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Graphics

About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.


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Journal ArticleDOI
TL;DR: All graphical objects and behaviors of those objects are explicitly represented at run time, so the system can provide a number of high level built-in functions, including automatic display and editing of objects, and external analysis and control of interfaces.
Abstract: The Amulet user interface development environment makes it easier for programmers to create highly interactive, graphical user interface software for Unix, Windows and the Macintosh. Amulet uses new models for objects, constraints, animation, input, output, commands, and undo. The object system is a prototype instance model in which there is no distinction between classes and instances or between methods and data. The constraint system allows any value of any object to be computed by arbitrary code and supports multiple constraint solvers. Animations can be attached to existing objects with a single line of code. Input from the user is handled by "interactor" objects which support reuse of behavior objects. The output model provides a declarative definition of the graphics and supports automatic refresh. Command objects encapsulate all of the information needed about operations, including support for various ways to undo them. A key feature of the Amulet design is that all graphical objects and behaviors of those objects are explicitly represented at run time, so the system can provide a number of high level built-in functions, including automatic display and editing of objects, and external analysis and control of interfaces. Amulet integrates these capabilities in a flexible and effective manner.

238 citations

Journal ArticleDOI
TL;DR: An object-level multiversioning approach to consistency maintenance in real-time collaborative graphic editors is proposed, which is novel in achieving intention preservation and convergence, in preserving the work concurrently produced by multiple users in the face of conflict, and in minimizing the number of object versions for conflict resolution.
Abstract: Real-time collaborative graphics editing systems allow a group of users to view and edit the same graphics document at the same time from geographically dispersed sites connected by communication networks Consistency maintenance in the face of concurrent accesses to shared objects is one of the core issues in the design of these types of systems In this article, we propose an object-level multiversioning approach to consistency maintenance in real-time collaborative graphic editors This approach is novel in achieving intention preservation and convergence, in preserving the work concurrently produced by multiple users in the face of conflict, and in minimizing the number of object versions for conflict resolution Major technical contributions of this work include a formal specification of a unique combined effect for an arbitrary group of conflict and compatible operations, a distributed algorithm for incremental creation of multiple object versions, a consistent object identification scheme for multiple object versions, and a convergent layering scheme for overlapping objects All algorithms and schemes presented in this article have been implemented in an Internet-based GRACE (graphics collaborative editing) system

238 citations

Proceedings ArticleDOI
27 Oct 1996
TL;DR: A new technique for interactive vector field visualization using large numbers of properly illuminated stream lines is presented, and a realistic shading model is employed which significantly increases quality and realism of the resulting images.
Abstract: A new technique for interactive vector field visualization using large numbers of properly illuminated stream lines is presented. Taking into account ambient, diffuse, and specular reflection terms as well as transparency, we employ a realistic shading model which significantly increases quality and realism of the resulting images. While many graphics workstations offer hardware support for illuminating surface primitives, usually no means for an accurate shading of line primitives are provided. However, we show that proper illumination of lines can be implemented by exploiting the texture mapping capabilities of modern graphics hardware. In this way high rendering performance with interactive frame rates can be achieved. We apply the technique to render large numbers of integral curves in a vector field. The impression of the resulting images can be further improved by making the curves partially transparent. We also describe methods for controlling the distribution of stream lines in space. These methods enable us to use illuminated stream lines within an interactive visualization environment.

238 citations

Proceedings ArticleDOI
24 Jul 1998
TL;DR: This work develops and discusses multiple-center-of-projection images, and explains their advantages over conventional range images for image-based rendering, including greater flexibility during image acquisition and improved image reconstruction due to greater connectivity information.
Abstract: In image-based rendering, images acquired from a scene are used to represent the scene itself. A number of reference images are required to fully represent even the simplest scene. This leads to a number of problems during image acquisition and subsequent reconstruction. We present the multiple-center-of-projection image, a single image acquired from multiple locations, which solves many of the problems of working with multiple range images. This work develops and discusses multiple-center-ofprojection images, and explains their advantages over conventional range images for image-based rendering. The contributions include greater flexibility during image acquisition and improved image reconstruction due to greater connectivity information. We discuss the acquisition and rendering of multiple-center-of-projection datasets, and the associated sampling issues. We also discuss the unique epipolar and correspondence properties of this class of image. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation – Digitizing and scanning, Viewing algorithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism; I.4.10 [Image Processing]: Scene Analysis

237 citations

Proceedings ArticleDOI
03 Aug 1997
TL;DR: A computational model of visual masking based on psychophysical data is developed that allows us to choose texture patterns for computer graphics images that hide the effects of faceting, banding, aliasing, noise and other visual artifacts produced by sources of error in graphics algorithms.
Abstract: In this paper we develop a computational model of visual masking based on psychophysical data. The model predicts how the presence of one visual pattern affects the detectability of another. The model allows us to choose texture patterns for computer graphics images that hide the effects of faceting, banding, aliasing, noise and other visual artifacts produced by sources of error in graphics algorithms. We demonstrate the utility of the model by choosing a texture pattern to mask faceting artifacts caused by polygonal tesselation of a flat-shaded curved surface. The model predicts how changes in the contrast, spatial frequency, and orientation of the texture pattern, or changes in the tesselation of the surface will alter the masking effect. The model is general and has uses in geometric modeling, realistic image synthesis, scientific visualization, image compression, and image-based rendering. CR Categories: I.3.0 [Computer Graphics]: General;

236 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023469
20221,141
2021208
2020349
2019355
2018399