Interner Bericht des Fachbereich Informatik
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238
Free Form Volumes
(1994)
249
This report presents a generalization of tensor-product B-spline surfaces. The new scheme permits knots whose endpoints lie in the interior of the domain rectangle of a surface. This allows local refinement of the knot structure for approximation purposes as well as modeling surfaces with local tangent or curvature discontinuities. The surfaces are represented in terms of B-spline basis functions, ensuring affine invariance, local control, the convex hull property, and evaluation by de Boor's algorithm. A dimension formula for a class of generalized tensor-product spline spaces is developed.
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The rapid development of any field of knowledge brings with it unavoidable fragmentation and proliferation of new disciplines. The development of computer science is no exception. Software engineering (SE) and human-computer interaction (HCI) are both relatively new disciplines of computer science. Furthermore, as both names suggest, they each have strong connections with other subjects. SE is concerned with methods and tools for general software development based on engineering principles. This discipline has its roots not only in computer science but also in a number of traditional engineering disciplines. HCI is concerned with methods and tools for the development of human-computer interfaces, assessing the usability of computer systems and with broader issues about how people interact with computers. It is based on theories about how humans process information and interact with computers, other objects and other people in the organizational and social contexts in
which computers are used. HCI draws on knowledge and skills from psychology, anthropology and sociology in addition to computer science. Both disciplines need ways of measuring how well their products and development processes fulfil their intended requirements. Traditionally SE has been concerned with 'how software is constructed' and HCI with 'how people use software'. Given the
different histories of the disciplines and their different objectives, it is not surprising that they take different approaches to measurement. Thus, each has its own distinct 'measurement culture.' In this paper we analyse the differences and the commonalties of the two cultures by examining the measurement approaches used by each. We then argue the need for a common measurement taxonomy and framework, which is derived from our analyses of the two disciplines. Next we demonstrate the usefulness of the taxonomy and framework via specific example studies drawn from our own work and that of others and show that, in fact, the two disciplines have many important similarities as well as differences and that there is some evidence to suggest that they are growing closer. Finally, we discuss the role of the taxonomy as a framework to support: reuse, planning future studies, guiding practice and facilitating communication between the two disciplines.
254
Optimization of Projection Methods for Solving ill-posed Problems. In this paper we propose a modification of the projection scheme for solving ill-posed problems. We show that this modification allows to obtain the best possible order of accuracy of Tikhonov Regularization using an amount of information which is far less than for the standard projection technique.
257
Visualization of large data sets, especially on small machines, requires advanced techniques in image processing and image generation. Our hybrid raytracer is capable of rendering volumetric and geometric data simultaneously, without loss of accuracy due to data conversion. Compound data sets, consisting of several types of data, are called "hybrid data sets". There is only one rendering pipeline to obtain loss-less and efficient visualization of hybrid data. Algorithms apply to both types of data. Optical material properties are stored in the same data base for both volumetric and geometric objects, and anti-aliasing methods appeal to both data types. Stereoscopic display routines have been added to obtain true three-dimensional visualization on various media, and animation features allow generation of recordable 3-D sequences.
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The main problem in computer graphics is to solve the global illumination problem,
which is given by a Fredholm integral equation of the second kind, called the radiance equation (REQ). In order to achieve realistic images, a very complex kernel
of the integral equation, modelling all physical effects of light, must be considered. Due to this complexity Monte Carlo methods seem to be an appropriate approach to solve the REQ approximately. We show that replacing Monte Carlo by quasi-Monte Carlo in some steps of the algorithm results in a faster convergence.
243
The radiance equation, which describes the global illumination problem in computer graphics, is a high dimensional integral equation. Estimates of the solution are usually computed on the basis of Monte Carlo methods. In this paper we propose and investigate quasi-Monte Carlo methods, which means that we replace (pseudo-) random samples by low discrepancy sequences, yielding deterministic algorithms. We carry out a comparative numerical study between Monte Carlo and quasi-Monte Carlo methods. Our results show that quasi-Monte Carlo converges considerably faster.
242
Monte Carlo integration is often used for antialiasing in rendering processes.
Due to low sampling rates only expected error estimates can be stated, and the variance can be high. In this article quasi-Monte Carlo methods are presented, achieving a guaranteed upper error bound and a convergence rate essentially as fast as usual Monte Carlo.
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Hardware / Software Codesign
(1994)