bluuebunny/crossref_metadata_2025_split huggingface dataset:
Computer graphics in medicine
Authors: Mishelevich David J. 
Published: November 2005

The objective of this paper is not to present a catalog of current or potential applications of computer graphics in medicine, but rather to raise some basic key issues for consideration. The six theses which I am exploring are:
1. Iconic Communication must be the ultimate objective of computer graphics;
2. Possibilities for dynamism and interaction provide exciting dimensions for graphic presentation;
3. Use of the Optimality Principle can assist in promoting rapid progress;
4. The Building Block Principle is useful for system development and application as well as initially getting started;
5. Adherence to simple design principles can enhance graphic effectiveness; and
6. Cost-Benefit is a key factor in graphics system evaluation and utility.
Each of these theses will be considered in turn in an effort to lay the groundwork for discussing, analyzing and evaluating computer graphics in medicine. It must, of course, be noted that all principles discussed here are pertinent to computer graphics in general and not just related to medicine. In medicine however, the problems are often more difficult to deal with and the consequences greater. Thus interdisciplinary communication is critical if the problems are to be solved.
Interactive computer graphics in medical information retrieval and classification
Authors: Thompson David A. 
Published: November 2005

The size of the body of medical literature is vast and growing at a rapid rate. The National Library of Medicine collection contains about two million items and at the present rate of growth will double in about 7 years.
Attempts to improve the access to medical literature by professional practitioners, para-medical personnel, and life science researchers has principally included the MEDLARS service, a telephone/mail query service operating in batch mode; and interactive retrieval services operating on-line over long distance telephone lines such as AIM-TWX, developed by Systems Development Corporation.
Biological primitives
Authors: DeLand E. C. 
Published: November 2005

In developing the graphics computer system BIOMOD, we were concerned primarily with the user-system interface. Rather than developing a formal higher-level language specific to modeling in biology, it appeared more fruitful to examine empirically the activities of the modeling process, and to attempt to design so that these activities would be simple to perform.
Unfortunately, however, it still functioned easily only for chemists, mathematicians, and programmers; a biologist would still not write FORTRAN or differential equations to describe the basic functions—for example, a neuron—of his problem. We would like, therefore, to describe a set of basic biological functions, or primitives, which can have unambiguous definitions and can be parameterized as required in a straightforward, clear way so that they can be called from the library and used in a new problem context. An extension of this concept is to prepare programmed modules, such as a capillary resistance bed, or models, such as a model of the four-chambered heart as a pump, which could be used as required. However, these latter modeling units are not easily parameterized and are usually too individually stylized to carry over from model to model. Instead, we have been concerned with more basic units which can be standardized, as will be described in subsequent sections of this paper. We first briefly describe the BIOMOD system itself.
Man and machine in medical electronics
Authors: Shaw Peter J. 
Published: November 2005

Advances in computer technology have come a long way in the past twenty years. By far and away, the largest use of the computer is as a data bank for accounting, inventory and other such type business record keeping procedures. Only recently has man begun to channel his vast resources in computer technology towards the field of medicine. And even here, we now find the great preponderance of computers used exclusively for information retrieval and storage.
The purpose of this paper will be to try to show how simple, inexpensive, man-to-computer interfaces can successfully be used to greatly improve the efficiency and effectiveness of those involved in the healing arts.
Automatic synthesis of graphical object descriptions
Authors: Friedell Mark 
Published: November 2005

A technique is presented for automatically synthesizing graphical object descriptions from high-level specifications. The technique includes mechanisms for describing, selecting, and combining primitive elements of object descriptions. Underlying these mechanisms are a referential framework for describing information used in the construction of object descriptions and a computational model of the object-synthesis process.
This technique has been implemented in two prototype systems to synthesize object descriptions in near-real time. One system creates graphical displays of information that resides in a conventional database. The other system is a computer graphicist's tool for creating backgrounds of complex, three-dimensional scenes.
A hardware stochastic interpolator for raster displays
Authors: Piper Timothy S. , Fournier Alain 
Published: November 2005

Stochastic modeling has found uses so far mainly for expensive very realistic graphics display. The cost of rendering is not intrinsic to the technique, but mainly due to the high resolution and the sophisticated display techniques which accompany it. We describe here a basic tool for a less expensive approach to stochastic modeling which is designed for a more “down to earth” type of application, and brings the display of stochastic models nearer to real-time.
A special purpose board for stochastic interpolation has been built, which can generate an array of up to 129×129 12 bit stochastic values to be used by the rest of the display system as a texture source, or for more elaborate algorithms. The board functions as a coprocessor in a traditional frame buffer system, and includes a micro-coded bit-slice processor, a multiplier, special hardware to generate uniformly distributed random numbers, memory to store a look-up table for random numbers with the required distribution, and two buffers for the resulting arrays.
The current implementation generates values at less than 4 microseconds per point, and in conjunction with a standard graphics processor can display nearly 10000 stochastic points in real-time, or can update a full screen of stochastic values in less than one second. Illustrations are given of the output of the board and of pictures and animations generated with it.
An adaptive subdivision algorithm and parallel architecture for realistic image synthesis
Authors: Dippé Mark , Swensen John 
Published: November 2005

An algorithm for computing ray traced pictures is presented, which adaptively subdivides scenes into
S
subregions, each with roughly uniform load. It can yield speedups of
O
(
S
2/3
) over the standard algorithm.

This algorithm can be mapped onto a parallel architecture consisting of a three dimensional array of computers which operate autonomously. The algorithm and architecture are well matched, so that communication overhead is small with respect to the computation, for sufficiently complex scenes. This allows close to linear improvements in performance, even with thousands of computers, in addition to the improvement due to subdivision.
The algorithm and architecture provide mechanisms to gracefully degrade in response to excessive load. The architecture also tolerates failures of computers without errors in the computation.
Priority windows
Authors: Littlefield Richard J. 
Published: November 2005

Priority windows are a basic tool for interactive graphics, underlying such techniques as pop-up menus and single screen viewing and control of multiple contexts. Most implementations of priority windows are raster oriented, frequently relying on special hardware capabilities such as high speed rasterops. This paper discusses an alternative approach, based on vector clipping, that works with any display device capable of drawing and erasing vectors. It has been used to implement a general purpose windowing package that supports application programs using a vector graphics model. It is device independent, running without change on a desktop computer with integral graphics and on a timesharing system with a peripheral display. In purely device independent form, windowing performance depends on host processing speed and communications bandwidth. Techniques are described for improving responsiveness by overlapping some windowing computations with the user's think time. Performance improvements based on extended device capabilities such as rectangular fill, hardware characters, and local display lists with clipping are also suggested.
Presentation of this paper included a videotape showing the dynamics of one application on an HP-9000 desktop computer and on a VAX 11/780 plus Ramtek Marquis configuration.
Computer graphics in commercial and broadcast production (Panel)
Authors: Rosendahl Carl 
Published: November 2005

The goal of this panel is to acquaint the listener with what is perhaps the most visible area of computer graphics - the use of animation in television and motion pictures
Creating animation for commercial use is subject to many factors outside of the animator's control. Pieces are constrained by deadlines and budgets and yet must be “ new, fresh and different” in order to satisfy the client. The speakers on the panel represent four of the leading computer animation production houses and are well acquainted with having to work with these constraints while still delivering work of the highest possible quality. In addition to showing some of their work, the participants will discuss methods for creating animation for commercial use.
Ray tracing algebraic surfaces
Authors: Hanrahan Pat 
Published: November 2005

Many interesting surfaces can be written as polynomial functions of the spatial coordinates, often of low degree. We present a method based on a ray casting algorithm, extended to work in more than three dimensions, to produce pictures of these surfaces. The method uses a symbolic algebra system to automatically derive the equation of intersection between the ray and the surface and then solves this equation using an exact polynomial root finding algorithm.
Included are illustrations of the cusp catastrophe surface, and two unusually shaped quartic surfaces, Kummer's quadruple and Steiner's surface.
Technical implications of proposed graphics standards (Panel Session)
Authors: Straayer David , Bono Peter , Ehlers Richard , Enderle Gunter , Reed Theodore , Shuey David , Skall Mark , Sonderegger Elain , Wright Tom 
Published: November 2005

This panel session is intended to present recent technical developments in the efforts to standardize computer graphics.
Several alternative approaches to 3-D standards will be presented and contrasted. The Virtual Device Metafile will be presented, as well as a proposed binding of the GKS standard to Fortran.
Presentations will be made by the following individuals:
Dr. Peter Bono is the chairman of the ANSI X3H3 technical committee developing standards for Computer Graphics Programming Languages, and will present the current status of the effort to adopt 2-D GKS as an International Standard and as an American National Standard.
Tom Wright will be available to respond to questions about the Programmer's Minimal Interface to Graphics (PMIG) proposal, and its current status as a new output level of the draft proposed American National Standard (dpANS) GKS.
Mark Skall will present a proposed binding of GKS to the Fortran Language. Mr. Skall will also discuss progress in the field of formal specification of graphics standards and developments in the establishment of conformance/certification procedures for implementations of GKS.
Theodore Reed will present the technical content of the Virtual Device Metafile (VDM) draft proposed American National Standard. Discussed will be the relationship of the VDM to GKS and to the yet to be proposed Virtual Device Interface. Specific functionality of the VDM will be discussed as will specific bindings of that functionality as a character set extension and as a binary format.
David Shuey will present an overview of the Programmer's Hierarchical Interface to Graphics (PHIGS) proposal. The PHIGS proposal is intended to support hierarchical structuring of graphics data, in contrast to the Core System and GKS proposals. This type of structure addresses highly interactive graphics applications which need to modify the presentation and the relationships within graphics data.
Richard Ehlers will present the attribute model of the PHIGS proposal and explore the relationship of attribute model to structured graphics data bases. Also, Mr. Ehlers will discuss the viewing and transformation implications of structured graphics data bases using examples.
Gunter Enderle is a member of the West German delegation to the International Standards Organization (ISO) Working Group on Computer Graphics. Herr Enderle will be discussing ISO proposals for the extension of the GKS standard from 2-D to 3-D functionality. Several such proposals have been made, including one by DIN (the official standards making body of the German Federal Republic) and a Norwegian proposal called IDIGS.
Elaine Sonderegger was a member of the ACM SIGGRAPH Graphics Standards Planning Committee, and is the ACM SIGGRAPH representative to ANSI X3H3. Ms. Sonderegger will contrast the 3-D functionality of the Core System, IDIGS, DIN proposed 3-D extensions, and PHIGS.
Solid model input through orthographic views
Authors: Sakurai Hiroshi , Gossard David C. 
Published: November 2005

This paper describes the results of basic studies on procedures for creating solid models of component geometry from two-dimensional orthographic projections. An interactive graphic program was developed to allow the input of three orthographic views of a component geometry by digitizing from a drawing. The views may contain straight lines and circular arcs, solid or dashed. No restrictions are placed on the order or direction of lines and arcs in any view. Using an extension of the Wesley-Markowski procedure, the program constructs a three-dimensional solid model of the object. When the projections are ambiguous, multiple solid models are produced. The solid model may contain planar, cylindrical, conical, spherical and toroidal surfaces. Topological information of the solid model is stored in a winged edge structure. Geometric information is stored as vertex coordinates and surface equations.
The procedure for 2D-3D conversion provides a powerful new method for manual input of solid models, a common interface to all turnkey graphics systems, and, properly integrated with existing technology for scanning of drawings, a powerful new method for acquisition of CAD/CAM data bases from existing drawings.
The procedure is described, examples of typical input and output are shown, and possible extensions are discussed.
Design of solids with free-form surfaces
Authors: Chiyokura Hiroaki , Kimura Fumihiko 
Published: November 2005

We propose a unified method of generating a wide range of three dimensional objects from polyhedra to solids with free-form surfaces. Modeling systems for polyhedra and systems for free-form surfaces have been developed independently in the past because of the difference in their underlying theory and practices. However, this is not desirable for a designer. So in this paper, we have shown a method in which a wide range of shapes are generated in one system by using local modifications. Local modifications are procedures used to change the shape of solids locally. The construction and the modification of three dimensional shapes by these procedures are natural and easy for a designer in many cases. The implementation of these procedures in a computer is easy and their execution does not require much time.
Our method to construct a solid with free-form surfaces consists of following three phases. 1) A solid which serves as a basis of free-form shape design is generated by local modifications. Edges of this solid are straight lines but its faces are not necessarily flat planes. 2) From this model, a curve model which adequately represents the characteristics of a free-form shape is generated. 3) Surface equations interpolating over the curve model are generated.
We have made a geometric modeling system MODIF. Using this system, a complicated solid with free-form surfaces can be designed easily. MODIF can generate color shaded pictures and cutter path data for making a real object model by NC machining tool.
An inexpensive scheme for calibration of a colour monitor in terms of CIE standard coordinates
Authors: Cowan William B. 
Published: November 2005

The Commission Internationale d'Eclairage system of colorimetry is a method of measuring colours that has been standardized, and is widely used by industries involved with colour. Knowing the CIE coordinates of a colour allows it to be reproduced easily and exactly in many different media. For this reason graphics installations which utilize colour extensively ought to have the capability of knowing the CIE coordinates of displayed colours, and of displaying colours of given CIE coordinates. Such a capability requires a function which transforms video monitor gun voltages (RGB colour space) into CIE coordinates (XYZ colour space), and vice versa. The function incorporates certain monitor parameters. The purpose of this paper is to demonstrate the form that such a function takes, and to show how the necessary monitor parameters can be measured using little more than a simple light meter. Because space is limited, and because each user is likely to implement the calibration differently, few technical details are given, but principles and methods are discussed in sufficient depth to allow the full use of the system. In addition, several visual checks which can be used for quick verification of the integrity of the calibration are described.
The paper begins with an overview of the CIE system of colorimetry. It continues with a general discussion of transformations from RGB colour space to XYZ colour space, after which a detailed step-by-step procedure for monitor calibration is presented.
Solid modeling (Panel Session)
Authors: Machover Carl , Vogel Carl , Witte Donald R. , Bliss Frank W. 
Published: November 2005

In the past few years there has been a lot of interest and excitement generated by solid modeling. Numerous papers have been presented on the value and benefits of this technology. Many talented individuals have contributed to the state of the art. Solid modeling has played a larger role at SIGGRAPH in the past three years, with tutorials, panel discussions and technical papers. All this material has been presented for the most part by academics, researchers and developers of solid modeling systems.
The users of solid modeling systems have yet to be heard from. The reason is that there have been very few of them out there in the past. However, that situation is slowly changing. Now that several CAD/CAM vendors are marketing solid modeling systems, a small cadre of users does exist.
This panel will be composed primarily of users of solid modeling systems. They will discuss topics of interest to potential users (and also developers) of solid modelers. Questions to be addressed include:
What is the status of solid modeling systems from a user standpoint?
Can the present solid modelers be used in a production environment today?
Should a solid modeling system replace the present wire frame and surface systems or be integrated with them?
What are the problems associated with using a solid modeling system?
How good is the user interface?
Does the necessary application software exist?
The primary intent of this Panel discussion is to give the potential user some idea as to whether the available solid modeling systems are useful for his applications.
It is beginning to look like the next generation CAD/CAM system for mechanical design will be a solid modeler. The big question is “when will this occur?”
Computer graphics for large scale two- and three-dimensional analysis of complex geometries
Authors: Brown Bruce Eric 
Published: November 2005

A comprehensive set of programs have been developed for analysis of complex two- and three-dimensional geometries in the Mechanical Engineering Department of the University of California's Lawrence Livermore Laboratory. State of the art finite element and hydrodynamic codes are being used for the analytical portion of the work. To assist the analytical effort, several additional codes which depend heavily on graphics have been developed. These are basically used for the pre- and post-processing of the data. Prior to running any analysis, the geometry of the body of interest must be represented in the form of small “finite elements”. After the analysis is run, the data must be post-processed. Both spatial and temporal data exist in the database. It is the database between the analysis codes and the post-processors which allows a wide variety of analysis codes to use the same post-processors.
The temporal plotting codes produce time histories for specified quantities (i.e. temperature, pressure, velocity, stress, etc.) at various locations within the body. They may also produce cross-plots of these variables (i.e. stress vs strain at a particular position). For plotting of the spatial data two codes are used. The first is for two-dimensional geometries and the second is for three-dimensional models. For three dimensions, the Watkins' hidden surface/line processor is utilized for plots. The spatial plotters will display contour lines on vector output devices and color fringes (or gray values) on raster output devices. They both may also display deformed geometries. Further the three-dimensional code has extensive animation capabilities for movie productions. These graphics codes are used with a wide variety of analyses codes and form a very comprehensive package for the engineering analysis of two- and three-dimensional bodies.
Transparency for computer synthesized images
Authors: Kay Douglas Scott , Greenberg Donald 
Published: November 2005

Simple transparency algorithms which assume a linear transparency over an entire surface are the type most often employed to produce computer synthesized images of transparent objects with curved surfaces. Although most of the images created with these algorithms do give the impression of transparency, they usually do not look realistic. One of the most serious problems is that the intensity of the light that is transmitted through the objects is generally not proportional to the amount of material through which it must pass. Another problem is that the image seen behind the objects is not distorted as would naturally occur when the light is refracted as it passes through a material of different density.
Use of a non-linear transparency algorithm can provide a great improvement in the realism of an image at a small additional cost. Making the transparency proportional to the normal to the surface causes it to decrease towards the edges of the surface where the path of the light through the object is longer. The exact simulation of refraction, however, requires that each sight ray be individually traced from the observer, through the picture plane and through each transparent object until an opaque surface is intersected. Since the direction of the ray would change as each material of differing optical density was entered, the hidden surface calculations required would be very time consuming. However, if a few assumptions are made about the geometry of each object and about the conditions under which they are viewed, a much simplier algorithm can be used to approximate the refractive effect. This method proceeds in a back to front order, mapping the current background image onto the next surface, until all surfaces have been considered.