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The latest developments in rendering, visualization, and
rasterization hardware are reported in this volume, which contains
revised versions of thecontributions to the Sixth Eurographics
Workshop on Graphics Hardware, held in Vienna in September 1991 in
conjunction with the Eurographics '91 Conference. The book has five
parts and a keynote paper, "Issues and Directions for Graphics
Hardware Accelerators," by Kurt Akeley. The first part of the book
concerns graphics hardware design, including simulation and silicon
compilers. The second part contains two papers on graphics systems.
The third part focuses on volume (voxel-based) machines, describing
two devices to facilitate transformations of volumes. The fourth
part includes papers on rasterization systems, including character
rasterization and scan-conversion of triangular faces. The papers
in the last part of the book focus on rendering machines. They
include a programmable rendering engine, primitive shaders, and
radiosity implementation on a parallel architecture.
Rapid advances in 3-D scientific visualization have made a major
impact on the display of behavior. The use of 3-D has become a key
component of both academic research and commercial product
development in the field of engineering design. Computer
Visualization presents a unified collection of computer graphics
techniques for the scientific visualization of behavior. The book
combines a basic overview of the fundamentals of computer graphics
with a practitioner-oriented review of the latest 3-D graphics
display and visualization techniques. Each chapter is written by
well-known experts in the field. The first section reviews how
computer graphics visualization techniques have evolved to work
with digital numerical analysis methods. The fundamentals of
computer graphics that apply to the visualization of analysis data
are also introduced. The second section presents a detailed
discussion of the algorithms and techniques used to visualize
behavior in 3-D, as static, interactive, or animated imagery. It
discusses the mathematics of engineering data for visualization, as
well as providing the current methods used for the display of
scalar, vector, and tensor fields. It also examines the more
general issues of visualizing a continuum volume field and
animating the dimensions of time and motion in a state of behavior.
The final section focuses on production visualization capabilities,
including the practical computational aspects of visualization such
as user interfaces, database architecture, and interaction with a
model. The book concludes with an outline of successful practical
applications of visualization, and future trends in scientific
visualization.
Rapid advances in 3-D scientific visualization have made a major
impact on the display of behavior. The use of 3-D has become a key
component of both academic research and commercial product
development in the field of engineering design. Computer
Visualization presents a unified collection of computer graphics
techniques for the scientific visualization of behavior. The book
combines a basic overview of the fundamentals of computer graphics
with a practitioner-oriented review of the latest 3-D graphics
display and visualization techniques. Each chapter is written by
well-known experts in the field. The first section reviews how
computer graphics visualization techniques have evolved to work
with digital numerical analysis methods. The fundamentals of
computer graphics that apply to the visualization of analysis data
are also introduced. The second section presents a detailed
discussion of the algorithms and techniques used to visualize
behavior in 3-D, as static, interactive, or animated imagery. It
discusses the mathematics of engineering data for visualization, as
well as providing the current methods used for the display of
scalar, vector, and tensor fields. It also examines the more
general issues of visualizing a continuum volume field and
animating the dimensions of time and motion in a state of behavior.
The final section focuses on production visualization capabilities,
including the practical computational aspects of visualization such
as user interfaces, database architecture, and interaction with a
model. The book concludes with an outline of successful practical
applications of visualization, and future trends in scientific
visualization.
This volume contains papers representing a comprehensive record of
the contributions to the fifth workshop at EG '90 in Lausanne. The
Eurographics hardware workshops have now become an established
forum for the exchange of information about the latest developments
in this field of growing importance. The first workshop took place
during EG '86 in Lisbon. All participants considered this to be a
very rewarding event to be repeated at future EG conferences. This
view was reinforced at the EG '87 Hardware Workshop in Amsterdam
and firmly established the need for such a colloquium in this
specialist area within the annual EG conference. The third EG
Hardware Workshop took place in Nice in 1988 and the fourth in
Hamburg at EG '89. The first part of the book is devoted to
rendering machines. The papers in this part address techniques for
accelerating the rendering of images and efficient ways of improv
ing their quality. The second part on ray tracing describes
algorithms and architectures for producing photorealistic images,
with emphasis on ways of reducing the time for this computationally
intensive task. The third part on visualization systems covers a
num ber of topics, including voxel-based systems, radiosity,
animation and special rendering techniques. The contributions show
that there is flourishing activity in the development of new
algorithmic and architectural ideas and, in particular, in
absorbing the impact of VLSI technology. The increasing diversity
of applications encourage new solutions, and graphics hardware has
become a research area of high activity and importance.
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