Evaggelia-Aggeliki Karabassi, Georgios Papaioannou, T. Theoharis
{"title":"A Fast Depth-Buffer-Based Voxelization Algorithm","authors":"Evaggelia-Aggeliki Karabassi, Georgios Papaioannou, T. Theoharis","doi":"10.1080/10867651.1999.10487510","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487510","url":null,"abstract":"This paper presents a fast and easy to implement voxelization algorithm, which is based on the z-buffer. Unlike most existing methods, our approach is suitable both for polygonal and analytical objects. The efficiency of the method is independent of the object complexity and can be accelerated by taking advantage of widely available, low-cost hardware.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134399676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Building an Orthonormal Basis from a Unit Vector","authors":"J. Hughes, T. Akenine-Möller","doi":"10.1080/10867651.1999.10487513","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487513","url":null,"abstract":"We show how to easily create a right-handed orthonormal basis, given a unit vector, in 2-, 3-, and 4-space.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130212375","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficiently Building a Matrix to Rotate One Vector to Another","authors":"T. Akenine-Möller, J. Hughes","doi":"10.1080/10867651.1999.10487509","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487509","url":null,"abstract":"We describe an efficient (no square roots or trigonometric functions) method to construct the 3 × 3 matrix that rotates a unit vector f into another unit vector t, rotating about the axis f × t. We give experimental results showing this method is faster than previously known methods. An implementation in C is provided.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115033453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Incremental Polygonization of Deforming NURBS Surfaces","authors":"Frederick W. B. Li, Rynson W. H. Lau","doi":"10.1080/10867651.1999.10487514","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487514","url":null,"abstract":"Nonuniform rational B-splines (NURBS) are a powerful tool to model deformable objects. Their shapes can be easily modified by moving the control points. A common method used to render these objects is polygonization. However, the polygonization process is computationally very expensive. If the object deforms, we need to execute this process in every frame to reflect the geometric change of the object. This limitation makes real-time rendering of deforming objects very difficult. In this paper, we present an incremental method for polygonizing deforming objects modeled by NURBS surfaces. Some incremental techniques are introduced here to further improve the performance of the method. They include an efficient mechanism for determining the deformation region when the surface deforms, an incremental crack prevention technique, and an updating method for multiple control point movement.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"1990 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125499902","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Slicing-Based Volumetric Collision Detection","authors":"M. Boyles, S. Fang","doi":"10.1080/10867651.1999.10487512","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487512","url":null,"abstract":"In this paper, we present a new approach for collision detection of volumetric objects. Good speeds and accuracy can be achieved using existing graphics hardware. The algorithm is simple to implement and, unlike other collision detection mechanisms, requires very little extra memory and preprocessing time. Using a combination of the two-dimensional scanline process and three-dimensional texture mapping technique, a number of polygonal slices can be computed for all volume objects in a scene. For each slice, the objects are checked for collisions using the framebuffer and logical color coding operations. Experiments are provided and analyzed.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130778966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An RGB-to-Spectrum Conversion for Reflectances","authors":"Brian E. Smits","doi":"10.1080/10867651.1999.10487511","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487511","url":null,"abstract":"This paper presents a solution to the problem of using RGB data created by most modeling systems in a spectrally-based renderer. It differs from previous methods in that it attempts to create physically plausible spectra for reflectances. The method searches the metamer space for a spectrum that best fits a set of criteria. The results are used in an algorithm that is simple and efficient enough to be used within the rendering process for both importing models and for texture mapping.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131361753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Faster Photon Map Global Illumination","authors":"Per H. Christensen","doi":"10.1080/10867651.1999.10487505","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487505","url":null,"abstract":"The photon map method is an extension of ray tracing that makes it able to efciently compute caustics and soft indirect illumination on surfaces and in participating media. This paper describes a method to further speed up the computation of soft indirect illumination (diffuse-diffuse light transport such as color bleeding) on surfaces. The speed- up is based on the observation that the many look-ups in the global photon map during nal gathering can be simplied by precomputing local irradiance values at the photon positions. Our tests indicate that the calculation of soft indirect illumination during rendering, which is the most time-consuming part, can be sped up by a factor of 5n7 in typical scenes at the expense of 1) a precomputation that takes about 2%n5% of the time saved during rendering and 2) a 28% increase of memory use.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129757167","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Deferred Accumulation Buffer","authors":"P. McCormick, C. Hansen, Edward Angel","doi":"10.1080/10867651.1999.10487508","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487508","url":null,"abstract":"A well-known disadvantage of using the Z-buffer algorithm for mediumquality rendering is the overhead associated with shading, shadowing , and texturing pixels that do not contribute to the final image. This problem may be avoided by deferring shading calculations until the end of the rendering pipeline. In this paper, we review two approaches to deferred shading, discuss how to handle transparency, and then extend these ideas to implement a deferred accumulation buffer .","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125631385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Determining the Lines Through Four Lines","authors":"S. Teller, M. Hohmeyer","doi":"10.1080/10867651.1999.10487506","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487506","url":null,"abstract":"Abstract This paper describes how to compute the line or lines which intersect four given lines in three dimensions. This intersection computation arises in computer graphics (for visibility computations), computational geometry (for line traversals), and computer vision (for object recognition). Given four distinct lines in three dimensions, there exist zero, one, two, or various infinities of lines intersecting the given lines. We use the Pliicker coordinatization of lines to cast this problem as a null-space computation in five dimensions, and show how the singular value decomposition (SVD) yields a simple, stable characterization of the incident lines, and an efficient algorithm to determine them. Finally, we enumerate the types of input degeneracies that may arise, show how to detect each type in practice, and describe for each case the solution set of lines that arises.","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121195522","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficient Shadow Antialiasing Using an A-Buffer","authors":"B. Keating","doi":"10.1080/10867651.1999.10487507","DOIUrl":"https://doi.org/10.1080/10867651.1999.10487507","url":null,"abstract":"Abstract The Z-buffer shadow algorithm is a popular method for producing hard shadows. However, antialiasing of the shadow edges is necessary. This paper provides a new technique for antialiasing of shadow edges that is based on the A-buffer hidden-surface algorithm, which uses bitmasks to describe the area of a pixel occupied by an object. Compared to percentage-closer filtering, which is the standard method for antialiasing shadow edges, the new technique is much faster and has no noisiness present in the blurred regions .","PeriodicalId":236261,"journal":{"name":"J. Graphics, GPU, & Game Tools","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128182960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}