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On some pel level research problems

机译:在一些象素层面的研究问题

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The note lists some unsolved research problems concerning line (or edge) drawing algorithms for raster displays which seem to be still outstanding in 1997. Work in progress includes the so called "pixel perfect" speeded up versions of Bresenham's (1965) line drawing algorithm designed to exploit the parallel capabilities of modern display processors. Where should the build up of multi-pixel segments be terminated for optimum performance? The representation of circles, conic sections and other curves, by short, straight line segments or "otherwise" by direct generation at the pixel level: what is the "best" chain code definition? Is it "better" to use four-way or eight-way connected outlines? Can one use "strength reduction" to improve the performance of the algorithms when implemented with modern parallel hardware? How can one best convert between the "real" (floating point) coordinates of a real world model and the integer working required at the pixel level? Finally, how can one best use grey scale when it is available to soften the jaggies which so often spoil the appearance of fount outlines and other objects?.
机译:该注释列出了一些尚未解决的有关光栅显示器的线条(或边缘)绘图算法的研究问题,这些问题似乎在1997年仍然很突出。正在进行的工作包括Bresenham(1965)设计的所谓“像素完美”加速版画线算法。利用现代显示处理器的并行功能。为了获得最佳性能,应在哪里终止多像素段的构建?用短,直线段表示圆,圆锥曲线和其他曲线,或者直接在像素级别上表示“其他”:“最佳”链码定义是什么?使用四向或八向连接的轮廓线“更好”吗?当与现代并行硬件一起实现时,可以使用“强度降低”来提高算法的性能吗?如何最好地在现实世界模型的“真实”(浮点)坐标与像素级别所需的整数工作之间进行转换?最后,如何最好地利用灰度来柔化锯齿,而锯齿常常会破坏轮廓轮廓和其他物体的外观?

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