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Computer graphics concerns the pictorial synthesis of real or
imaginary objects from their computer-internal models.
The advanced methods and tools available today enable the production
of an immense variety of static 2D and 3D computer graphics as well as
animations.
Computer graphics systems, however, typically rely on human
intervention for the design of the resulting pictures.
The traditional input that specifies a computer-generated picture or
animation sequence consists not only of the underlying models which
describe the geometry and dynamics of all the objects to be depicted.
In addition, a large set of rendering options needs to be specified to
affect aspects like resolution, viewing perspective, lighting
conditions, etc.
The values assigned to these parameters affect the outcome of the
pictures, and thus their semantic and pragmatic value.
Knowledge-based graphics systems differ from conventional ones in that
they deploy Artificial Intelligence techniques to automatically
generate some or all of this otherwise hand-made input for a graphics
system.
The explicit representation and exploitation of knowledge can be
advantageous for automatic decision making during all stages of the
graphics generation process.
In particular, knowledge-based approaches have been devised to
address the following important tasks of graphics design and
realization:
- determination of the objects to be included in the presentation;
- selection of object properties and attributes to depict;
- object positioning;
- selection and application of illustration strategies
(e.g. annotations, cutaways, etc.);
- stylistic choices;
- construction of animation sequences;
- temporal coordination of animations.
Given the diversity of computer graphics application contexts, it is
not surprising that knowledge-based graphics systems differ greatly
not only in the types of graphics produced, but also in the types of
knowledge and decision making used.
As yet, research prototypes have been implemented for various classes
of applications, including for example:
- presentation of relational information by means of business
graphics;
- automatic generation of cartographic displays;
- automated layout and graphical display of networks;
- illustration of objects and action sequences;
- visualization of natural language descriptions;
- automatic synthesis of animations;
- interactive graphics design.
- Selected References:
-
- N. I. Badler, C. B. Phillips, B. L. Webber:
Simulating Humans: Computer Graphics Animation and Control.
New York, Oxford: Oxford University Press, 1993.
- S. Feiner, B. MacIntyre, D. Seligmann:
Knowledge-based Augmented Reality.
In: Communications of the ACM, 36(7), pp. 52-62,
1993.
- J. D. Mackinlay:
Automating the Design of Graphical Presentations of Relational
Information.
In: ACM Transactions on Graphics, 5(2), pp. 110-141,
1986.
- T. Rist, E. André:
From Presentation Tasks to Pictures: Towards a Computational Approach
to Graphics Design.
In: Proc. of the 10th ECAI, Vienna, Austria, pp. 764-768,
1992.
- S. F. Roth, J. Kolojejchick, J. Mattis, J. Goldstein:
Interactive Graphic Design Using Automatic Presentation
Knowledge.
In: Proc. of CHI'94: Conf. on Human Factors in
Computing Systems, Boston, MA, pp. 112-117,
Association for Computing Machinery, 1994.
Next: Knowledge-based Graphics Generation - New
Up: Technology Watch Activity
Previous: Language Generation - Related Information
Gerd Herzog
Last update: Fri Feb 26 13:17:30 MET 1999
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