Glassner, Andrew S. (1988)
"Algorithms for Efficient Image Synthesis"
Under the direction of Frederick P. Brooks, Jr.
Department of Computer Science Technical Report TR90-031 This dissertation
embodies six individual papers, each directed towards the efficient
synthesis of realistic, three-dimensional images and animations. The
papers form four major categories: ray tracing, animation, texture mapping,
and fast iterative rendering.
The ray tracing papers present algorithms for efficiently rendering
static and animated scenes. I show that it is possible to make use of
coherence in both object space and time to quickly find the first intersected
object on a ray's path. The result is shorter rendering times with no
loss of quality.
The first animation paper considers the needs of a modern animation
system and suggests a particular object-oriented architecture. The other
animation paper presents an efficient and numerically stable technique
for transforming an arbitrary modeling matrix into a fixed sequence
of parametric transformations which yield the same matrix when composed.
The result is that hierarchical, articulated models may be described
by the human modeler or animator with any convenient sequence of transformations
at each node, and the animation system will still be able to perform
parametrically smooth motion interpolation.
The fast rendering paper describes a system built to allow quick modification
of object surface description and lighting. I use a space/time tradeoff
to capitalize on the constant geometry in a scene undergoing adjustment.
The result is a system that allows relatively fast, iterative modification
of the appearance of an image.
The texture mapping paper offers a refinement to the sum table technique.
I show that the fixed, rectangular filter footprint used by sum tables
can lead to oversampling artifacts. I offer a method which detects when
oversampling is likely to occur, and another method for iteratively
refining the texture estimate until it satisfies an error bound based
on the oversampled area.
Together, these six papers present a collection of algorithms designed
to enhance synthetic images and animations and reduce the time required
for their creation.
Goddard, Stephen (1998)
"On the Management of Latency in the Synthesis of Real-Time Signal Processing
Systems from Processing Graphs"
Under the direction of Kevin Jeffay
Department of Computer Science Technical Report TR98-027
Electronic copy available
Complex digital signal processing systems
are commonly developed using directed graphs called processing graphs.
Processing graphs are large grain dataflow graphs in which nodes represent
processing functions and graph edges depict the flow of data from one
node to the next. When sufficient data arrives, a node executes its
function from start to finish without synchronization with other nodes,
and appends data to the edge connecting it to a consumer node.
We combine software engineering techniques with real-time scheduling
theory to solve the problem of transforming a processing graph into
a predictable real-time system in which latency can be managed. For
signal processing graphs, real-time execution means processing signal
samples as they arrive without losing data. Latency is defined as the
time between when a sample of sensor data is produced and when the graph
outputs the processed signal.
We study a processing graph method, called PGM, developed by the U.S.
Navy for embedded signal processing applications. We present formulae
for computing node execution rates, techniques for mapping nodes to
tasks in the rate-based-execution (RBE) task model, and conditions to
verify the schedulability of the resulting task set under a rate-based,
earliest-deadline-first scheduling algorithm. Furthermore, we prove
upper and lower bounds for the total latency any sample will encounter
in the system. We show that there are two sources of latency in real-time
systems created from processing graphs: inherent and imposed latency.
Inherent latency is t