throbber
VALEO EXHIBIT 1028
`Valeo v. Magna
`IPR2015-____
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`Creating Raster Omnimax Images
`from Multiple Perspective Views
`Using the Elliptical Weighted
`Average Filter
`
`Ned Greene and Paul S. Heckbert“
`
`New York Institute of Technology
`
`o NYIT. 1964
`
`
`tion sponsored by SiGGRAPH 84.
`
`Creation of Omnimax animation by computer opens
`up fantastic new visual possibilities. Unfortunately, the
`fish-eye distortion of Omnimax film images compli-
`cates synthesis by computer, since most image—synthe-
`sis programs can create only perspective views.
`As an alternative to modifying existing image-synthe-
`sis programs to produce Omnimax projections directly.
`we present a method for creating them from multiple
`perspective views. Four perspective views of the em
`vironment are created, each a projection onto a face of
`a cube centered at the camera, and then a mapping
`program creates an Omnimax projection from them.
`To minimize aliasing during resampling, the mapping
`program uses the elliptical weighted average filter, a
`space—variant filter we developed for this applicatiori
`that computes a weighted average over an arbitrarily
`oriented elliptical area. This filter can also be used for
`texture mapping 3D surfaces.
`The methods described in this article were used to
`make two animation sequences for The Magic Egg, a
`compilation of computer—generated Omnimax anima-
`
`Rendering programs usually perform a perspective
`
`transformation which simulates a pinhole camera and
`transforms straight lines to straight lines and planes to
`planes. However, the Omnimax projection of a 3D en-
`vironment is a 180° fish-eye projection that does not
`preserve linearity or planarity, so rendering programs
`must be modified to perform an Omnimax projection
`rather than a perspective projection.
`Rendering programs work in a variety of ways and
`handle a variety of geometric primitives. Because they
`are independent from the perspective projection, ray
`tracers are easily converted for Omnimaxl projection,
`but their high computational expense makes them im-
`practical for many applications.
`On the other hand, standard polygon renderers rely
`heavily on the perspective projection to simplify and
`speed the scan conversion process. Among other things,
`they take advantage of the fact that the perspective
`projection preserves the convexity of polygons and the
`linearity of their edges, properties not preserved by the
`Omnimax projection. In short, standard polygon render-
`ers are much more difficult to convert for Omnimax
`projection than ray tracers and conversion reduces their
`computational efficiency.
`The problem of software conversion should be exam-
`ined in the context of whole image generation systems.
`Some systems generate the final frames of animation
`using a single program, while other systems create images
`piece by piece using a variety of programs. We use the
`latter approach at NYIT: One program renders polygons,
`another renders quadric surfaces, and dozens of other
`programs process rendered images to produce final
`frames.2
`
`To convert all the programs in this graphics system to
`
`
`
`‘Heckbert is now with Pixar, Inc. Material in this article was
`presented orally by the authors at the 126th SMPTE Technical
`Conference in November 1984. Omnimax is a registered trade-
`mark of Imax Corp, Toronto, Canada.
`
`June 1986
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`DDDUUDDDDDDDUDOUDDDDD
`
`frame centerline
`
`projection center
`(axis of projection)
`
`/extent of 180 fisheye projection
`
`approximately elliptical
`
`Figure 1. An Omnimax film frame.
`
`
`
`
`
`
`
`Figure 2. A three-
`dimensional
`
`scene projected
`onto four faces
`of a cube.
`
`
`
`©NYlT,1984
`
`Figure 3. The unfolded cube of texture. The brighter
`area is the Omnimax field of view. The left half
`
`of the left panel, the right half of the right panel,
`and the top half of the top panel lie outside the field
`of view, so these regions need not be rendered.
`
`handle Omnimax projection would be prohibitively time
`consuming, would complicate existing software, and
`would make maintenance more difficult. For these rea-
`sons we sought a method for creating Omnimax projec-
`tions from perspective views.
`
`22
`
`We were interested in general techniques for creating
`Omnimax images that would allow high resolution, high
`scene complexity, and a variety of geometric modeling
`primitives. We were willing to sacrifice speed for gener-
`ality and quality. Others have developed more efficient
`techniques for specific applications. Max has generated
`Omnimax animation of molecules using a local linear
`approximation to the distortion,3 and methods for real-
`time Omnimax distortion of low-resolution images have
`also been developed.4
`
`The Omnimax projection
`
`Max has described the Omnimax projection lens and
`theater geometry in detail;1 the following description has
`been condensed from his account.
`
`In an Omnimax theater, film is projected through a
`fish-eye lens onto a hemispherical screen that fills the
`audience's field of View. This extreme field of view
`
`necessitates a large film format to provide sufficient
`resolution. Omnimax is the largest motion picture film
`format in use today—frames are oriented lengthwise on
`70-mm film stock.
`
`A 180° fish-eye lens (round type) projects half of the
`environment into a circular image. The Omnimax film
`image shown in Figure 1 is a 180° fish-eye projection with
`the bottom of the frame cropped to an approximately
`elliptical arc. The projected Omnimax image covers a full
`180° horizontally but, due to the cropping of the frame,
`covers less vertically—about 135°. In a typical Omnimax
`theater the axis of projection (which pierces the film
`frame at the "projection center” shown in Figure 1) is
`elevated 1 1° from the horizontal.
`
`Each pixel in the raster grid of an Omnimax image
`corresponds to a ray projected through the Omnimax
`lens. Pixels are mapped to rays by simulating the C430
`Omnimax projection lens as follows:
`The limiting circle of the 180° fish-eye projection is
`assigned a unit radius, and its center is chosen as the
`image origin. Because the projection lens is rotationally
`symmetric about the axis of projection, the effect of the
`lens can be described by a single function that relates
`radial displacement from the center of the circle to the
`angle of the projected ray from the axis of projection.
`Points in the image are assigned polar coordinates (130)
`and are converted to spherical coordinates with angular
`coordinates 6 and 42, where 0 is longitude and d) is the
`angle from the axis of projection. The transformation
`from polar to spherical coordinates keeps 0 the same and
`transforms r into d). The expression for qb as a function of
`r, adapted from Max,1 is
`
`4) (r) = 1.411269r— .094389r3 + .256747’5
`See Max' for a more detailed discussion of Omnimax lens
`and theater geometry, and film frame layout.
`
`Omnimax projection
`from cube projection
`
`To produce an Omnimax projection, standard image
`generation programs are used to project the environment
`onto four faces of a cube centered at the viewpoint,5 and
`this cube of texture is then processed to obtain an
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`Omnimax projection. The cube's orientation corresponds
`to a coordinate system that has a horizontal left-right axis
`and another axis coinciding with the axis of projection.
`Each face of the cube of texture is obtained by pointing
`the camera down the appropriate axis and rendering with
`a 90° view angle. The rendered views are the projections
`on the front, top, left, and right faces of the cube.
`Figure 2 shows the projection of a 3D scene onto four
`faces of a cube. This cube of texture is shown unfolded in
`
`Figure 3, wherein the darkened areas correspond to
`regions of the scene that lie outside the Omnimax field of
`view. Figure 4 shows the region of the Omnimax frame
`that each face of the cube contributes to.
`
`Creating the Omnimax projection from the cube of
`texture can be done in scan-line order. Each pixel in the
`Omnimax projection corresponds to a ray through the
`projection lens, the direction of which can be found with
`some straightforward trigonometry using the lens distor-
`tion formula given above. This ray is then intersected
`with the cube of texture to determine which texture pixel
`corresponds to the pixel
`in the Omnimax projection.
`Actually, this point-sampling approach will cause aliasing.
`A filtering technique that eliminates visible aliasing is
`described later in this article.
`
`Figure 5 is an Omnimax projection obtained from the
`cube of texture in Figure 2. It has twice the horizontal
`resolution of the cube faces of Figure 2, and this corre-
`sponds to a 2:3 ratio of ”source pixels" (the bright area of
`Figure 3) to "destination pixels" in the Omnimax projec-
`tion. The exact ratio of source pixels to destination pixels
`isn't important as long as there is rough parity (having far
`more source pixels than destination pixels wastes source
`texture resolution; having far fewer source pixels than
`destination pixels magnifies the source texture unneces-
`sarily). Empirical tests have shown that a resolution of
`approximately 2000 X 1500 is sufficient for raster Omni—
`max frames.6
`
`A potential problem with our method is discontinuities
`in the Omnimax projection at the boundaries between
`the cube faces shown in Figure 4. For example,
`if a
`polygon in the Omnimax projection straddles a seam, it
`will be clipped and rendered in two separate cube faces.
`Whether or not the projected polygon will exhibit visible
`artifacts at the seam depends on the algorithms used for
`clipping, shading, and so on. In some cases it may be
`necessary to use more sophisticated algorithms, but in
`practice seams have never been a problem for us.
`The framework for projection need not be a cube. An
`Omnimax projection can be obtained from any combi-
`nation of perspective views with viewpoint at the camera
`that collectively covers the Omnimax field of view. For
`example, it is possible to use just two perspective views,
`one covering the left half of the Omnimax field of view,
`the other covering the right half. This scheme, however,
`requires very large view angles that result in poor image
`resolution near the image center. All things considered,
`the cube appears to be the best framework for projection.
`
`Image filtering
`
`the cube-face images must be
`To control aliasing,
`filtered, not point-sampled,7 as Figure 6 shows. We treat
`
`June 1986
`
`FRONT
`
`Figure 4. The correspondence between cube faces and
`regions of the Omnimax projection.
`
`
`
`Figure 5. An Omnimax projection made from the cube of
`texture of Figures 2 and 3. Scene modeling by Jules
`Bloomenthal (tree), Paul P. Xander (terrain), Ned Greene
`(sky), and Dick Lundin (overall scene composition and
`rendering).
`
`
`
`Figure 6. Portions of Omnimax images generated from
`checkerboard cube faces. Aliasing is evident with point
`sampling (left) but not with filtering (right).
`
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`
`Figure 7. An example of a mapping with a nonuniform
`resampling grid. Circular pixels in screen space (left)
`become elliptical when mapped to texture space (right).
`Since the ellipses vary in size, eccentricity, and orientation,
`the filter is space variant. Dots mark pixel centers.
`
`
`
`pixels in the Omnimax frame as square or circular areas
`instead of points, so their corresponding rays through the
`projection lens form cones that intersect the cube faces
`in quadrilateral or elliptical areas“,8 These areas are then
`filtered to obtain pixel values.
`Omnimax distortion is nonlinear, so the resampling
`grids on the cube faces are nonuniform, as Figure 7
`illustrates. Consequently a space-variant filter is required
`instead of the simpler space-invariant filter techniques. In
`response to the need for generality and speed, we devel-
`oped a new filtering technique.
`
`24
`
`Image filtering for Omnimax distortion is very similar
`to the technique of texture mapping onto curved surfaces
`in 3D: both require space-variant filters? The filter we
`present can be used for either application.
`Applying the terminology of texture mapping, the cube-
`face image is called the texture, with coordinates u and v.
`The output picture is called the screen, with coordinates x
`and y. Some methods for texture filtering are listed in
`Table 1, classified according to kernel shape. The most
`important features of a filter are the generality of its
`shape, which determines, quality, and the number of
`samples that must be accessed and the cost of each
`access, which determine speed.
`High-quality filters such as those by Catmull,‘° Blinn
`et al.,11 Feibush et al.,12 and Gangnet et a1.13 operate on
`arbitrary quadrilaterals or ellipses. Their computational
`cost is proportional to texture area, so the cost can be
`very high when large texture areas map to small screen
`areas.
`
`Fast filters such as those by Dungan et al.,8 Williams,”
`Crow,15 and Perlinlé have a constant cost per screen pixel,
`but are limited to orthogonally oriented squares, rec-
`tangles, or ellipses, so they cannot filter elongated diagonal
`areas accurately. This limited shape control causes either
`aliasing or blurring of the texture. These “constant-cost"
`filters also require extra time and memory to preintegrate
`or prefilter the texture. Also, when the texture changes
`from frame to frame, as it does in our method of
`Omnimax frame creation, the cost per screen pixel (in-
`cluding setup time) is not constant, but includes a term
`proportional to texture area.
`In general, the constant—cost filters are most desirable
`for static textures with mappings that compress large
`areas to small. Since the texture areas corresponding to
`each screen pixel are small in our application (typically
`nine to 16 pixels), an efficient, high-quality filter may be
`nearly as fast as a constant—cost filter in this case.
`
`Elliptical weighted average filter
`
`We developed the elliptical weighted average (EWA)
`filter to attain more efficient, high-quality filtering. The
`filter area is an arbitrarily oriented ellipse, as in the filters
`by Feibush et a1.12 and Gangnet et al.‘3 These two methods
`require every texture sample point to be mapped to or
`from screen space for weighting by the circular kernel
`residing in screen space. To avoid this cost, EWA distorts
`the circular screen space kernel into an ellipse in texture
`space, so texture weighting can be done more directly.
`This is similar to the method used by Blinn et al., who
`distorted a screen square into a texture parallelogram.ll
`The radial cross section of the kernel is controlled by a
`weight lookup table, so it can be any function. Like other
`high-quality filters, EWA's cost is proportional to the
`texture space area. However, because it avoids mapping
`each texture pixel between screen space and texture
`space, it is faster than filters of similar quality.
`Under the perspective transformation, a circular screen
`space pixel will normally map to an elliptical texture .
`space area, assuming local planarity of the surface (this
`approximation breaks down near vanishing points, where
`the circles can map to parabolas or hyperbolas). Point-in-
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`ellipse testing can be done with one function evaluation
`(this is faster than point-in-quadrilateral testing, which
`requires substitution into four line equations). The func-
`tion for this test is a quadratic in the texture coordinates
`u and v:
`
`Q(u,v) = Au2 + Buv+ C122
`
`where u = 0, v = 0 is the center of the ellipse. This
`function is an elliptical paraboloid. Points inside the
`ellipse satisfy Q (u,v) < F for some threshold F. In texture
`space the contours of Q are concentric ellipses (Figure 8),
`but when mapped to screen space, they are nearly circu-
`lar. Since Q is parabolic it is proportional to r2, where r is
`the distance from the center of a pixel in screen space.
`This radius r is just the parameter needed when indexing
`a kernel, so Q can serve two purposes: inclusion testing
`and kernel indexing.
`lookup table,
`The kernel
`f( r)
`is stored in a weight
`WTAB. Rather than index WTAB by r, which would
`necessitate the calculation of r =\/U at each pixel, we
`define
`
`WTAB[Q] = f( V—Q')
`
`so that the array can be indexed directly by Q.
`Warping a lookup table for computational efficiency is
`a useful trick that has been applied by others}:17 A good
`kernel to use is the Gaussian f(r) = e—“’2, shown in Figure
`9, for which WTAB[Q] = e—“Q. The Gaussian is preferred
`to the theoretically optimal sinc kernel because it decays
`much more quickly. By properly scaling A, B, C, and F, the
`length of the WTAB array can be controlled to minimize
`quantization artifacts (several
`thousand entries have
`proven sufficient). The parameters F and a can be tuned
`to adjust the filter cutoff radius and the degree of pixel
`overlap.
`To evaluate Q efficiently, we employ the method of
`finite differences. Since Q is quadratic, two additions
`suffice to update Q from one pixel to the next.3 The
`following pseudocode implements the EWA filter for
`monochrome pictures (it is easily modified for color).
`Integer variables are lowercase; floating-point variables
`are uppercase.
`
`/* Let texture[v,u] be a 2-dimensional array holding texture */
`< Compute texture space ellipse center (UO,V0)
`from screen coordinates (x,y) >
`
`< Compute (Ux,Vx) =
`
`
`%, _a_v] and (Uy,Vy) = [—, —
`ax
`
`/* Now find ellipse corresponding to a circular pixel: */
`A - Vx‘Vx+Vy*Vy
`B = —2.*(Ux*Vx+Uy*Vy)
`C = Ux*Ux+Uy*Uy
`F = Ux*Vy-—Uy*Vx
`F = F*F
`
`< scale A, B, C, and F equally so that F = WTAB length >
`
`/* Ellipse is AU2+BUV+CV2=F, where U=u—U0, V=v—V0 */
`
`EWA(UO,V0,A,B,C,F)
`
`June 1986
`
`begin
`< Find bounding box around ellipse: ulSuSuZ, v1SvSv2 >
`NUM = 0.
`DEN = 0.
`DDQ = 2.*A
`U = ul—UO
`/‘I scan the box */
`for v=v1 to v2 do begin
`V = v—VO
`DQ = A*(2."‘U+1.)+B*V /* =Q(U+1,V)—Q(U,V) */
`Q = (C*V+B*U)*V+A*U*U
`for u=ul to u2 do begin
`/* ignore pixel if Q out of range */
`if Q<F then begin
`WEIGHT = WTAB[floor(Q)]
`/* read and weight texture pixel */
`NUM = NUM+WEIGHT"‘texture[v,u]
`/"’ DEN is denominator (for normalization) */
`DEN = DEN+WEIGHT
`end
`Q = Q+DQ
`DQ = DQ+DDQ
`end
`end
`return(NUM/DEN)
`end
`
`This implementation can be optimized further by re-
`moving redundant calculations from the 1/ loop and, with
`proper checking, by using integer variables throughout.
`The EWA filter computes the weighted average of
`elliptical areas incrementally, requiring one floating-point
`multiply, four floating-point adds, one integerization, and
`one table lookup per texture pixel. Blinn et al.'s method,
`which is the most similar to EWA, appears to have
`
`
`
`Figure 8. Contours of elliptical paraboloid O and box
`around 0 = F. Dots are centers of texture space pixels.
`
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`©NYIT,
`
`Figure 9. Gaussian kernel e'“’2.
`
`@ NYIT, 1984
`
`
`
`Figure 10. Omnimax frame from Inside a Quark, an
`animation cycle by Ned Greene from The Magic Egg. The
`vines trace the edges of a diamond lattice and the anima-
`tion depicts uniform motion down a corridor in this
`lattice. Software by the authors, Jules Bloomenthal, and
`Lance Williams.
`
`comparable speed but inferior quality, based on the very
`brief description in their paper.H The texture filters by
`Feibush et al.12 and Gangnet et al.‘3 have the same quality
`as EWA but require each sample point to be mapped
`between screen space and texture space, an operation
`requiring at least one division and two multiplications,
`even when done incrementally.” Based on this analysis
`the EWA filter appears to be about twice as fast as the
`other methods of similar quality.
`
`26
`
`Figure 11. Omnimax frame from Revenge of the Ant,
`animation of a mechanical ant by Dick Lundin from The
`Magic Egg. In this 12-second sequence the ant climbs out
`of the “anthill” and charges the camera. Terrain modeling
`by Lance Williams and Paul P. Xander.
`
`Areas for future work
`
`The mapping program to create an Omnimax projec-
`tion from a cube projection can easily be modified to
`produce other nonlinear projections such as cylindrical
`projections (the Mercator projection, for example), or a
`picture of the environment as it would appear reflected in
`a chrome ball. The projection formulas for these appli-
`cations are derived easily. The cube faces required
`depend on the projection—for example, all six are re-
`quired to produce a chrome ball reflection.
`Because the computational cost of EWA filtering is
`proportional to texture space area, using it to map large
`texture areas to small screen areas is very slow compared
`to constant—cost filters. An untested method of dealing
`with this problem is to use EWA (or some other high-
`quality filter) on a prefiltered image pyramid?)14 EWA
`filtering would be performed on small elliptical areas at
`the appropriate level
`in the image pyramid. Actually,
`performing such filtering at two adjacent levels in the
`image pyramid and interpolating the results, as in Wil-
`liams,” would be preferable. In theory this hybrid ap-
`proach offers the best of both worlds: high-quality filter-
`ing at a constant, relatively low cost per pixel.
`An unexplored approach to digital Omnimax distortion
`is decomposition of the 2D mapping and filtering into two
`passes of 1D mapping and filtering19 using least-squares
`approximations.20
`
`Conclusions
`
`This method is completely general in the sense that an
`Omnimax projection can be produced of any scene that
`can be rendered in perspective. Only a modest program-
`ming effort
`is required—existing rendering programs
`need not be modified, and the only new software is the
`mapping program. All rendering can be done with existing
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`efficient programs that exploit the linearity of the per-
`spective transformation.
`These techniques were used at NYIT to create two
`sequences of animation for The Magic Egg, a compilation
`of Omnimax animation sponsored by SIGGRAPH 84 and
`produced by Garrick Films?"23 Figures 10 and 11 are
`frames from these sequences. Cube faces were rendered
`at a resolution of 1024 X 960; from these 1966 X 1436 X
`24-bit Omnimax frames were made. The high resolution
`requirements of the Omnimax format result in large data
`volumes (up to 8.5M bytes per frame) and slow frame
`generation. On a Digital Equipment Corp. VAX 11/780,
`the four cube-face images needed for each Omnimax
`frame took from one to six hours to create, followed by
`mapping and filtering, which took one hour.
`To date, about 20 minutes of computer-generated
`Omnimax animation has been produced in raster format,
`much of it rendered with ray tracing on supercomputers.
`Our method provides an alternative to this brute-force
`approach.
`I
`
`Acknowledgments
`We thank Eddie Garrick for his enthusiasm for the
`
`SIGGRAPH 84 Omnimax project and Nelson Max for
`detailed comments on an earlier draft of this article.
`
`13. Michel Gangnet, Didier Pemy, and Philippe Coueignoux,
`“Perspective Mapping of Planar Textures," Proc. Eurographics
`82, 1982, pp.57-71 (slightly superior to version in Computer
`Graphics, Vol. 16, No. 1, May 1982, pp.70—100).
`l4. Lance Williams, “Pyramidal Parametrics," Computer Graphics
`(Proc. SIGGRAPH 83), Vol. 17, No. 3, July 1983, pPJ-l l.
`15. Franklin C. Crow, ”Summed-Area Tables for Texture Map-
`ping," Computer Graphics (Proc. SIGGRAPH 84), Vol. 18,
`No. 3, July 1984, pp.207-212.
`16. Kenneth Perlin, "Course Notes," SIGGRAPH 85 State of the
`Art in Image Synthesis Seminar, July 1985.
`17. Kenneth Turkowski, "Anti-Aliasing Through the Use of C0-
`ordinate Transformations," ACM Trans. Graphics, Vol.
`1,
`No. 3, July 1982, pp.215—234.
`l8. Alvy Ray Smith, "Incremental Rendering of Textures in
`Perspective," SIGGRAPH 80 Animation Graphics Seminar
`Notes, July 1980.
`19. Edwin E. Catmull and Alvy Ray Smith, "3-D Transformations
`of Images in Scanline Order," Computer Graphics (Proc.
`SIGGRAPH 80), Vol. 14, No. 3, July 1980, pp.279-285.
`20. Donald Fraser, Robert A. Schowengerdt, and Ian Briggs,
`"Rectification of Multichannel Images in Mass Storage Using
`Image Transposition," Computer Vision Graphics and Image
`Processing, Vol. 29, No. 1, Jan. 1985, pp.23-36.
`
`21. Patrice M. Wagner, “Omnimax: Perfecting a Medium for 3-D
`Digital Animation,” Computer Graphics World, Oct. 1984,
`pp.10-16.
`22. Cal Kirchhof, "The Making of The Magic Egg," The Big Frame,
`Spring 1985, pp.9-12.
`23. Paul S. Heckbert, ”Making The Magic Egg: A Personal Ac-
`count,” IEEE CG&A, Vol. 6, No. 6, June 1986, pp.3-8.
`
`References
`1. Nelson L. Max, "Computer Graphics Distortion for IMAX and
`OMNIMAX Projection,” Proc. Nicograph 83, Dec. 1983,
`pp.137-159.
`2. Tom Duff, ”Tools for 3-D Rendering," Computer Graphics
`(Proc. SIGGRAPH 85), Vol. 19, No. 3, July 1985, pp.41-44.
`3. Nelson L. Max, "ATOMLLL—ATOMS with Shading and High-
`lights," Computer Graphics (Proc. SIGGRAPH 79), Vol. 13,
`No. 3, Aug. 1979, pp.165-173.
`4. "News Update," Electronic Imaging, Vol. 4 No. 2, Feb. 1985,
`p.18.
`5. Ned Greene, “Applications of World Projections,” Proc.
`Graphics Interface 86, May 1986.
`6. Charles E. Henderson and Agnis Kaugars, "Satellite Imagery
`in the Production of an Omnimax Animated Film Sequence,"
`Proc. Nicograph 83, Dec. 1983, pp.127- 136.
`7. Franklin C. Crow, "The Aliasing Problem in Computer Gen-
`erated Shaded Images,” Comm ACM, Vol. 20, Nov. 1977,
`pp.799-805.
`8. William Dungan Jr., Anthony Stenger, and George Sutty,
`"Texture Tile Considerations for Raster Graphics," Computer
`Graphics (Proc. SIGGRAPH 78), Vol. 12, No. 3, Aug. 1978,
`pp.130-134.
`9. Paul Heckbert, "Survey of Texture Mapping," Proc. Graphics
`Interface 86, May 1986.
`10. Edwin E. Catmull, A Subdivision Algorithm for Computer
`Display of Curved Surfaces, PhD thesis, Dept. Computer Sci.,
`Univ. of Utah, Dec. 1974.
`1 1. James F. Blinn and Martin E. Newell, “Texture and Reflection
`in Computer Generated Images," Comm ACM, Vol. 19, No. 10,
`Oct. 1976, pp.542-547.
`12. Eliot A. Feibush, Marc Levoy, and Robert L. Cook, "Synthetic
`Texturing Using Digital Filters," Computer Graphics (Proc.
`SIGGRAPH480), Vol. 14, No. 3, July 1980. pp.294-301.
`
`June 1986
`
`
`
`Ned Greene has been a senior member of the
`research staff at the New York Institute of
`Technology Computer Graphics Lab since
`1980. From 1978 to 1980 he was a program-
`mer in computer-aided design for McDonnell
`Douglas Automation.
`His research interests include graphics soft-
`ware for image synthesis and animation, and
`computer animation as an artistic medium.
`His computer images have been widely pub-
`lished, and excerpts from his animation have been televised in the
`US, Europe, and Japan. Greene holds a BA in mathematics from
`the University of Kansas. He is a member of ACM SIGGRAPH.
`
`Greene can be contacted at the NYIT Computer Graphics Lab,
`PO Box 170, Old Westbury, NY 1 1568. Heckbert can be contacted
`at Pixar, PO Box 13719, San Rafael, CA 94913.
`
`
`
`Paul S. Heckbert is currently doing animation
`research and development at Pixar in San
`Rafael, California. From 1980 to 1985 he was
`software manager at NYIT's Computer
`Graphics Lab. He received a BS in applied
`mathematics from the Massachusetts Insti—
`tute of Technology in 1980, where the Archi-
`tecture Machine Group introduced him to
`computer graphics.
`His research interests include mathematical
`modeling, simulation of nature,
`image synthesis, and image
`processing. Heckbert is a member of ACM SIGGRAPH.
`
`(cid:57)(cid:36)(cid:47)(cid:40)(cid:50)(cid:3)(cid:40)(cid:59)(cid:17)(cid:3)(cid:20)(cid:19)(cid:21)(cid:27)(cid:66)(cid:19)(cid:19)(cid:27)
`VALEO EX. 1028_008
`
`27
`
`

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