids are highlighted. Furthermore, to help users find the first occurrence of an interference along a search direction, we have developed an adaptive subdivision search based on a projective approach which guarantees a sufficient condition for object disjointness. The additional performance cost for solid-clipping and interference highlighting is comparable to the standard rendering cost. An efficient implementation of the disjointness test requires a minor extension of the graphics functions currently supported on commercial hardware.
TL;DR: An algorithm for volume Raytracing in a data parallel framework that uses the idiom of line drawing to traverse the data set when evaluating the path-integrals corresponding to a raytracing of the volume.
Abstract: In this paper we describe an algorithm for volume raytracing in a data parallel framework. The algorithm uses the idiom of line drawing to traverse the data set when evaluating the path-integrals corresponding to a raytracing of the volume. Since the rays of a parallel projection correspond to a single line instanced multiple times across the viewing plane the approach lends itself well to implementation on massively parallel computers. We have implemented this algorithm on the Princeton Engine (PE) and the Connection Machine CM2 computers and achieved interactive performance.
TL;DR: The light transport problem is discussed and formulated in a form convenient for Computer Graphics and basic physical units are presented, and the rendering equation is formulated in these units.
Abstract: The light transport problem is discussed and formulated in a form convenient for Computer Graphics. Basic physical units are presented, and the rendering equation is formulated in these units. A survey of view dependent and zonal methods is presented, and the extension of these methods to non-diffuse surfaces and non-isotropically scattering media is outlined.
TL;DR: It is concluded that signal-normalising, combined threshold and tracking segmentation, grey-level-gradient shading, and combined surface and volume rendering (i. e. hybrid rendering) are the methods of choice for the three-dimensional reconstruction process.
Abstract: We tried to improve the basic three-dimensional reconstruction technique by comparing preprocessing, segmentation, shading and rendering techniques in 15 examples of MR investigations of the knee joint. We conclude that signal-normalising, combined threshold and tracking segmentation, grey-level-gradient shading, and combined surface and volume rendering (i. e. hybrid rendering) are the methods of choice for the three-dimensional reconstruction process.
TL;DR: A combination of segmentation tools and fast volume renderers that provides an interactive exploration environment for volume visualization and the flexibility and power of combining volume rendering with region-of-interest selection techniques are demonstrated using examples of medical imaging applications.
Abstract: A combination of segmentation tools and fast volume renderers that provides an interactive exploration environment for volume visualization is discussed. The tools and renderers include mechanisms that distribute volume data across multiple processors, as well as image compositing techniques and solutions to representation problems in the selection and display of subregions within bounding volumes. A volume visualization technique using the interactive control of images rendered directly from volume data coupled with a user-controlled semantic classification tool is described. The variations of parallel volume rendering being explored on the Pixel-Planes 5 system and the region-of-interest selection methods and the interactive tools used by the system are presented. The flexibility and power of combining volume rendering with region-of-interest selection techniques are demonstrated using examples of medical imaging applications. >
TL;DR: In this paper, a method of rendering a color image on a designated output medium is disclosed, which maps colors to the gamut of the designated image while preserving the semantic consistency of the object color and illumination information in the image.
Abstract: A method of rendering a color image on a designated output medium is disclosed which maps colors to the gamut of the designated output medium while preserving the semantic consistency of the object color and illumination information in the image The method performs gamut mapping earlier in the image synthesis process than current gamut method methods, at the point where information about object primitives and their spectral attributes in a scene description is available, but after the fixed scene geometry has been determined by the rendering system The method makes use of the output of a symbolic rendering system which produces symbolic pixel expressions, having basis spectra variables which represent the interplay of light and object primitives in the scene description, and spectral data having color information about the light and object primitives in the scene, and which is indexed to the basis spectra variables The method performs spectral change calculations using the symbolic pixel expressions, the spectral data, and spectral information about the gamut of the specific output medium to determine the modifications to the original spectral data that need to be made to the individual object primitives in the scene in order to produce image pixel colors which are in the gamut of the output medium The resulting image colors are locally and globally consistent with the semantics of the image, make effective use of as much of the available gamut of the display device as is possible, and require no further post-rendering gamut mapping prior to display or reproduction on the designated medium
TL;DR: This work presents the implementation of data-parallel perspective volume rendering on a massively parallel SIMD computer, the MasPar MP-1, and shows the benefits of e$icient indirect addressing (anMP-1 feature) which allows individual processing elements to address their local memory independently.
Abstract: This work presents the implementation of data-parallel perspective volume rendering on a massively parallel SIMD computer, the MasPar MP-1, and shows the benefits of e$icient indirect addressing (an MP-1 feature) which allows individual processing elements to address their local memory independently. Emphasis is put on the geometric transformations required for volume rendering algorithms. TJte data-parallel algorithm separates multi-dimensional spatial transformations into a series of one-dimensional operations that can be performed in parallel on regular data domains, providing performance linear with data size. The rotation andperspective transformation is reduced to four shearlscale passes. The separable approach allows for predictable and regular data handling, independent of data values, allowing optimization of communication between processing elements. The communications required are data axis transpositions, wJtich can be peflormed using the MP-1 ‘s global router, which delivers scalable peflormance. Wrtualization allows graceful scaling in both problem size and architecture size, and a hierarchical design provides a flexible and portable fiamework suitable for different data-parallel SIMD architectures. 1 IMAGE-BASED VISUALIZATION Massively data-parallel architectures can realise close to peak performance on regularly structured image processing and viewing operations, allowing in some cases for real-time (or near real-time) interaction with modelling and viewing parameters [17]. A number of special architectures have been used for volume rendering [ 111. Polygon-based graphic algorithms pose problems of scalability, discretization independent of problem domain, and dependence on special purpose hardware for high performance [9]. Imageor pixel-based algorithms can be scalable with problem size, need not introduce geometrical artifacts and can be implemented on general purpose data-parallel computers. As a result, increases in model complexity (e.g. molecular modelling), empirical data generated from sensors (e.g. remote sensing and medical imaging) and inter* GPO Box 664, Canberra, ACT 2601, Australia Tel.: +616 275 0911 Fax: +616 257 1052 guy.vezina@csis.dit.csiro.au peter.fletcher@csis.dit.csiro.au phil.robertson@csis.dit.csiro.au Permission to copy without fee all or part of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. 1992 Workshop on Volume Visualization/l 0/92/Boston, MA o 1992 ACM 0-89791-5293/92/0010/00003...$1.50 action impose requirements that polygon-based systems often cannot satisfy. Image-based approaches are particularly well-suited to handling large multidimensional empirical data and the integration of computer vision, computer graphics and image processing 131. 2 DATA-PARALLEL VOLUME RENDERING The data-parallel algorithm achieves data access regularization by following the approach taken by Drebin&al.[4], which is a source for better efficiency in data access. Data-parallel geometrical transformations, including rotation and perspective, are applied to the data to localize projection rays within individual processing element memories. Once localization is completed, iso-surface rendering is computed using Levoy’s technique [12]. This consists of computing voxel opacities for iso-surface classification, computing Phong shading, and compositing along the viewing rays for the final view (See also [21] for an extensive discussion on volume rendering issues). The data-parallel geometrical transformation algorithm is based on separating multi-dimensional transformations into a series of one-dimensional operations that can be performed in parallel on regular data domains, providing an adequate level of parallelism for massively parallel architectures. A three-pass rotation algorithm is used, requiring shear/scale operations along orthogonal axes [lo]. Following volume rotation, perspective projection is performed in two passes by applying scaling to the scanlines. The rotation and perspective transformation can be combined and reduced to a four-pass shear/scale algorithm For a generic set of data-parallel geometric transformation tools for visualization applications, several issues must be considered: efficiency, flexibility, resampling artifacts, scalability and portability. 2.1 Requirements For interactive visualization, and for handling large volumetric data sets, efficiency is critical. F.vo classes of operations underlie imagebased transformations: the first is data processing comprising geometric or spatial transformation, resampling and associated filtering; the second is data handling, comprising data formatting and access according to algorithm and data-dependent requirements. Efficiency in handling large data sets on massively data-parallel machines relies heavily on two factors: regularizing data access, and reducing the data-value dependence of access requirements. Achieving the latter substantially eases the requirements for providing the former. Key to the approach is the common localization of domains which can be processed in parallel. The result is that some operations may be less efficient than they might otherwise have been independently, but that effectively the “lowest common denominator” domains guarantee that no operation can introduce severe penalties that dominate the results, either in data-dependent time complexity or in the potential introduction of artifacts
TL;DR: The GENMOD language contains methods for shape synthesis and analysis applying interval methods for geometric modelling, and examples for shape representation shape specification examples and shape rendering interval methods.
Abstract: Shape representation shape specification examples shape rendering interval methods for shape synthesis and analysis applying interval methods for geometric modelling. Appendices - the GENMOD language.
TL;DR: A simple experiment indicates that tracking the head and providing the appropriate view improves the ability to pick specific 3D locations in space using a 2D display, when compared to a fixed view and a mouse-controlled view.
Abstract: Techniques are discussed for creating a rendered view into a 3D scene, interactively based on the locations and orientations of the observer’s head and the display surface. Stereoscopic headmounted displays (HMDs) demonstrate a simplified, special case of these techniques, because the eyes and monitors move in unison. A largely overlooked class of interactive displays uses the relative positions between the eyes and monitor as input. These displays can be stereo or monoscopic, fixed or mobile, and the rendering process should incorporate the correct perspective distortion, which depends on the locations of the viewpoint(s) and the display monitor. Three real-time graphics display systems were prototyped and examined: a high-resolution display which corrects the perspective projection based on the location of the observer’s eye; the same display, extended to modify the view as the monitor is tilted and swiveled; and a handheid LCD display which can be freely moved and rotated as it displays a view based on the eye and monitor positions. A simple experiment indicates that tracking the head and providing the appropriate view improves the ability to pick specific 3D locations in space using a 2D display, when compared to a fixed view and a mouse-controlled view.
TL;DR: One unique method, the context-sensitive approach, employs segmentation and segment-bounded operators that are based on object and slope discontinuities in order to achieve high fidelity normal estimation for rendering volumetric objects.
Abstract: Three-dimensional voxel-based objects are inherently discrete and do not maintain any notion of a continuous surface or normal values, which are crucial for the simulation of light behavior. Thus, in volume rendering, the normal vector of the displayed surfaces must be estimated prior to rendering. We survey several methods for normal estimation and analyze their performance. One unique method, the context-sensitive approach, employs segmentation and segment-bounded operators that are based on object and slope discontinuities in order to achieve high fidelity normal estimation for rendering volumetric objects.
TL;DR: In this paper, the authors present a method for rendering graphic images as bit maps, including an input for receiving digital input commands; a command interpreter to interpret the input commands and convert them into commands suitable for use inside the system; a halftone screening section; and a rendering section which outputs data suitable for output by a raster display or marking engine.
Abstract: Apparatus and method for rendering graphic images as bit maps, including: (1) an input for receiving digital input commands; (2) a command interpreter to interpret the input commands and convert them into commands suitable for use inside the system; (3) a halftone screening section; and (4) a rendering section which outputs data suitable for use by a raster display or marking engine. The method and apparatus render multiple output pixels during each clock cycle and apply halftone screens or gray fills to an image.
TL;DR: This comprehensive work merges two of the hottest topics in computer science: parallel computing and computer graphics.
Abstract: This comprehensive work merges two of the hottest topics in computer science: parallel computing and computer graphics. Selected Topics from the Table of Contents: -Overview of Accelerated Rendering Techniques -Overview of Parallel Methods for Image Generation -Issues in Parallel Algorithm Development -Overview of Base Level Implementation -Comparison of Task Partitioning Schemes -Characterization of Other Parameters on Performance
TL;DR: This paper discusses a new, symbolic approach to geometric modeling called generative modeling, which allows specification, rendering, and analysis of a wide variety of shapes including 3D curves, surfaces, and solids, as well as higher-dimensioned shapes such as surfaces deforming in time, and volumes with a spatially varying mass density.
Abstract: This paper discusses a new, symbolic approach to geometric modeling called generative modeling. The approach allows specification, rendering, and analysis of a wide variety of shapes including 3D curves, surfaces, and solids, as well as higher-dimensioned shapes such as surfaces deforming in
time, and volumes with a spatially varying mass density. The system also supports powerful operations on shapes such as “reparameterize this curve by arclength”, “compute the volume, center of mass, and moments of inertia
of the solid bounded by these surfaces”, or “solve this constraint or ODE system”. The system has been used for a wide variety of applications, including creating surfaces for computer graphics animations, modeling the
fur and body shape of a teddy bear, constructing 3D solid models of elastic bodies, and extracting surfaces from magnetic resonance (MR) data.
Shapes in the system are specified using a language which builds multidimensional parametric functions. The language is baaed on a set of symbolic operators on continuous, piecewise differentiable parametric functions. We
present several shape examples to show bow conveniently shapes can be specified in the system. We also discuss the kinds of operators useful in a geometric modeling system, including arithmetic operators, vector and
matrix operators, integration, differentiation, constraint solution, and constrained minimisation. Associated with each operator are several methods, which compute properties about the parametric functions represented with
the operators. We show how many powerful rendering and analytical operations can be supported with only three methods: evaluation of the parametric function at a point, symbolic dlfferentiation of the parametric function, and
evacuation of an inclusion function for the parametric function.
Like CSG, and unlike most other geometric modeling approaches, 3Ms modeling approach is closed, meaning that further modeling operations cart be applied to any results of modeling operations, yielding valid models. Because
of this closure property, the symbolic operators can be composed very flexibly, allowing the construction of higher-level operators without changing
the underlying implementation of the system. Because the modeling operations are described symbolically, specified models can capture the designer’s intent without approximation error.
TL;DR: In this article, a consumer interactive multi-media system is described in which a CPU (102) is loosely coupled with system memory (108), and a graphics manipulation processor (spryte engine) performs substantially all of the graphics rendering and manipulation functions.
Abstract: A consumer interactive multi-media system in which a CPU (102) is loosely coupled with system memory (108), and a graphics manipulation processor (spryte engine) performs substantially all of the graphics rendering and manipulation functions. The spryte system accesses the memory by DMA and has a significantly higher bus priority than does the CPU (102). Graphic images are stored, rendered and manipulated in a compressed format (166), both in terms of the number of bits stored per pixel and in terms of the number of pixels stored per frame. The frame buffer information is read out from a serial port of the system memory and expanded to full 640 by 480 pixel format, with a substantially full 24-bit color resolution, all within the video display path. The resulting images are nearly of broadcast quality and can be made highly realistic. Commands to modify CLUT tables or other parameters in the video display path are provided via the display path itself, and so are automatically synchronized appropriately with pixels, scan lines, fields and frames. The system also includes an audio manipulation processor (162) which receives audio sample data via DMA from the system memory (108), also with a higher priority than the CPU (102).
TL;DR: A family of techniques for creating intuitively informative shaded images of 4-D mathematical objects is proposed, and results of rendering a Steiner surface, torus, and knotted sphere in four dimensions are presented.
Abstract: A family of techniques for creating intuitively informative shaded images of 4-D mathematical objects is proposed. The rendering of an object in a 4-D world is described by considering step-by-step how objects might be rendered into images in simpler worlds. The mathematical principles needed to compute projected images of objects and their shadows in D dimensions are outlined. The issues involved in producing shaded images of objects in four dimensions, including extending rendering from 3-D to 4-D, smooth shading, and specularity, are discussed. Results of rendering a Steiner surface, torus, and knotted sphere in four dimensions are presented. >
TL;DR: In this paper, computer-processed or computer-generated objects can be used to build holograms whose images are close to or straddle the hologram surface, and no preliminary or first hologram is required.
Abstract: Computer-processed or computer-generated objects can be used to build holograms whose images are close to or straddle the hologram surface. No preliminary or first hologram is required. The hologram is built up from a number of contiguous, small, elemental pieces. Unorthodox views from inside the object are required for the creation of these elements. One method of generating the views employs unique object manipulations. The computational transformations ensure that no singularities arise and that more-or-less conventional modeling and rendering routines can be used. With a second method, a multiplicity of conventional object views are collected. Then, all pixels in these conventional viewplanes are reassigned to new and different locations in the new viewplanes for the elemental views. These methods may be used to build rainbow holograms or full parallax holograms. When properly executed they are visually indistinguishable from other types.
TL;DR: In this paper, a spryte rendering engine can be called by writing certain values into specific memory-mapped hardware registers, and then writing dummy data to an address recognized by the hardware as a command to initiate the rendering operation.
Abstract: Linked lists of spryte control blocks are prepared in memory (108) and transversed by a spryte rendering engine. Each spryte control block (106) controls the rendering of a respective spryte into the display buffer, and contains such information as a pointer to source data for the corresponding spryte, positional an incrementing specifications for a destination quadrilateral, a control word for manipulations to be performed on the spryte image source data, and an indication of which of several available formats the spryte image source data is packed in. Once the linked list is prepared, the spryte rendering engine (106) can be called by writing certain values into specific memory-mapped hardware registers, and then writing dummy data to an address recognized by the hardware as a command to initiate the spryte rendering operation (106).