{"title":"An Efficient Ray-Quadrilateral Intersection Test","authors":"Ares Lagae, P. Dutré","doi":"10.1080/2151237X.2005.10129208","DOIUrl":"https://doi.org/10.1080/2151237X.2005.10129208","url":null,"abstract":"We present a new and efficient method to compute the intersection point between a convex planar quadrilateral and a ray. Contrary to the Schlick- Subrenat intersection test, the bilinear coordinates of the intersection point are computed only for rays that hit the quadrilateral. Rays that do not hit the quadrilateral are rejected early. Our method is up to 40% faster compared to the algorithm presented by Schlick and Subrenat. The intersection test we present is based on the Möller-Trumbore ray-triangle intersection algorithm. The new test is at least as fast as two ray-triangle intersection tests, and yields bilinear coordinates with no discontinuities in the isoparametrics. Source code implementing the intersection test is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124778283","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 Polygon Edge Enumeration","authors":"S. Barrett","doi":"10.1080/2151237X.2005.10129193","DOIUrl":"https://doi.org/10.1080/2151237X.2005.10129193","url":null,"abstract":"Enumerating the set of polygon edges given an array of vertices can lead to inefficient code to handle the edge connecting the first and last vertex of the array. This article presents a simple method for efficiently iterating through the edges. While this method has been in use for a long time, it is not widely known.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124502896","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":"Hardware-Accelerated Point Generation and Rendering of Point-Based Impostors","authors":"J. A. Bærentzen","doi":"10.1080/2151237X.2005.10129197","DOIUrl":"https://doi.org/10.1080/2151237X.2005.10129197","url":null,"abstract":"This paper presents a novel scheme for generating points from triangle models. The method is fast and lends itself well to implementation using graphics hardware. The triangle-to-point conversion is done by rendering the models, and the rendering may be performed procedurally or by a black box API. I describe the technique in detail and discuss how the generated point sets can easily be used as impostors for the original triangle models used to create the points. Since the points reside solely in GPU memory, these impostors are fairly efficient. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"156 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127362202","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":"Observations on Silhouette Sizes","authors":"M. McGuire","doi":"10.1080/10867651.2004.10487594","DOIUrl":"https://doi.org/10.1080/10867651.2004.10487594","url":null,"abstract":"Abstract Silhouettes have many applications in computer graphics such as non photorealistic edge rendering, fur rendering, and shadow volume creation. The number of edges, s, in the silhouette of a model observed from a point is therefore useful in analyzing such algorithms. This paper examines, from a theoretical viewpoint, a menagerie of objects with int eresting silhouettes (including those with minimal and maximal silhouettes). It shows that the relationship between s and the number of triangles in a model, f, is bounded above by s = O(f) and below by s = Ω(1), and that the expected value of s over all observation points at infinity is proportional to the sum of the dihedral angles. In practice, the models used with silhouette-based rendering algorithms are triangle meshes that are manually constructed or result from scans of human-made objects. They consist of only surface geometry with few cracks; there is no internal detail like the engine under a car's hood. Geometric and aesthetic constraints on these models appear to create an inherent relationship between f and s. Measurements of the actual silhouettes of real-world, three-dimensional models with polygon counts varied across six orders of magnitude show them to follow the relationship s ~ f 0.8. Furthermore, the expected value of s at infinity is a good approximation of the expected silhouette size for a viewer at a finite location.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125685257","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":"Realistic and Fast Cloud Rendering","authors":"Niniane Wang","doi":"10.1080/10867651.2004.10504895","DOIUrl":"https://doi.org/10.1080/10867651.2004.10504895","url":null,"abstract":"Abstract Clouds are an important aspect of rendering outdoor scenes. This paper describes a cloud system that extends texture splatting on particles to model a dozen cloud types (e.g., strat us, cumulus congest us, cumulonimbus), an improvement over earlier systems that modeled only one type of cumulus. We also achieve fast realtime rendering, even for scenes of dense overcast coverage, which was a limitation for previous systems. We present a new shading model that uses artist-driven controls rather than a programmatic approach to approximate lighting. This is suitable when fine-grained control over the look-and-feel is necessary, and artistic resources are available. We also introduce a way to simulate cloud form ation and dissipation using texture splatted particles.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131359698","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":"Special Issue on Computer Graphics for Motion Picture Production","authors":"Richard Chuang, D. Peachey","doi":"10.1080/10867651.2004.10504897","DOIUrl":"https://doi.org/10.1080/10867651.2004.10504897","url":null,"abstract":"","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117050576","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":"A Dynamic Adaptive Mesh Library Based on Stellar Operators","authors":"L. Velho","doi":"10.1080/10867651.2004.10504893","DOIUrl":"https://doi.org/10.1080/10867651.2004.10504893","url":null,"abstract":"Abstract In this paper, we present a dynamic adaptive mesh library which maintains a conforming triangulation of time-varying surfaces. The user supplies an initial mesh, a surface sampling procedure, and a set of adaptation criteria. The mesh is automatically modified in order to conform to user-defined characteristics, while the surface changes over time. The mesh representation is based on a half-edge data structure without any extra storage requirements. The mesh has an underlying semiregular multiresolution structure. Furthermore, the specification of desired mesh characteristics can be based on very general adaptation rules. This scheme facilitates the development of graphics applications that manipulate triangulated surfaces. The library source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126249185","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 Image Inpainting Technique Based on the Fast Marching Method","authors":"A. Telea","doi":"10.1080/10867651.2004.10487596","DOIUrl":"https://doi.org/10.1080/10867651.2004.10487596","url":null,"abstract":"Abstract Digital inpainting provides a means for reconstruction of small damaged portions of an image. Although the inpainting basics are straightforward, most inpainting techniques published in the literature are complex to understand and implement. We present here a new algorithm for digital inpainting based on the fast marching method for level set applications. Our algorithm is very simple to implement, fast, and produces nearly identical results to more complex, and usually slower, known methods. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132780418","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":"Fast Distance Computation Between a Point and Cylinders, Cones, Line-Swept Spheres and Cone-Spheres","authors":"Aurélien Barbier, Eric Galin","doi":"10.1080/10867651.2004.10504892","DOIUrl":"https://doi.org/10.1080/10867651.2004.10504892","url":null,"abstract":"Abstract This paper presents algorithms for computing the minimal distance between a point and a cylinder, a cone, a line-swept sphere, and a cone-sphere. Some optimizations are provided when queries are performed along a line which may be useful for voxelization applications. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"2015 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132314615","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":"Ray Bilinear Patch Intersections","authors":"S. Ramsey, Kristin C. Potter, C. Hansen","doi":"10.1080/10867651.2004.10504896","DOIUrl":"https://doi.org/10.1080/10867651.2004.10504896","url":null,"abstract":"Abstract Ray tracing and other techniques employ algorithms which require the intersection between a three-dimensional parametric ray and an object to be computed. The object to intersect is typically a sphere, triangle, or polygon but many surface types are possible. In this work we consider intersections between rays and the simplest parametric surface, the bilinear patch. Unlike other surfaces, solving the ray-bilinear patch intersection with simple algebraic manipulations fails. We present a complete, efficient, robust, and graceful formulation to solve ray-bilinear patch intersections quickly. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133810364","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}