A concept for a software support system for the development of airborne graphics software is described. The advent of the CRT in cockpits and the current trend toward complex pictorial formats has caused a significant...
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A concept for a software support system for the development of airborne graphics software is described. The advent of the CRT in cockpits and the current trend toward complex pictorial formats has caused a significant increase in the amount of graphics software on board the aircraft. However, current software development tools relies on techniques that do not lend themselves to digital graphics. The software support system discussed provides several key items. An interactive workstation allows the designer to essentially draw the desired image and specify the dynamic attributes. A code generation system then creates hardware independent source code. A targetting compiler section creates hardware specific code and also modifies existing system code to accept the new graphics module. This automated system concept not only supports the initial graphics software creation but also supports the software maintenance of fielded systems. The system allows rapid production of software and significantly reduces the software skills required of the user.< >
A behavioral and logic simulation system which uses extensive optimization and compilation techniques to obtain high performance is described. It incorporates data flow analysis to optimize the evaluation of unordered...
ISBN:
(纸本)9780818688645
A behavioral and logic simulation system which uses extensive optimization and compilation techniques to obtain high performance is described. It incorporates data flow analysis to optimize the evaluation of unordered assignment statement that define a hardware structure, and extract clocking rules. An integral code generator produces efficient assembly code for three different machines, and an associated run-time library provides a flexible interactive debugging environment.
This paper presents rendering techniques that use volumes as the basic geometric primitives. It defines data structures composed of numerous subvolumes, in excess of 100,000. Over each subvolume, a scalar field descri...
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ISBN:
(纸本)9780897912754
This paper presents rendering techniques that use volumes as the basic geometric primitives. It defines data structures composed of numerous subvolumes, in excess of 100,000. Over each subvolume, a scalar field describes the variation of some physical quantity. The two rendering methods described herein assume a trilinear variation of this scalar field within each volume element, unlike voxel-based techniques that assume a constant value for each subvolume. The result is a higher order approximation of the structures within the volume. In addition, solid texture mapping, atmospheric attenuation, and transfer functions relating the dynamic range of the scalar field to color and opacity are used to isolate important data features. The result is a new method for the visualization of three-dimensional data resulting from numerical simulations and observations of natural phenomena. This method continuously covers the gap between surface-based and voxel-based techniques.
A formulation of the cable plant design problem using artificial intelligence and expert system techniques is described. The knowledge of the design engineer is captured in an interactive expert system. Such an expert...
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A formulation of the cable plant design problem using artificial intelligence and expert system techniques is described. The knowledge of the design engineer is captured in an interactive expert system. Such an expert system has been designed and implemented to provide the network designer with a tool to design the broadband cable plant. The design includes the knowledge representation for the cable plant components and design rules. The system is coded in Turbo PROLOG and executes on an IBM PC. The functional expert system parts include a user interface, inference engine and control, design knowledge base and graphics system. A user can provide an initial problem file or modify an existing one.< >
The Theater War Exercise (TWX) is a computer-assisted, theater level airpower employment exercise conducted by the Air Force Wargaming Center. Its primary purpose is to give senior level military officers a feel for t...
ISBN:
(纸本)9780911801422
The Theater War Exercise (TWX) is a computer-assisted, theater level airpower employment exercise conducted by the Air Force Wargaming Center. Its primary purpose is to give senior level military officers a feel for the intricacies of high level decision-making in a combined air/land conventional warfare situation. Until recently, output from TWX consisted of a large number of tabular hard-copy reports which were difficult to understand and cumbersome to use. This paper discusses the development of a map-based graphical interface to TWX which provides a much more user-friendly interface to the information and provides a baseline for the development of new techniques for user interaction with the exercise. The methodology and toolset developed for this project are of particular interest because of their applicability to a wide variety of other wargaming and simulation systems.
Current affordable architectures for high-speed display of shaded 3D objects operate orders of magnitude too slowly. Recent advances in floating point chip technology have outpaced polygon fill time, making the memory...
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ISBN:
(纸本)9780897912754
Current affordable architectures for high-speed display of shaded 3D objects operate orders of magnitude too slowly. Recent advances in floating point chip technology have outpaced polygon fill time, making the memory access bottleneck between the drawing processor and the frame buffer the most significant factor to be accelerated. Massively parallel VLSI system have the potential to bypass this bottleneck, but to date only at very high cost. We describe a new more affordable VLSI solution. A pipeline of triangle processors rasterizes the geometry, then a further pipeline of shading processors applies Phong shading with multiple light sources. The triangle processor pipeline performs 100 billion additions per second, and the shading pipeline performs two billion multiplies per second. This allows 3D graphics systems to be built capable of displaying more than one million triangles per second. We show the results of an anti-aliasing technique, and discuss extensions to texture mapping, shadows, and environment maps.
Some very impressive results have been obtained in the past few years in plants and trees image synthesis. Some algorithms are largely based on the irregularity and fuzziness of the objects, and use fractals, graftals...
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ISBN:
(纸本)9780897912754
Some very impressive results have been obtained in the past few years in plants and trees image synthesis. Some algorithms are largely based on the irregularity and fuzziness of the objects, and use fractals, graftals or particle systems. Others focus on the branching pattern of the trees with emphasis on morphology. Our concern here is the faithfulness of the models to the botanical nature of trees and plants. We present a model which integrates botanical knowledge of the architecture of the trees: how they grow, how they occupy space, where and how leaves, flowers or fruits are located, etc. The very first interest of the model we propose is its great richness: the same procedural methods can produce "plants" as different as weeping willows, fir trees, cedar trees, frangipani trees, poplars, pine trees, wild cherry trees, herbs, etc. Another very important benefit one can derive from the model is the integration of time which enables viewing the aging of a tree (possibility to get different pictures of the same tree at different ages, accurate simulation of the death of leaves and branches for example). The ease to integrate physical parameters such as wind, the incidence of factors such as insects attacks, use of fertilizers, plantation density, and so on makes it a useful tool for agronomy or botany.
The proceedings contain 32 papers. The topics discussed include: a muscle model for animating three-dimensional facial expression;flocks, herds, and schools: a distributed behavioral model;principles of traditional an...
ISBN:
(纸本)0897912276
The proceedings contain 32 papers. The topics discussed include: a muscle model for animating three-dimensional facial expression;flocks, herds, and schools: a distributed behavioral model;principles of traditional animation applied to 3D computer animation;principles and applications of pencil tracing;fast ray tracing by ray classification;generating antialiazed images at low sampling densities;GRAPE: An Environment to Build;FRAMES: software tools for modeling, rendering and animation of 3D Scenes;the Reyes image rendering architecture;accurate triangulations of deformed, intersecting surfaces;ray tracing complex models;boundary evaluation of non-convex primitives to produce parametric trimmed surfaces;discrete beta-splines;and direct least-squares fitting of algebraic surfaces containing surface tessellations.
A user's mental model of a system should be an important determinant of performance and as well as a means of understanding why particular user errors occur. In particular, experienced users' models should be ...
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ISBN:
(纸本)0897912136
A user's mental model of a system should be an important determinant of performance and as well as a means of understanding why particular user errors occur. In particular, experienced users' models should be in closer agreement with the system than less experienced users' models, and deviations of expert models from the system should correspond to difficulties in performance and suggest ways that system usability could be improved. The present study explored the utility of scaling techniques for defining and comparing user and system models. The results support the assertion that with experience users' mental models approach the system model. However, even experienced users had significant deviations from the system model, leading to predictions of where experts would have difficulty using the system and suggestions for improving usability.
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