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- %A Dana H. Ballard
- %T Strip Trees: A Hierarchal Representation for Curves
- %J Communications of the ACM
- %V 24-5
- %P 310-321
- %D May 1981
- %K strip trees, curves, intersection
- %X Ballard uses two dimensional extents in a hierarchy to define a two
- dimensional curve at varying resolution. Algorithms are presented to
- determine intersection of two strip trees, inside-outside tests etc...
-
- %A Sabine Coquillart
- %A Michael Gangnet
- %T Shaded Display of Digital Maps
- %J IEEE Computer Graphics and Applications
- %P 35-42
- %D July, 1984
- %K maps, terrain, ray tracing, priority list
- %X Several methods for displaying height fields are presented.
- Bilinear interpolation of patches is used to define the surface.
- Efficient algorithms, and quite elegant. Reminiscent of Kajiya's
- cut planes for surfaces of revolution.
-
- %A Wm. Randolph Franklin
- %A Varol Akman
- %T Building an Octree from a Set of Parallelpipeds
- %J IEEE Computer Graphics and Applications
- %P 58-64
- %D October 1985
- %K octrees
- %X A rather elegant algorithm is presented for building up
- an octree from a collection of parallelpipeds.
-
- %A Andrew S. Glassner
- %T Space Subdivision for Fast Ray Tracing
- %J IEEE Computer Graphics and Applications
- %P 15-22
- %D October 1984
- %K ray tracing, octree, heirarchy
- %X Glassner proposes an octree as structure to partition space for faster ray
- tracing. The solution is interesting, but non-intuitive. It also has
- the problem of splitting objects among many octree nodes. Hence, the
- same object may be intersected multiple times per ray. Bleh!
-
- %A Paul S. Heckbert
- %A Pat Hanrahan
- %T Beam Tracing Polygonal Objects
- %J Computer Graphics
- %V 18-3
- %P 119-127
- %D July 1984
- %K beam tracing, weiler-atherton polygon clipping
- %X Heckbert and Hanrahan present an elegant image space algorithm for
- rendering objects composed of polygonal facets. It utilizes image coherence
- and generates a final picture consisting of polygons.
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- %A David S. Immel
- %A Michael F. Cohen
- %A Donald P. Greenburg
- %T A Radiosity Method for Non-diffuse Environments
- %J Proceedings of Siggraph '86
- %V 20
- %P 133-142
- %I Cornell University
- %C Ithaca, New York
- %K radiosity method, matrix methods, lighting models
- %X This method generalizes the radiosity method as presented earlier by
- the authors to include more general environments with specular reflection.
- It seems rather silly however, the computational effort for a single simple
- frame is enormous (two cubes translates to 192 hours of Cray time!).
-
- %A James T. Kajiya
- %T The Rendering Equation
- %J Proceedings of Siggraph '86
- %P 143-150
- %K ray tracing, radiosity, distributed ray tracing, lighting models
- %X Kajiya proposes a general rendering equation that tries to provide a general
- solution to rendering problems previously addressed by distributed ray tracing
- and the radiosity method. He proposes monte-carlo methods for solution, and
- presents several simple images which demonstrate the improved lighting model
- of objects.
-
- %A James T. Kajiya
- %T New Techniques for Ray Tracing Procedurally Defined Objects
- %J Computer Graphics
- %V 17-3
- %P 91-102
- %D July 1983
- %K ray tracing, procedural models, fractals, revolution, prisms
- %X Kajiya presents good solid methods for ray tracing various models which
- are represented procedurally. Fractals are ray traced as they are built,
- which keeps unseen fractal surfaces from being evolved. Prisms are
- ray traced in a fairly simple fashion. A clever use of geometric transforms
- is used to ray trace surfaces of revolution. Makes good use of strip
- trees (see Ballard).
-
- %A Timothy L. Kay
- %A James T. Kajiya
- %T Ray Tracing Complex Scenes
- %J Siggraph 86
- %V 20
- %P 269-278
- %K ray tracing, extent, heirarchy, planes
- %X Kajiya and Kay present an interesting form of extent called a slab.
- It is a set of at least three linearly independant planes with enclose
- the convex hull of an object. Intersection with this extent is very cheap.
- Generally, it seems three times faster than the scheme proposed by
- Glassner.
-
- %A Joshua Levin
- %T A Parametric Algorithm for Drawing Pictures of Solid Objects Composed of Quadric Surfaces
- %J Communications of the ACM
- %V 19-10
- %P 555-563
- %D October 1976
- %K quadrics, scanline algorithms, intersections
- %X Interesting classifications of quadric curves plus quadric surface
- intersection curves. Good theory which can applied toward many applications
- using quadrics.
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- %A Ivan E. Sutherland
- %A Gary W. Hodgman
- %T Reentrant Polygon Clipping
- %J Communications of the ACM
- %V 17-1
- %P 32-42
- %D January 1974
- %K polygon clipping
- %X Classic paper in polygon clipping.
-
- %A Nelson L. Max
- %T Vectorized Procedural Models for Natural Terrain:
- Waves and Islands in the Sunset
- %J Computer Graphics
- %V 15-3
- %P 317-324
- %D August 1981
- %K ocean, ray tracing, procedural models
- %X A simple model for ocean waves and islands is presented using
- Fourier transforms. These techniques were used to produce an
- animated film of the ocean. Not too spectacular, but has some
- fairly practical ideas for rendering films.
-
- %A Alvy Ray Smith
- %T Plants, Fractals and Formal Languages
- %J Computer Graphics
- %V 18-3
- %P 1-10
- %D July 1984
- %K plants, fractals, automata theory
- %X Methods for displaying natural objects based on formal language models
- are presented. In particular, deterministic models are shown to exhibit
- sufficient variety to be used in production graphic systems.
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- %A Geoffrey Y. Gardner
- %T Simulation of Natural Scenes Using Textured Quadric Surfaces
- %J Computer Graphics
- %V 18-3
- %P 11-20
- %D July 1984
- %K quadrics, texturing, natural scenes
- %X While not as complex as the partical systems proposed by Reeves, these
- techniques produce images of reasonable complexity. Clouds and trees
- are slightly cartoonlike, but also display interesting features.
-
-
- %A Loren Carpenter
- %T The A-buffer, an Antialiased Hidden Surface Method
- %J Computer Graphics
- %V 18-3
- %P 103-108
- %D July 1984
- %K z-buffer, a-buffer, antialiasing
- %X Carpenter presents a method of constructing antialiased images in a
- method which allows transparency. If flavor, it is very similar to
- z-buffer, but subsamples pixels and maintains coverage masks to
- allow effective antialiasing.
-
- %A Edwin Catmull
- %T An Analytic Visible Surface Algorithm for Independant Pixel Processing
- %J Computer Graphics
- %V 18-3
- %P 109-115
- %D July 1984
- %K motion blur, scanline algorithms, patches
- %X Catmull presents algorithms for displaying objects, including filters
- which create the illusion of motion blur. While not as effective (in my
- mind anyway) as distributed ray tracing, the technique probably is quite
- efficient and can be used effectively.
-
- %A John Amanatides
- %T Ray Tracing with Cones
- %J Computer Graphics
- %V 18-3
- %P 129-135
- %D July 1984
- %X A technique for antialiasing in ray tracing is presented which utilizes cones
- instead of rays. Cones prevent problems generally associated with point
- sampling, and therefore allow for more natural images. The mathematics
- involved seem only "pretty" for spherical objects, so an acid test has yet
- to be performed.
-
- %A Robert L. Cook
- %A Thomas Porter
- %A Loren Carpenter
- %T Distributed Ray Tracing
- %J Computer Graphics
- %V 1803
- %P 137-145
- %D July 1984
- %K ray tracing, distributed ray tracing, motion blur
- %X Distributed ray tracing usings super sampling of each pixel to create
- effects such as motion blur, penumbras, translucency, and gloss. Very
- nice effects. Pictures presented are very impressive.
-
- %A James T. Kajiya
- %A Brian P. Von Herzen
- %T Raytracing Volume Densities
- %J Computer Graphics
- %V 18-3
- %P 165-173
- %D July, 1984
- %K ray tracing, clouds, atmosphere
- %X Complex but interesting model for volume densities such as clouds. Shadows
- and lighting are both created most realistically. It may not be practical
- to use their methods in practice however, due to the high overhead of
- computation.
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-
- %A Cindy M. Goral
- %A Kenneth K. Torrance
- %A Donald P. Greenburg
- %A Bennett Battaile
- %T Modelling the Interaction of Light Between Diffuse Surfaces
- %J Computer Graphics
- %V 18-3
- %P 213-222
- %D July 1984
- %K radiosity method, diffuse surfaces
- %X Early work on radiosity method. See Hemi Cube paper for more in
- depth description of implementation.
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- %A Robert L. Cook
- %T Shade Trees
- %J Computer Graphics
- %V 18-3
- %P 223-231
- %D July 1984
- %K texturing, procedural models, languages
- %X Cook developed a special shade tree language for defining textures and
- coloration for objects. Interesting because it separates shading from
- the rest of rendering, and allows a library of surface types to be built
- up gradually.
-
- %A Thomas Porter
- %A Tom Duff
- %A Compositing Digital Images
- %J Computer Graphics
- %V 18-3
- %P 253-259
- %D July 1984
- %K compositing, antialiasing, tools
- %X A set of utilities for compositing images is described. Matting images
- together has been used in motion pictures for years. Why not do the same with
- computer graphics? The use of an "alpha" or coverage channel in
- addition to the "red-green-blue" allows effective, antialiased matting of
- digital images at low cost.
-