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- research-articleApril 2015
Two dimensional hidden surface removal with frame-to-frame coherence
SCCG '15: Proceedings of the 31st Spring Conference on Computer GraphicsPages 141–149https://doi.org/10.1145/2788539.2788560We describe a hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes (for example, in illustration). The method makes use of a set-based raster ...
- ArticleDecember 2008
Visibility Cuts: A System for Rendering Dynamic Virtual Environments
ICVGIP '08: Proceedings of the 2008 Sixth Indian Conference on Computer Vision, Graphics & Image ProcessingPages 47–54https://doi.org/10.1109/ICVGIP.2008.104In recent years, the subject of occlusion culling of large 3D environments has received substantial contribution. However the major amount of research into the area has focussed on occlusion culling of static scenes using spatial partitioning. The ...
- articleJune 2007
Hidden surface removal in full-parallax CGHs by silhouette approximation
In this paper we report a method of removing hidden surfaces in full-parallax computer-generated holograms. First, we examine the handling of light shielding by tilted patches in terms of wave optics, and then propose a silhouette approximation. In ...
- ArticleJune 2006
Real-time watercolor illustrations of plants using a blurred depth test
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and renderingPages 11–20https://doi.org/10.1145/1124728.1124732We present techniques to create convincing high-quality watercolor illustrations of plants. Mainly focusing on the real-time rendering, we introduce methods to abstract the visual and geometrical complexity of the original 3D plant models that are ...
- research-articleApril 2006
Scanline rendering of digital HPO holograms and hologram numerical reconstruction
SCCG '06: Proceedings of the 22nd Spring Conference on Computer GraphicsPages 67–74https://doi.org/10.1145/2602161.2602169This paper presents a fast and complete rendering method that can be used for creating digital horizontal parallax only (HPO) holograms of a scene consisting of triangle mesh objects. This method solves visibility and occlusion problems and is capable ...
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- ArticleApril 2003
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03: Proceedings of the 19th Spring Conference on Computer GraphicsPages 149–155https://doi.org/10.1145/984952.984977We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our goal is to reuse ray/object inter sections computed in the last frame of the walkthrough for acceleration of ray casting in the current frame. In ...
- research-articleJuly 2000
Partitioning Trimmed Spline Surfaces into NonSelf-Occluding Regions for Visibility Computation
Computing the visible portions of curved surfaces from a given viewpoint is of great interest in many applications. It is closely related to the hidden surface removal problem in computer graphics, and machining applications in manufacturing. Most of ...
- ArticleJuly 1977Seminal Paper
Models of light reflection for computer synthesized pictures
SIGGRAPH '77: Proceedings of the 4th annual conference on Computer graphics and interactive techniquesPages 192–198https://doi.org/10.1145/563858.563893In the production of computer generated pictures of three dimensional objects, one stage of the calculation is the determination of the intensity of a given object once its visibility has been established. This is typically done by modelling the surface ...
Also Published in:
Seminal graphics: pioneering efforts that shaped the field, Volume 1: ISBN 158113052X, July 1998ACM SIGGRAPH Computer Graphics: Volume 11 Issue 2 - articleJune 1975Seminal Paper
Illumination for computer generated pictures
Communications of the ACM (CACM), Volume 18, Issue 6Pages 311–317https://doi.org/10.1145/360825.360839The quality of computer generated images of three-dimensional scenes depends on the shading technique used to paint the objects on the cathode-ray tube screen. The shading algorithm itself depends in part on the method for modeling the object, which ...
Also Published in:
Seminal graphics: pioneering efforts that shaped the field, Volume 1: ISBN 158113052X, July 1998 - ArticleMarch 1997
Hardware implementation of shading models in an application specific integrated circuit
The Truga001 is a single chip rendering processor with 12 embedded graphics functions. Phong and bump mapped shading, reflection and reflection mapping, gaseous object rendering and video mapping are incorporated fully in hardware with a MIMD structure. ...
- ArticleOctober 1996
Binary space partitions for fat rectangles
The authors consider the practical problem of constructing binary space partitions (BSPs) for a set S of n orthogonal, nonintersecting, two-dimensional rectangles in R/sup 3/ such that the aspect ratio of each rectangle in S is at most /spl alpha/, for ...
- ArticleMarch 1995
Eliminating the Z-Buffer bottleneck
We present a solution to one of the fundamental problems in computer graphics, the hidden surface removal. In most 3D-graphics systems the hidden surface removal is done using the Z-Buffer algorithm. This method, however, requires one to perform a read-...
- ArticleOctober 1992
- articleJune 1992