Refinement is usually advocated as a means of gaining finer control over a spline curve or surface during editing. For curves, refinement is a local process. It permits the change of control vertices and subsequent editing of fine detail in one reg.'on of the curve while leaving control vertices in other reports unaffected. For tensor-product surfaces, however, refinement is not local in the sense that it causes control vertices far from a region of interest to change as well as changing the control vertices that influence the region. However, with some care and understanding it is possible to restrict the influence of refinement to the locality at which an editing effect is desired. We present a method of localizing the effect of refinement through the use of overlays, which are hierarchically controlled subdivisions. We also introduce two editing techniques that are effective when using overlays: one is direct surface manipulation through the use of edit points and the other is offset referencing of control vertices.
Rendering systems generally treat the production of images as an objective process governed by the laws of physics. However, perception and understanding on the part of viewers are subjective processes influenced by a variety offactors. For example, in the presentation of architectural drawings, the apparent precision with which the drawings are made will affect whether the viewer considers the design as part of a preliminary design or as part of a final polished project, and to some extent the level of confidence the viewer has in the encoded information.
In this paper we develop techniques for rendering images in a way that differs from the usual photorealistic or wire‐frame output of renderers. In particular, our techniques allow a user to adjust the rendering of a scene to produce images using primitives with variable degrees of precision, from approximations that resemble vague “five‐minute‐sketches” to more mature but still hand‐drawn images. We provide a theoretical framework for analysing the information flow from the computer to the user via such images. Finally, we describe the design and implementation of a prototypical renderer and show examples of its output.
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