A parallel algorithm for polygon rasterization
A parallel algorithm for the rasterization of polygons is presented that is particularly well suited for 3D Z-buffered graphics implementations. The algorithm represents each edge of a polygon by a linear edge function that has a value greater than zero ...
The triangle processor and normal vector shader: a VLSI system for high performance graphics
Current affordable architectures for high-speed display of shaded 3D objects operate orders of magnitude too slowly. Recent advances in floating point chip technology have outpaced polygon fill time, making the memory access bottleneck between the ...
An efficient algorithm for finding the CSG representation of a simple polygon
We consider the problem of converting boundary representations of polyhedral objects into constructive-solid-geometry (CSG) representations. The CSG representations for a polyhedron P are based on the half-spaces supporting the faces of P. For certain ...
Subanosecond pixel rendering with million transistor chips
- Nader Gharachorloo,
- Satish Gupta,
- Erden Hokenek,
- Peruvemba Balasubramanian,
- Bill Bogholtz,
- Christian Mathieu,
- Christos Zoulas
The desire for higher performance and higher resolution continuously increases the pixel update rates needed in high performance graphics systems. The increasing density of memory chips on the other hand reduces the pixel update rate that can be ...
A rendering algorithm for visualizing 3D scalar fields
This paper presents a ray tracing algorithm for rendering 3D scalar fields. An illumination model is developed in which the field is characterized as a varying density emittter with a single level of scattering. This model is equivalent to a particle ...
V-buffer: visible volume rendering
This paper presents rendering techniques that use volumes as the basic geometric primitives. It defines data structures composed of numerous subvolumes, in excess of 100,000. Over each subvolume, a scalar field describes the variation of some physical ...
Volume rendering
A technique for rendering images of volumes containing mixtures of materials is presented. The shading model allows both the interior of a material and the boundary between materials to be colored. Image projection is performed by simulating the ...
A progressive refinement approach to fast radiosity image generation
A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also eliminated by computing form-factors on-the-fly. The technique is based ...
A ray tracing solution for diffuse interreflection
An efficient ray tracing method is presented for calculating interreflections between surfaces with both diffuse and specular components. A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering ...
A new radiosity approach by procedural refinements for realistic image sythesis
According to the rendering equation, the diffuse and the specular components of the outgoing intensity of each surface patch should be solved simultaneously. Rather than establishing a huge set of linear equations defining the unknown directional ...
ConMan: a visual programming language for interactive graphics
Traditionally, interactive applications have been difficult to build, modify and extend. These integrated applications provide bounded bounded functionality, have a single thread of control and a fixed user interface that must anticipate everything the ...
Graphical search and replace
Graphical search is a technique for finding all instances of a graphical pattern in a synthetic picture in which objects are regions bounded by lines and curves. The pattern may descirbe shape, color and other properties. Matched objects may be allowed ...
A study in interactive 3-D rotation using 2-D control devices
This paper describes and evaluates the design of four virtual controllers for use in rotating three-dimensional objects using the mouse. Three of four of these controllers are "new" in that they extend traditional direct manipulation techniques to a 3-D ...
Harnessing chaos for image synthesis
Chaotic dynamics can be used to model shapes and render textures in digital images. This paper addresses the problem of how to model geometrically shapes and textures of two dimensional images using iterated function systems. The successful solution to ...
Development models of herbaceous plants for computer imagery purposes
In this paper we present a method for modeling herbaceous plants, suitable for generating realistic plant images and animating developmental processes. The idea is to achieve realism by simulating mechanisms which control plant growth in nature. The ...
Plant models faithful to botanical structure and development
Some very impressive results have been obtained in the past few years in plants and trees image synthesis. Some algorithms are largely based on the irregularity and fuzziness of the objects, and use fractals, graftals or particle systems. Others focus ...
Spacetime constraints
Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, "jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't ...
The motion dynamics of snakes and worms
Legless figures such as snakes and worms are modelled as mass-spring systems. Muscle contractions are simulated by animating the spring tensions. Directional friction due to the surface structure is included in the dynamic model and legless figure ...
A modeling system based on dynamic constraints
We present "dynamic constraints," a physically-based technique for constraint-based control of computer graphics models. Using dynamic constraints, we build objects by specifying geometric constraints; the models assemble themselves as the elements move ...
Rendering trimmed NURBS with adaptive forward differencing
Trimmed non-uniform rational B-splines have become a very useful surface representation form in the mechanical CAD industry. Previous rendering methods use the de Boor algorithm to evaluate the surface at equal increments in parameter space. This yields ...
A recursive evaluation algorithm for a class of Catmull-Rom splines
It is known that certain Catmull-Rom splines [7] interpolate their control vertices and share many properties such as affine invariance, global smoothness, and local control with B-spline curves; they are therefore of possible interest to computer aided ...
Hierarchical B-spline refinement
Refinement is usually advocated as a means of gaining finer control over a spline curve or surface during editing. For curves, refinement is a local process. It permits the change of control vertices and subsequent editing of the detail in one region of ...
Intensity fluctuations and natural texturing
A model for texturing of surfaces is introduced based on the concept of light intensity fluctuations. During the evaluation of the reflected intensity in the rendering process a non-Gaussian stochastic component is added which is governed by ...
Reconstruction filters in computer-graphics
Problems of signal processing arise in image synthesis because of transformations between continuous and discrete representations of 2D images. Aliasing introduced by sampling has received much attention in graphics, but reconstruction of samples into a ...
Constant-time filtering with space-variant kernels
Filtering is an essential but costly step in many computer graphics applications, most notably in texture mapping. Several techniques have been previously developed which allow prefiltering of a texture (or in general an image) in time that is ...
High-performance polygon rendering
This paper describes a system architecture for realtime display of shaded polygons. Performance of 100,000 lighted, 4-sided polygons per second is achieved. Vectors and points draw at the rate of 400,000 per second. High-speed pan and zoom, alpha ...
Virtual graphics
Graphics can be implemented as a virtual system resource. This abstraction appears to each application on a multiprocessing workstation as a dedicated rendering and display pipeline. A variety of simple mechanisms support the simultaneous display of ...
A display system for the Stellar graphics supercomputer model GS1000
This paper describes a high performance display system that has been incorporated into the overall architecture of the Stellar Graphics Supercomputer Model GS1000. The display system is tightly coupled to the CPU, memory system and vector processing ...
Terrain simulation using a model of stream erosion
The major process affecting the configuration and evolution of terrain is erosion by flowing water. Landscapes thus reflect the branching patterns of river and stream networks. The network patterns contain information that is characteristic of the ...
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
We continue our development of physically-based models for animating nonrigid objects in simulated physical environments. Our prior work treats the special case of objects that undergo perfectly elastic deformations. Real materials, however, exhibit a ...