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Winter School of Computer Graphics 1994

University of West Bohemia, Pilsen, Czech Republic

January 19 - 20, 1994

Abstracts of papers



Raytracing 3D Linear Graftals

Ph. Bekaert, Y. D. Willems 

Dept. of Computing Science
Katholieke Universiteit Leuven
Celestijnenlaan 200A, 3001 Leuven, Belgium
philippe@cs.kuleuven.ac.be

Many objects in nature, like trees, mountains and 
seashells, have a property called selfsimilarity. 
Sometimes this property is very pronounced, other 
natural phenomena exhibit this property to a lesser
degree. During the past years much attention has been
paid to fractals, purely selfsimilar objects.
We present a formalism, based on the well-known 
object-instancing graph, to represent objects which are
not necessarily purely selfsimilar. We show that 
Iterated Function Systems and some famous variants can
be described elegantly in this formalism. We also 
present an algorithm to raytrace such objects.

Keywords: rendering, fractals, formal languages, 
raytracing


Generating Plants for Computer Graphics

             Bedrich Benes 
            
CTU, Fac. of Electrical Eng.
Dept. of Computer Science
Karlovo nam.13
121 35 Praha 2
e-mail benes@cslab.felk.cvut.cz

Abstract is not available.

Keywords : Tree, L-system, Rendering, 
Computer Graphics


A Mathematical Framework for Global Illumination 
                  Algorithms

      Ph.Dutre, E.Lafortune, Y.D.Willems

{philipd, ericl, ydw}@cs.kuleuven.ac.be
Department pf Computing Science
Katholieke Universiteit Leuven
Celestijnenlaan 200A
B-3001 Heverlee, Belgium

This paper describes a mathematical framework for 
rendering algorithms. Starting from the rendering 
equation and the potential equation, we will introduce 
the Global Reflection Distribution Function (GRDF). By
using GRDF, we are able to compute the behaviour of 
light in an environment, independent of the initial 
lighting or viewpoint conditions. This framework is able
to describe most existing rendering algorithms.

 
Cubic Monte Carlo Radiosity 

Pavol Elias, Martin Feda, Peter Ferschin, 
Werner Purgathofer 

Department of Applied Mathematics
Faculty of Mathematics and Physics, Comenius University,
842 15 Bratislava, Slovakia
e-mail elias@delta.dcs.fmph.uniba.sk

Institute of Computer Graphics
Technical University of Vienna
Karlsplatz 13/186 A-1040 Vienna, Austria
e-mail elias@eigvs4.una.ac.at

A revised radiosity method for curved surfaces is 
proposed, based on the Monte Carlo approach. In 
order to improve the accuracy of the solution, 
a smoothly reconstructed illumination function with 
selected discontinuities is used during the radiosity 
computation. The reconstructed function is used as 
a random number distribution for position sampling to 
overcome the constant radiosity assumption syndrome. 
Illumination information stored at the surface control 
points is used to preserve continuity of the 
illumination across the boundary of adjacent surfaces 
and to avoid Mach band effects. Implementation in 
Flatland is discussed.


Prehlad normalizovanych grafickych systemov

              Andrej Ferko

MFF UK, 842 15 Bratislava, SR
ferko@fmph.uniba.sk

The paper deals with the survey of standardized graphics
systems from the point of view of a course for computer 
graphics students. This Comenius University course is 
based on a new textbook [ErFe93] on this topic which
seems to be a very useful notional and conceptual tool 
for systematic understanding to the functionality and 
architecture of any graphics system.


Fractal Based Procedural Modelling

         Norbert Filip

Department of Geometry
Faculty of Mathematics and Physics
Comenius University
842 15 Bratislava, Slovakia
e-mail filip@delta.dcs.fmph.uniba.sk

Two different methods for procedurally based modelling 
are presented as an alternative to the interactive 
modelling. Fractal and graftal techniques are shown to 
be the possibilities for modelling of natural phenomena 
as terrain shapes and trees. Different issues of 
consistency for fractal based terrain modelling are 
discussed. Second part of the paper shows several 
problems of graftal and L-systems trees modelling. 
Attention is focused on modeling of branches, the 
problem of "twisted" branches and branch connections are 
solved. The paper contains remarks towards the 
implementation of presented ideas.


Coherence in scan-line algorithms for CSG

    Eduard Gröller, Peter Brunner

Technical University Vienna
Institute for Computergraphics
Karlsplatz 13/186/2
A-1040 Vienna, Austria
Tel.:+43(1)58801-4582
FAX:+43(1)5874932
e-mail groeller@eigvs4.tuwien.ac.at

Scan-line algorithms for visibility calculation exploit 
various types of coherence properties. Several scan-line
algorithms for Constructive Solid Geometry (CSG)are
discussed. In one approach CSG primitives are 
represented by polygonal approximations. Another 
technique processes CSG primitives as general quadric 
surfaces. We investigate the handling of frequently 
occuring quadric surfaces (cube, cone, sphere, cylinder)
as distinct cases. Thus the differing properties of such
objects can be used more efficiently than a uniform 
approach would allow. A so called eBRep (extended 
Boundary Representation) is defined for the frequently 
occuring quadric surfaces. An eBRep is an exact 
representation of of a quadric object and contains 
curved edges and faces. For each of the above mentioned 
quadric surfaces a different, geometry dependent eBRep 
is specified. A comparison between the polygon-based 
scan-line algorithm for CSG and our eBRep based approach
is done. eBRep is a storage efficient exact 
representation of quadric surfaces, well suited for 
scan-line visibility determination.
Keywords: CSG, quadrics, scan-line alghoritm, extended 
BRep, curved edges


Graphics Systems PHIGS and PHIGS+

          Bohuslav Hudec

Dept. of computers
Electrotechnical Faculty of Czech Technical University
Prague
e-mail hudec@cs.felk.cvut.cz

The PHIGS (Programmer's Hierarchical Interactive
Graphics System) is an international ISO standard of
a functional interface between an application program
and a configuration of graphical input and output
devices. This interface contains basic functions for
dynamic interactive 2D and 3D graphics on wide variety
of graphics equippment.


G2 Continuous Beta-spline Curves Defined
         on the Interval <0,1)

           Maria Imriskova 

Radlinskeho 11, 813 68 Bratislava, SR
e-mail imriskov@cvt.stuba.sk

In this paper, the general and special matrices forms
of the cubic beta-spline curve defined on the interval
<0,1) are described.


Visualisation of the Volume Datasets in Science

                Juraj Jankovic

Faculty of Mathematics and Physics
Comenius University, 
842 15 Bratislava, Slovakia

Volume visualisation is one of the fast-growing areas in
scientific visualisation. It helps to look at scalar or 
vector datasets and understand them more easily. An 
overview of basic algorithms used for this purpose, some
of enhancements and optimizations are described here.


Semiregular Grids in 2D and 3D

         Alexej Kolcun 

Institute of geonics
Academy of Sciences of Czech Republic
Studentska 1768, 70200 Ostrava, Czech Republic

Advantages of grids used in finite element analysis ( FEM ), 
which are similar to  regular, are described in [5]. We 
show posibilities of generation and transformation of 
such grids and we make comparison of them in 2D. We show 
dificulties arising in 3D.


Creating Convex Hulls in E2 Using Dual Representation

               Ivana Kolingerova

Department of Computer Science
University of West Bohemia
Americka 42, 306 14 Plzen
Czech Republic
e-mail kolinger@kiv.zcu.cz

The dual representation of points, lines and polygons 
introduced in [Gun88] can also be used for computing 
convex hulls of a set of points in E2. The main
principles of the dual representation and a sketch of 
the algorithm for convex hull computation are given 
in this paper. Algorithm can be used both for statical 
and semi-dynamical case. More details can be seen 
in [Kol94].


Fractal Volumes

C. Kose, C.P.Willis and D.J.Paddon

Department of Computer Science,
University of Bristol,
Queens Building,
University Walk, 
Bristol BS8 1TR, UK.
e-mail derek@compsci.bristol.ac.uk

A Mandelbrot set, in quaternion representation, is used
as a test data set to research the necessary 
characteristics of a system that visualises large and 
complex data sets. An image space software solution is 
developed that uses dynamic data partitioning across 
a distributed system of processors. A system 
configuration is used that minimised the network 
diameter in order to reduce the communications overhead.


Simple Graphic CAM System Controlling the Cutting 
                      Machine

                   Miloslav Kosek 
                   
Department of Electrical Engineering
Fculty of Textile Engineering
Technical University of Liberec, Czech Republic

A CAM system using a personal computer for the control 
of a cutting machine is described. The key part of the
system is a database of suits. It contains commands 
that areprocessed by a personal computer. The computer
can control a drawing or cutting machine that draws or
cuts contours of style parts. The attention is focused 
namely to the transform of standard instructions that 
are understood by a tailor to commands that drive the 
computer.


X Window System

 Ales Limpouch 
 
Department of computers
Faculty of Electrical Engineering
Czech Technical University
e-mail limpouch@cs.felk.cvut.cz

The X Window System has, over the last few years, 
become increasingly important and it is now accepted 
as THE window system for workstations, mainframes and 
supercomputers. It has become the standard means of 
providing graphical facilities on UNIX systems. This 
paper gives a brief overview of fundamental principles,
concepts and architecture of the X system and describes 
in detail essential characteristics of the X server.

Keywords : graphical user interface, window management 
system, X Window System, X server


Pouzitie octree struktury na urychlenie metody ray 
                    tracing

                Jozef Martinka

Katedra aplikovanej matematiky
Matematicko fyzikalna fakulta Univerzity Komenskeho
842 15 Bratislava, Slovenska republika
e-mail jozef.martinka@st.fmph.uniba.sk

Niektore sposoby urychlenia metody ray tracing vyuzivaju
priestorove rozdelenie sceny a jej reprezentaciu pomocou
octree struktury. Hlavne problemy spojene s pouzitim 
octree su: vhodna reprezentacia, efektivny sposob 
vytvorenia (rozdelenia sceny na kocky octree) a rychly 
"prechod" sledovaneho luca cez strukturu. V clanku su 
strucne popisane niektore pristupy k rieseniu tychto 
problemov.

    
Triangular Patches under Tension

         F. Schindler
        
Dept. of Computer Science and Engineering
Slovak Technical University
SK-81219 Bratislava, Slovakia

Given a triangular surface scheme that only approximates 
the initial data the resulting surfaces do not reflect 
the shape of control vertices as much as the user would 
have liked. By supplying tension parameters, or what in 
this case might be called "shape" parameters, the user 
is able to force the triangular surface patch to folow 
the control vertices as close as desired without moving 
or introducing additional control point
A revised radiosity method for curved surfaces is 
proposed, based on the Monte Carlo approach. In 
order to improve the accuracy of the solution, 
a smoothly reconstructed illumination function with 
selected discontinuities is used during the radiosity 
computation. The reconstructed function is used as 
a random number distribution for position sampling to 
overcome the constant radiosity assumption syndrome. 
Illumination information stored at the surface control 
points is used to preserve continuity of the 
illumination across the boundary of adjacent surfaces 
and to avoid Mach band effects. Implementation in 
Flatland is discussed.


O(lg N) Line Clipping Algorithm in E2

             Vaclav Skala 
             
Department of Informatics and Computer Science
University of West Bohemia
Americka 42, Box 314, 306 14 Plzen Czech Republic
e-mail skala@kiv.zcu.cz

A new O(lg N) line clipping algorithm in E2 against a convex 
window is presented. The main advantage of the presented 
algorithm is the principal acceleration of the line clipping
problem solution. A comparison of the proposed algorithm 
with others shows a significant improvement in run-time.
Experimental results for selected known algorithms are also
shown.

Keywords : Line clipping, Convex polygon, Computer graphics, 
Algorithm complexity.


Graf potencialu viditelnosti 

      Eduard Sojka 
 
Katedra informatiky FEL VSB Ostrava
tr.17.listopadu
708 00 Ostrava-Poruba     
e-mail eduard.sojka@vsb.cz

Clanek podava novy pohled na teorii potencialu viditelnosti.
Tento pohled predpoklada, ze na mnozine obrazu dane sceny 
lze zavest relaci ekvivalence. Tato relace pak indukuje 
rozklad mnoziny obrazu, ktera je nekonecna, na konecny pocet
trid. Take prostor obklopujici scenu je dekomponovan na 
tridy. Ze vsech bodu jedne tridy vnima pozorovatel 
ekvivalentni obrazy. Graf potencialu viditelnosti zachycuje 
informaci o techto tridach a vztazich mezi nimi. Predkladana 
teorie umoznuje zasadit publikovane pristupy do jednotneho 
ramce. Pouziti teorie je ilustrovano na nekolika prikladech.
	Graf potencialu viditelnosti muze byt puzit jako 
alternativni nebo doplnkovy model sceny a muze byt uzitecny 
pri reseni ruznych problemu jako je napriklad problem 
viditelnosti, problem navigace ve scene a problem rozpoznani 

trojrozmernych objektu.

Klicova slova: graf potencialu viditelnosti, graf aspektu, 
viditelnost.


Parallel Progresive Radiosity with Parallel Visibility 
                   Computations


            W. Stürzlinger and C. Wild

Institute for Computer science, 
Johannes Kepler University of Linz,
Department for graphical and parallel processing
Altenbergerstrasse 69, A-4040 Linz, Austria

Tel.:+43(732)2468-884
Fax :+43(732)2468-10
e-mail wrzl@gup.uni-linz.ac.at

  The radiosity method models the interaction of light 
between diffuse reflecting surfaces, thereby accurately
predicting global illumination effects. Due to the high 
computational effort to calculate the transfer of light 
between surfaces and the memory requirements for the 
scene description, a distributed, parallelized version 
of the algoritm is needed for scenes consisting of 
thousands of surfaces. We present a distributed, 
parallel radiosity algoritm, which can subdivide the 
surface adaptively. Aditionally we present a scheme
for
 paralel visibility calculations. Adaptive load
redistribution is also discussed.



Computer Graphics Hardware

     Miroslav Snorek

Dept of Computers, Electrical faculty
Czech Technical University of Prague

Abstract is not available.


An Algorithm for Fast Voxel Scene Traversal

             Milos Sramek
             
Institute of Measurement Science
Slovak Academy of Science
Dubravska cesta 9
842 19 Bratislava
SR

Together with improvement of tomographic method of 
scanning 3D data, residing in an increase of 
distinguishing ability of the scanners, the quality of
final 3D reconstruction of the data comes into 
foreground. An inevitable condition for visualization 
of small details, comparable with the voxel size is 
application of such algorithms, which enable to define
a surface of the scanned object on subvoxel level.
Comong out from paper published at previous year of 
Winter School on Computer Graphics and CAD Systems we 
present an algorithm for fast traversal of the voxel 
scene, which enables to find a nearest intersection of
a ray with the object surface defined in such way.
High speed of the algorithm utilizes object coherency 
of the scene, which means that voxels belonging to the 
object are usually grouped in connected regions.
	The algorithm consists from two steps : 
preprocessing and scene traversal. In the preprocessing 
phase we assign to each background voxel of the 
segmented scene a value equal to its chessboard 
distance from the nearest object voxel, which defines 
a cubic macro region with no voxels inside. While 
generating a discrete ray, we can jump over this 
region, which results in up to 6-fold speed up of the 
traversal. The algorithm has no additional demands on 
memory, since the distance is stored in originally 
"empty" backgroud voxels.


Demonstration Constructive du Theoreme de Pohlke-Schwarz

              Svatopluk Zacharias

katedra matematiky Zapadoceske Univerzity
Americka 42
306 14 Plzen, CR

Abstract is not available.


Parallelisation of the Ray Tracing Algorithm


Jiri Zara       (zara@cs.felk.cvut.cz) 
Ales Holecek    (xholecek@sun.felk.cvut.cz) 
Jan Prikryl     (xprikryl@sun.felk.cvut.cz)

CTU, Fac.of Electrical Eng.
Dept.of Computer Science
Karlovo nam.13
121 35 Praha 2
 
The two typical methods for distribution of ray tracing 
rendering algorithm are presented in this article. The 
implementation of a distributed ray-tracer on a network 
of UNIX workstations is described in details. The first
results are discussed from the point of view of memory 
load, time of computation and cost of communication
among processes.

Keywords: computer graphics, rendering, parallel 
algorithm, ray-tracing, PVM


Ivana Kolingerova , kolinger@kiv.zcu.cz .
Vaclav Skala , skala@kiv.zcu.cz .

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