An assortment of algorithms, termed three-dimensional (3D) scan-conversion algorithms, is presented. These algorithms scan-convert 3D geometric objects into their discrete voxel-map representation within a Cubic Frame...
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interactive tools have long been important fundamental components of computer animation systems. interactive tools in the form of electronic paint systems, cel painting systems, and in-betweening systems are major com...
ISBN:
(纸本)0897912284
interactive tools have long been important fundamental components of computer animation systems. interactive tools in the form of electronic paint systems, cel painting systems, and in-betweening systems are major components of two-dimensional character animation systems. Major interactive components of three-dimensional animation systems include motion design and motion previewing systems as well as geometric modeling ***-dimensional animation systems have as design criteria the application of computer systems and technology to increase productivity and cost effectiveness while at the same time utilizing the skill and talent of non-computer oriented animation production staffs. One of the most effective ways to meet both criteria is through the use of highly interactive system *** of the original motivations for the development of electronic paint systems was to support the task of creating background paintings for computer animation. Additional applications of paint systems to animation include color selection and matching, storyboard development, and character *** of the major tasks in two-dimensional animation is the creation of very large numbers of line drawings. These drawings are of the characters, portions of characters, and other objects contributing to the animation action. In conventional systems, these are created by a hierarchy of animation artists using pencil and paper techniques. A relatively few “key” frame drawings are drawn by lead animators with the remainder of the drawings done by junior animators and inbetweeners. In computer based systems considerable economy can be realized by using algorithms to generate the in-between drawings based on key frame drawings created interactively by the lead *** these many drawings are created, they must be colored. In conventional systems this is done by transferring the drawings to acetate sheets which are colored on the reverse surface with specially formulated paints.
In this paper we discuss the relationship between parametric and implicit representations of algebraic surfaces. This problem is fundamental in computergraphics and computer aided design. In addition to presenting ou...
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When creating highly-interactive, Direct Manipulation interfaces, one of the most difficult design and implementation tasks is handling the mouse and other input devices. Peridot, a new User Interface Management Syste...
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ISBN:
(纸本)0897912136
When creating highly-interactive, Direct Manipulation interfaces, one of the most difficult design and implementation tasks is handling the mouse and other input devices. Peridot, a new User Interface Management System, addresses this problem by allowing the user interface designer to demonstrate how the input devices should be handled by giving an example of the interface in action. The designer uses sample values for parameters, and the system automatically infers the general operation and creates the code. After an interaction is specified, it can immediately be executed and edited. This promotes extremely rapid prototyping since it is very easy to design, implement and modify mouse-based interfaces.
This conference proceedings contains 34 papers. The main subjects are computergraphics animation, ray tracing techniques and algorithms, graphics systems surface rendering, curve and surface algorithms, volumetric mo...
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ISBN:
(纸本)0897912276
This conference proceedings contains 34 papers. The main subjects are computergraphics animation, ray tracing techniques and algorithms, graphics systems surface rendering, curve and surface algorithms, volumetric modeling, computergraphics hardware algorithms, dynamic constraints modeling and simulation, two dimensional graphics algorithms, texturing and shadowing, and lighting models.
Let P be a simple polygon with n sides. This paper shows how to preprocess the polygon so that, given twoquery points p and g inside P, the length of the shortest path inside the polygon from p to q can be found intim...
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We present algebraic algorithms to generate the boundary of configuration space obstacles arising from the translatory motion of objects amongst obstacles. In particular we consider obtaining compliant motion pathswhe...
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While the race towards higher-resolution bitmap displays is still on, many grayscale displays have appeared on the scene. To fully utilize their capabilities, grayscale fonts are needed, and these can be produced by f...
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ISBN:
(纸本)0897912276
While the race towards higher-resolution bitmap displays is still on, many grayscale displays have appeared on the scene. To fully utilize their capabilities, grayscale fonts are needed, and these can be produced by filtering bi-level masters. Most of the efficient filtering techniques cannot directly be applied. For example, prefiltering is impractical, due to the number of character masters and the requirement of sub-pixel positioning. Furthermore, we would like to impose as few restrictions as possible on the characteristics of the filter, in order to facilitate exploration into the quality of various filters. We describe a fast filtering technique especially adapted to this task. The characters are decomposed into rectangles, and a summed-area representation of the filter is efficiently convolved with each individual rectangle to construct the grayscale character. For a given filter, the number of operations is 0(linear size of the grayscale character), which is optimal. We give an analysis of the efficiency of this technique, and examples of its implementation applied to various families of fonts and point sizes. The performance of the implementation is such that filtering characters for grayscale displays is feasible in realtime on personal workstations.
Let P be a given simple polygon with n sides. The visibility graph of P has an edge between every pair of polygon vertices that can be connected by an open segment in the interior of P. We describe an algorithm that f...
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