“1993 Education Slide Set”, 1993 – ACM SIGGRAPH HISTORY ARCHIVES

“1993 Education Slide Set”, 1993

  • ©

Title:

    1993 Education Slide Set

Year:


    1993

Conference:



Description:


    SIGGRAPH ’93 Educators’ Slide Set Credits

    Edited by Rosalee Nerheim-Wolfe

    The educators’ slide sets provide high-resolution true-color images to support the teaching of computer graphics as art and as computer science. The 1993 set presents several computer graphics algorithms and visualizes their effects. Topics include drawing lines and circles, aliasing and antialiasing, and examining radiosity. can be obtained via anonymous ftp on siggraph.org. The explanatory material is available as ASCII text (txt), Rich Text format (rtf) and PostScript (ps): Toby Howard developed drawing lines and circles and contributed to the antialiasing section. David Abramoske and Cindi Gryniewicz created the raytraced images for the antialiasing section. Jenny Morlan served as art director for both of the first two sections. The Ohio State University Advanced Computing Center for the Arts and Design, including Stephen Spencer and Wayne Carlson, created the section on radiosity.

    /publications/proceedings/siggraph93/slidesets/txt/educators.txt /publications/proceedings/siggraph93/slidesets/rtf/educators.rtf /publications/proceedings/siggraph93/slidesets/ps/educators.ps

    The full color 35mm slide set containing 78 slides can be Accompanying the slide set is a booklet that contains explanatory material. The booklet is packaged with the slide set, but ordered from: ACM order department, P.O. Box 64145, Baltimore, MD 21264; 1-800-342-6626. The ACM order number for the SIGGRAPH ’93 educators’ slide set is 915932. The cost is $33 for members; $44 for non-members. A brief description of the three parts of this set follows.

    Drawing Lines and Circles Slides 2 – 27 This section illustrates the basic principles of scan-converting lines and circles for raster displays. Scan-conversion is the process of determining which pixels should be illuminated in order to display a representation of a geometrical object which is as faithful as possible to the exact continuous geometry of the object.

    2 – Title slide

    3 – Lines of a display screen

    4 – Lines as pixels

    5 – Approximating a line with pixels

    6 – The equation of a line

    7 – Brute force scan conversion

    8 – The DDA algorithm

    9 – The DDA algorithm for lines with -I < m < 1

    10 – Gaps occur when m > l

    11 – Bresenham’s algorithm

    12 – Choosing between two pixels

    13 – Finding the closer pixel

    14 – Another example

    15 – Introducing an error term

    16 – Using the error term

    17 – The error term is fractional

    18 – Rewriting the error term

    19 – Using the integer scaled error term

    20 – Scan-converting circles

    21 – The eight-fold symmetry of the circle

    22 – Computing the initial octant

    23 – Choosing the next pixel

    24 – Using a reference point P

    25 – P is outside the circle

    26 – Determining if a point lies inside a circle

    27 – Credits Aliasing and Antialiasing

    Slides 28 – 52 This section of the slide set will demonstrate how aliasing affects the rendering of images, and how antialiasing methods can soften or reduce the effects of aliasing.

    28 – Title slide

    29 – Aliasing

    30 – Original scene

    31 – Sampling the scene

    32 – Rendered image

    33 – Effects caused by aliasing

    34 – Jagged profiles

    35 – Improperly rendered detail

    36 – Disintegrating textures

    37 – Antialiasing

    38 – Prefiltering

    39 – Basis for prefiltering algorithms

    40 – Prefiltering Demonstration

    41 – Closeup

    42 – Closeup of prefiltered Image

    43 – Postfiltering

    44 – Sampling in the postfiltering method

    45 – Filters

    46 -Using a filter to compute a pixel’s color

    47 – Student work

    48 – No antialiasing

    49 – 3×3 supersampling, 3×3 unweighted filter

    50 – 3×3 supersampling, 5×5 weighted filter

    51 – 3×3 supersampling, jittered samples, 3×3 weighted filter

    52 – Credits Examining Radiosity

    Slides 53 – 78 This section describes an approach to generating computer graphics based on the concept of energy transfer between surfaces. This approach is commonly known as radiosity. We first describe the basic algorithm, and then cover extensions to it. For this method of image generation, we make some basic assumptions. We treat the scene being rendered as a closed environment containing a number of surfaces. A surface may be a source of illum.ination (a light), or an object which reflects light. To create an image of the scene we consider the exchange of light energy between all the objects in the closed environment.

    53 – Title slide

    54 – Direct and indirect light

    55 – Examples of rendering methods

    56 – Diffuse interreflection

    57 – Introduction to radiosity

    58 – The radiosity equation

    59 – The form factor

    60 – The Nusselt analog

    61 – The hemicube

    62 – The hemicube in action

    63 – The full matrix radiosity algorithm

    64 – The progressive radiosity algorithm

    65 – Progressive radiosity examples

    66 – Progressive radiosity variants

    67 – Comparison of progressive variants

    68 – The two-pass radiosity solution

    69 – Participating media

    70 – Advantages and disadvantages

    71 – State of the art and future work

    72 – Consolation room image

    73 – Conference room image

    74 – Conference room photograph

    75 – Theatre

    76 – Theatre with polygonal mesh

    77 – Steel mill

    78 – LeCorbusier’s Chapel at Ronchamp


Publication Documents:



1993 Education Slide Set Images:



Publication Type:


Publication Sub-Type: