scispace - formally typeset
Search or ask a question

Showing papers on "Computer graphics lighting published in 1996"


Book
01 Jan 1996

72 citations


BookDOI
01 Jan 1996
TL;DR: This chapter provides an overview of parallel rendering algorithms for visualization using SIMD and MIMD computers and guides the reader through the latest techniques and provides a background for future development and research.
Abstract: This chapter provides an overview of parallel rendering algorithms for visualization using SIMD and MIMD computers. While a thorough investigation would trace the history from the mid 1970's to the present, we concentrate on the algorithms which have made recent advances in a variety of areas. The purpose is to guide the reader through the latest techniques and provide a background for future development and research.

20 citations


Journal ArticleDOI
TL;DR: The synergy between seemingly different disciplines is often a fertile ground for the growth of new paradigms, and when experts in different fields look with admiration and curiosity at each other’s domains, and search for commonalities and fresh perspectives on their own, truly new Paradigms can result.
Abstract: A NEW paradigm is not just something that’s a good idea. There are plenty of merely good ideas, but a new paradigm must go beyond simple innovation. A new paradigm is often introduced to solve a particular problem, but it must do more than that. It must fundamentally change the way we look at problems we have seen in the past. It must give us a new framework for thinking about problems in the future. It changes our priorities and values, changes our ideas about what to pay attention to and what to consider important. Thomas Kuhn wrote most eloquently about the impact of new paradigms in science in The Structure of Scientific Revolutions [7]. He traced the history of new paradigms such as quantum mechanics in physics. Such new paradigms are introduced in response to perceived problems with current practice, are advocated by enthusiastic iconoclasts, usually meet entrenched opposition, are accepted only slowly, and eventually become standard practice themselves. How does a new paradigm come about? Of course, the appearance of new paradigms is inherently unpredictable, but one thing that can be said is that the synergy between seemingly different disciplines is often a fertile ground for the growth of new paradigms. Here, I don’t mean the kind of shallow interdisciplinary activity in which an expert in one field blithely assumes he or she can make pronouncements in another. Rather, when experts in different fields look with admiration and curiosity at each other’s domains, and search for commonalities and fresh perspectives on their own, truly new paradigms can result. Intelligent Graphics • H e n r y L i e b e r m a n

17 citations


Journal ArticleDOI
01 May 1996
TL;DR: The stare of the art of computer graphics in China is surveyed, focusing on research, applications and industry respectively, with efforts in realistic image synthesis, computeraided geomerric design, distributed graphics, CAD, visualization in scientific computing, mulUmedia and virtual environments.
Abstract: Today computer graphics is no longer limited to academic research like it used to be it has sprung up into a new i n d u ~ Below, we have surveyed the stare of the art of computer graphics in China, focusing on research, applications and industry respectively. We have reviewed efforts in realistic image synthesis, computeraided geomerric design, distributed graphics, CAD, visualization in scientific computing (ViSC), mulUmedia and virtual environments (W).

14 citations


Proceedings ArticleDOI
25 Feb 1996
TL;DR: This paper examines various processes involved in producing the film Toy Story, the first full length feature film produced entirely using the technology of computer animation.
Abstract: Toy Story is the first full length feature film produced entirely using the technology of computer animation. The main characters, Sheriff Woody and Space Ranger Buzz Lightyear; are toys that come to life when humans aren't around. Their story is one of rivalry, challenges, teamwork and redemption. Making this film required four years of effort, from writing the story and script, to illustrated storyboards, through modeling, animation, lighting, rendering, and filming. This paper examines various processes involved in producing the film.

10 citations


Journal ArticleDOI
TL;DR: Three-dimensional computer graphics is called three-dimensional for several reasons: the graphics are generated by constructing a virtual 3D model which is then imaged, employing a physical simulation of illumination in three- dimensional space.
Abstract: Three-dimensional computer graphics is called three-dimensional for several reasons. The graphics are generated by constructing a virtual 3D model which is then imaged, employing a physical simulation of illumination in three-dimensional space. Much of the research in the field is aimed at creating an illusion of three-dimensionality. Devices such as perspective, physically realistic shading, focus, atmospherics, and 3D motion for animation have been investigated [Foley et al. 1990; Watt and Watt 1992; Glassner 1995].

6 citations



01 Jan 1996
TL;DR: Multiresolution Applications in Computer Graphics: Curves, Images, and Video
Abstract: Multiresolution Applications in Computer Graphics: Curves, Images, and Video

5 citations


Book ChapterDOI
01 Jan 1996
TL;DR: Past, current, and future applications in computer graphics and scientific visualization which utilize high performance computers, and a historical perspective will be presented which gives a flavor, though not an all inclusive listing, of the current state of the field.
Abstract: This paper describes past, current, and future applications in computer graphics and scientific visualization which utilize high performance computers. First, a historical perspective will be presented which gives a flavor, though not an all inclusive listing, for computer graphics and visualization implementations for high performance computers. Next, the current state of the field is described. Finally, some observations about applications for computer graphics and visualization in high performance computing are presented. One thing to note is the variety of applications which have differing emphasis in terms of algorithmic development. Computer rendering algorithms which produce photorealistic images may take from minutes to hours to render an image but the goal is producing a high degree of realism as fast as possible. Whereas, scientific visualization algorithms typically strive for real-time rendering of images often sacrificing image quality for rendering speed (i.e. gouraud shading vs ray-tracing). Obviously, this leads to a dichotomy for these two differing application areas. One needs to be cognizant of the underlying goals for a particular algorithm when comparing implementations.

3 citations


Proceedings ArticleDOI
Li Qing1, Li Wei, Yuan Xin, Xiao Ping, Hu Jingyu, Yang Liangxing 
21 Oct 1996
TL;DR: A TV graphics demonstration system is presented in this paper, which is a multimedia application based on PC, intended for home entertainment, whose main functions are graphics superimposing and screen capture.
Abstract: A TV graphics demonstration system is presented in this paper, which is a multimedia application based on PC, intended for home entertainment. The main functions of the system are graphics superimposing and screen capture. The system is implemented and verified by the PC-added video and graphics evaluating board.

3 citations




Proceedings ArticleDOI
15 Jan 1996
TL;DR: Six computer applications packages have been developed to solve a variety of aerodynamic problems in an interactive environment on a single workstation and the new VU-DUCT program is shown as a prime example.
Abstract: Six computer applications packages have been developed to solve a variety of aerodynamic problems in an interactive environment on a single workstation. The packages perform classical one dimensional analysis under the control of a graphical user interface and can be used for preliminary design or educational purposes. The programs were originally developed on a Silicon Graphics workstation and used the GL version of the FORMS library as the graphical user interface. These programs have recently been converted to the XFORMS library of X based graphics widgets and have been tested on SGI, IBM, Sun, HP and PC-Lunix computers. The paper will show results from the new VU-DUCT program as a prime example. VU-DUCT has been developed as an educational package for the study of subsonic open and closed loop wind tunnels.

Journal ArticleDOI
01 May 1996
TL;DR: The recent wave of 600,000 immigrants from the former Soviet Union has caused an influx of engineers into the high tech market, which has been rapidly absorbed by an industry which is far from being in a state of recession, such as might be found in some Western European countries.
Abstract: Background No report on the state of the art of computer graphics in Israel would be complete without some background on the state of the art of computer science and technology. Well known as a high tech leader on a regional scale in the Middle East, Israel ranks quite high even on the global scale. It is considered one of a number of smaller countries around the world whose energies and accomplishments in computing and other information technologies are out of proportion to their sizes and natural resources [I]. On the academic scene, some of the world's most prominent computer scientists hold positions at Israel's seven universities. Israel targets mostly American and European markets, with 62 of its companies quoted on the U.S. exchanges, second only to Canada in this rating. Of those, 57 are high tech, such as Scitex, BVR and Vocaltech [2]. Close ties with the U.S.A. have led to the establishment of R&D centers of leading American high tech companies, such as Hewlett-Packard, IBM, Intel, Microsoft, Motorola, National Semiconductor, Parametric Technology and Silicon Graphics. These companies have realized the potential of Israeli entrepreneurship, and hope to capitalize on it. Concentrated in industrial parks around top research institutions, like Haifa's Technion and the Weizmann Institute in Rehovot near TelAviv, these centers maintain close relationships with the mother institutions. The recent wave of 600,000 immigrants from the former Soviet Union, many of them trained in technical fields, has caused an influx of engineers into the high tech market. They have been rapidly absorbed by an industry which is far from being in a state of recession, such as might be found in some Western European countries. Dedicated to the nurturing of new ideas, numerous technological "hothouses" have sprouted all over the country, many of them employing immigrant scientists. These centers of excellence are funded both by the government and by private investors. Figure I: A perspective view of the southern Dead Sea in Israel from East to West.Jordan's Moab Plateau and Mawjib River in the foreground. Created by overlaying merged Spot and Landsat satellite imagery on topographical elevation data from the Israel Geological Survey. Image courtesy of Technion Israel Ins~ute of Technology and Rohr ProductJons Ltd. Spot imagery copyright of CNES.

Journal ArticleDOI
01 Aug 1996

Journal ArticleDOI
01 Aug 1996
TL;DR: This overview of computer graphics education in Australia offers a few surprises in the diversity demonstrated by university curricula, and the languages and hardware used.
Abstract: This overview of computer graphics education in Australia offers a few surprises in the diversity demonstrated by university curricula, and the languages and hardware used. Computer graphics is taught as a third year course at most Australian universities, with some universities also offering an additional advanced graphics course at the fourth year level.Most universities include what has evolved into a set of core topics that are common to most graphics courses. Most have also added some extra flavor to their courses by providing some unique topics that, although vaguely related, are not normally considered under the heading of mainstream graphics.Each curriculum generally includes all the expected graphics topics, such as line and curve generation, antialiasing, 2D transformations, 3D transformations and 3D viewing, hidden line and hidden surface algorithms, polygon fill algorithms, clipping, illumination and shading models and solid modeling. A good proportion of universities also include texture mapping, color modeling (e.g., RGB and CIE representations), animation, virtual/synthetic camera modeling, GUI design, splines and Bezier surfaces, fractals, ray tracing and human visual perception. Less commonly offered topics are dithering, radiosity and mathematical models.Approximately half of the courses are centered around device independent graphics standards such as GKS and PHIGS, and the SRGP software package is popular in courses based on the PHIGS standard The core topics in these graphics standards courses include graphical input techniques, graphical display devices for output, coordinate systems (world, virtual, and device), graphics primitives, windows and viewports and metagraphics commands.

Journal ArticleDOI
TL;DR: A graphics simulation environment for power system education This paper describes a LAN-based system for load flow simulation studies that comprises an automatic one-line generator, a graphical user interface (GUI), print and database supporting tools.
Abstract: A graphics simulation environment for power system education This paper describes a LAN-based system for load flow simulation studies. The system comprises an automatic one-line generator, a graphical user interface (GUI), print and database supporting tools. One-line displays can be generated either manually or automatically. The GUI was designed using the object-oriented programming (OOP) paradigm.

Journal ArticleDOI
01 May 1996
TL;DR: Computer graphics research and its applications have become even hotter topics in Japan with the developments of CAD/CAM, visualization and entertainment applications especially, and the recent advanced technologies of multimedia and virtual reality.
Abstract: Computer graphics has been a very active research area in Japan. Universities and companies have been allocating a relatively large amount of research and development budget to computer graphics. With the developments of CAD/CAM, visualization and entertainment applications especially, and the recent advanced technologies of multimedia and virtual reality, computer graphics research and its applications have become even hotter topics. There is unique pure academic research being undertaken at various universities. Most of the research and development at companies has tradi t ional ly emphasized engineering and applied research.

Proceedings ArticleDOI
27 Oct 1996
TL;DR: Volume rendering is a key technology for the interpretation of the large amounts of 3D scalar data collected by acquisition devices such as biomedical scanners, by supcrcomputer simulations, or by synthesizing volumetric datasets from geometric mod&.
Abstract: Volume rendering is a key technology for the interpretation of the large amounts of 3D scalar data gcnernted by acquisition devices such as biomedical scanners, by supcrcomputer simulations. or by synthesizing volumetric datasets from geometric mod&. Especially important for the exploration and understanding of the data arc sub-second display rates and instantaneous visual feedback during the change of rendering parameters. To create the illusion of smooth dynamics. the image must be updated in true real-tnne.