Algorithms and computational complexity measures for simulating the motion of contacting bodies with friction are presented. The bodies are restricted to be perfectly rigid bodies that contact at finitely many points....
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A new general reflectance model for computergraphics is presented . The model is based on physical optics and describes specular, directional diffuse, and uniform diffuse reflection by a surface. The reflected light ...
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A general light transfer simulation algorithm for environments composed of materials with arbitrary reflectance functions is presented. This algorithm removes the previous practical restriction to ideal specular and/o...
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A major problem challenging opera designers is the inability to coordinate lighting, projection systems, and set designs in the preliminary planning phase. New computergraphics techniques, which provide the set and l...
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We examine a class of adaptive sampling techniques employed in image synthesis and show that those commonly used for efficient anti-aliasing are statistically biased. This bias is dependent upon the image function bei...
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The progressive refinement radiosity method provides a means for computing the global illumination of an environment in time proportional to the size-of the environment. Additionally, the method supplies a sequence of...
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Use of the perspective projection adds important perceptual cues for image comprehension. However, it has not been widely used in volume rendering because of the lack of efficient computational algorithms and concern ...
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The numerical sensitivity of a constant-feedback-gains controller to random structural imperfections is examined using the results of a series of finite element analyses. The basic finite element model, which uses lin...
A computergraphics algorithm for simulating the propagation of light and its interaction with matter on a massively parallel computer is presented. This algorithm, called the tagged shooting method, is designed for a...
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A computergraphics algorithm for simulating the propagation of light and its interaction with matter on a massively parallel computer is presented. This algorithm, called the tagged shooting method, is designed for a virtual machine containing a great number of simple communicating processors arrayed into a cubical three-dimensional lattice. Only nearest neighbor communication among processors is assumed, and there is no reliance on global shared memory. The algorithm is similar in spirit to the classical progressive refinement radiosity method designed for more conventional computers but is not an adaptation of that technique to massive parallelism. Instead, the new algorithm uses a discretization of the wave equation as a local rule for shuttling radiant energy values between processors that correspond to regions of space. A number of example images that were created with an implementation of the algorithm on a Connection Machine are depicted and critiqued.< >
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