CGI Taxonomy Project
Jacquelyn Ford Morie
Note: Please give feedback on the Taxonomy to Jacquelyn Ford Morie (Morie_at_siggraph_dot_org).
DESCRIPTION
This project will define
a relational taxonomy of Computer Graphics concepts, covering not only the
breadth of topics pertaining to Computer Graphics Imaging (CGI) but also considerable
depth within in each of the topic areas inventoried.
The taxonomy includes basic and advanced CG concepts that are
pertinent across many disciplines, from art to engineering.
The taxonomy, as
presented here, is a first draft at what is hoped to become a comprehensive
taxonomy, especially in terms of depth.
CGI is a multi-faceted discipline—based as it is on diverse areas such
as mathematics, engineering, physics, art and design, just to mention a few
more notable ones.
The primary goal of this
taxonomy project will be to solicit and include a wide range of additional
input from experts in CGI, as well as ACM SIGGRAPH Education Committee (ASEC)
members, so the taxonomy can be as
complete as possible.
Within the taxonomy many
topics have pointers to related areas or subjects that are essential to most
uses of that topic but which are outside the scope of this taxonomy.
Much more input is requested in completing
the range of these internal and external topic pointers.
The end goal of this project is to provide a tool for educators and CGI practitioners alike to facilitate their usage and understanding of a wide range of CGI topics. One of the ultimate uses of this taxonomy project, besides the educational ones listed below, will be to serve as the framework for the SIGGRAPH Education Committee's Digital Library project (ASEC Digital Library). This NSF-funded project, headed up by Scott Owen, will be the repository for an online, accessible common body of educational materials for CGI and Visualization: this CGI Taxonomy will provide the searchable database index for a large part of the ASEC Digital Library.
It is important to note that this project represents only one approach for organizing these concepts into a coherent whole. We acknowledge that there are many, many ways of organizing these concepts. This specific organization is presented, not as a primary or ultimate organization, but as a working framework that educators can use to see how topics relate and fit together, and as an index for the ASEC Digital Library. As an evolving index, topics will continue to be added. Other uses of this taxonomy will depend on the specific goals of the educators using this information, but some suggestions are noted within the GOALS section that follows.
GOALS
The goals of this project include (for teachers, students as well as life-long learners):
- Compiling a comprehensive and relational listing of the concepts of CGI in one document that can serve as a index to a wide range of curricular and reference materials
- Providing a tool for educators to plan their future courses/curricula, as well as evaluate what they are covering in their current classes
- Presenting related topics that supplement or enhance the computer graphics concepts, especially in professional contexts
- Allowing educators and learners to see what concepts they might want to learn more about within a given area
- Enabling a dialog between educators and prospective employers in many fields to determine essential background training needed to support specific job skills
SCOPE OF PROJECT
Phase 1: Initial Draft of Taxonomy
Phase 2: Seek advice and input from a variety of experts in CGI on the following:
- Inclusion of additional topics (ensure completeness)
- Correctness of topic placement
- Specification of related concepts outside the taxonomy
- Relational pointers within the taxonomy
Phase 3: Solicit advice from ASEC members for the above list.
- Place reviewed taxonomy on web site for Phase 4.
- Taxonomy at this stage is also ready to be used as the framework for the Digital Library Project.
Phase 4: Request for educators to “wrap” curriculum around the taxonomy, for specific curricula (art, science, math, animation, etc.)
- On a per-class basis specify each section (both depth and breadth) from taxonomy that is covered.
- Request for any additional “related competencies” for sections
- Specific resources or reference materials
(articles, papers, books, videos) for each topic
Phase 5: Present final Project at SIGGRAPH 2001.
(panel/course/workshop or other Conference venue)
SUGGESTED SCHEDULE
| Phase 1: | Initial Draft Presented to ASEC | April 2000 |
| Phase 2: | Initial Review and Feedback from Experts | July 2000 |
| Phase 3: | ASEC Review & Discussion Taxonomy ready for Digital Library Database Post Taxonomy on ASEC web site; Announce at SIGGRAPH |
SIGGRAPH 2000 |
| Phase 4: | Descriptive Article in CG/Call for Input | Fall 2001 |
| Collection of Data from Web posting | Fall/Winter 2002 | |
| Phase 5: | Compilation of Results | Spring 2002 |
| Presentation of Results (to committee and at Conference) |
SIGGRAPH 2002 |
I. Hardware
A. Input
- Bit-based
- Switches
- Punched tape
- Magnetic tape
- Alpha-numeric (keyboards)
- Valuator Dials
- Light Pens
- 2D Data Capture
- Tablets
- Scanners
- Video Boards
- 3D Data Capture
- 3D Positional
- Point-Based
- Joint Angle Based (Armatures, Monkeys)
- Sketch-Based
- Video Capture Methods
- Grid Projections
- Others
- Laser Methods
- Cyberscan (need generic name)
- LIDAR (dopler-assisted)
- 4D Data Capture
- Motion Trackers
- Waldos
- Motion Amplification
- Distance MotionTransfer
- Audio Input: Sound, Speech Synthesizors
- Haptic Input Methods
B. Output
- Softcopy (monitors/displays)
- Vector
- Phosphors
- Mechanics
Movement of electron guns, refresh mechanisms - DLP (Display List Processor)
- Raster (CRTs) *Video Technology
- Phosphors
- Mechanics
Shadow masks, electron gun scaning, interlaced vs. non-interlaced - Lookup Tables * See also Frame Buffers, Sec. 1 E-1
- Flat Panel Technologies
- Gas Plasma
- LCD
- LEDs
- LEP
- Head Mounted Displays
- Night-Vision Displays
- Acoustic-reflected
- Infrared
- Volume Display Technologies
- Laser Displays
- Holographic Displays
- Doped Crystal Displays
- Hardcopy
- Printers, Plotters
- *PostScript
- Film Recorders
- 2D Cutting Tools
- Sound
- MIDI/WAV
- Other File Formats
- 3D Photographic
- Additive Rapid Prototyping
- Stereolithography
- Sintering
- LOM (Laminated)
- Subtractive Rapid Prototyping
- Numerical Milling Machines
- Robotic Motion
C. Processors
1. Function
2. Speed
3. Architecture
a) Standard
b) RISC-Based
c) Parallel Architectures
d) Neural Hardware
D. Memory and Storage
1. Comparisons of Memory (RAM) and Storage
2. Online
3. Offline
4. Nearline
E. Special-Purpose Graphics Hardware
1. Frame Buffers
a) Image buffers
b) Z-buffers
c) Alpha-buffers
2. Accelerators
3. DDRs, PARs (Digital disk or personal animation recorders), frame recorders
4. Parallel Processors, Math Co-Processors
5. Graphic or Rendering Hardware Pipelines
II. Software
A. BIOS
B. Operating Systems
C. Programming Languages
1. Low Level
a) Machine Language *Binary, Octal & Hexadecimal
Number Systems
b) Assemblers
2. High Level
a) Interpreted
b) Compiled
3. Application Software
4. Interfaces * Human Factors
a) GUIs
b) APIs
c) Gesture Recognition Interfaces
III. Geometry
A. Coordinate Systems
1. 2D, 3D Cartesian
2. Right and Left Handed Cartesian Axes Systems
3. Polar Coordinates
4. Hyperbolic Coordinates
5. Homogeneous Coordinates
6. Spherical Coordinates
7. Global, Local
8. UVW (texture or parameter) Coordinate Space
B. Objects
1. Points and Vertices
2. Lines
3. Curves
a) Quadratic Curves
b) Cubic Curves
(1) Splines
(a) General Concepts, History
(b) CVs and Construction of
(c) Continuity
(d) Uses of splines in CG
(2) Approximating
(a) B-Splines
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(3) Interpolating
(a) Catmull-Rom
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(4) Tangent-based and Others
(a) Bezier
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(b) Hermite
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(c) Kochanek-Bartels
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(d) Beta
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(e) Cardinal
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(5) Rational vs. Non-Rational
(6) Uniform vs. Non-Uniform
(a) Knot s & spacing
(b) NURBS
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
(c) Hierarchical NURBS
• Description
• Properties
• Mathematics
• Advantages, Disadvantages in usage
c) Higher degree curves
4. Primitives
a) 2D Polygonal
(1) Vertex Connectivity
(2) Normals * See also Rendering, Sec. B, 1&2
(a) True
(b) Interpolated
(3) Backfaces and Culling
(4) Concave
(5) Convex
b) 3D Polygonal Primitives
(1) Spheres, Cubes, Cones, Cylinders, Torii
5. Surface Models
a) Polygonal Meshes
(1) Specifying Connectivity (Edge-Vertex Schemes)
(a) Edge List
(b) Winged Edge Representations
(2) Other Schemes
(3) Sub-division Surfaces
b) Surfaces of Transformation
(1) Rotation
(2) Translation (Extrusion)
(3) Scaling
(4) Lofting, Skinning, Cross-sectional Modeling
c) Functional Surfaces
(1) Explicit Functions
(a) Parametric Bi-Cubic Spline Patches
• Coons Patches
• Hermite
• Bezier
• B-Spline
(b) Quadric Forms
• Quadrics
• Super Quadrics

