Sciweavers

SIGGRAPH
1994
ACM
13 years 8 months ago
The RADIANCE lighting simulation and rendering system
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with...
Gregory J. Ward
SIGGRAPH
1994
ACM
13 years 8 months ago
Interactive pen-and-ink illustration
We present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures--collections of strokes arranged in different patterns--to generate textur...
Michael Salisbury, Sean E. Anderson, Ronen Barzel,...
SIGGRAPH
1994
ACM
13 years 8 months ago
Using particles to sample and control implicit surfaces
We present a new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the sur...
Andrew P. Witkin, Paul S. Heckbert
SIGGRAPH
1994
ACM
13 years 8 months ago
Computer-generated pen-and-ink illustration
This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It i...
Georges Winkenbach, David Salesin
SIGGRAPH
1994
ACM
13 years 8 months ago
Free-form shape design using triangulated surfaces
William Welch, Andrew P. Witkin
SIGGRAPH
1994
ACM
13 years 8 months ago
Accelerated MPEG compression of dynamic polygonal scenes
This paper describes a methodology for using the matrix-vector multiply and scan conversion hardware present in many graphics workstations to rapidly approximate the optical flow ...
Dan S. Wallach, Sharma Kunapalli, Michael F. Cohen
SIGGRAPH
1994
ACM
13 years 8 months ago
Zippered polygon meshes from range images
Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to ...
Greg Turk, Marc Levoy
SIGGRAPH
1994
ACM
13 years 8 months ago
Partitioning and ordering large radiosity computations
Seth J. Teller, Celeste Fowler, Thomas A. Funkhous...
SIGGRAPH
1994
ACM
13 years 8 months ago
A clustering algorithm for radiosity in complex environments
We present an approach for accelerating hierarchical radiosity by clustering objects. Previous approaches constructed effective hierarchies by subdividing surfaces, but could not ...
Brian E. Smits, James Arvo, Donald P. Greenberg
SIGGRAPH
1994
ACM
13 years 8 months ago
Evolving virtual creatures
This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. The morphologies of creatures and the neura...
Karl Sims