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T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects taking account of shadows and interreflection. volume 19, pages 23--30, July 1985.

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Global Illumination Techniques For The Computation Of High Quality .. - Perez (2002)   (Correct)

....for general environments are reviewed, with the most important equations the rendering equation and the transport equation whose solution constitutes the global illumination problem. In order to solve the global illumination problem, a certain number of multi pass methods exist (e.g. [19, 39, 31, 27, 5, 37]) These methods combine the strengths of different existing strategies. Their objective is to be able to skip restrictions on the number of types of light paths that could be dealt with with a single technique, or increase efficiency and or accuracy. We have opted to follow this philosophy, and a ....

Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. In Computer Graphics (ACM SIGGRAPH '85 Proceedings), volume 19, pages 23--30, July 1985. 2 11


Optimal Sampling for Hemicubes - Max   (Correct)

....Keywords: hemicube, radiosity, form factor, sampling, variance, optimization Introduction Radiosity algorithms for global illumination, either gathering [1,2] or shooting [3] versions, depend on the calculation of form factors. It is possible to calculate the form factors analytically [1,4,5,6,7], but this is difficult when occlusion is involved, so sampling methods are usually preferred. The necessary visibility information can be obtained by ray tracing in the sampled directions. However, area coherence makes it more efficient to project and scan convert the scene onto a number of ....

....on this hemisphere, and a(w) is the angle between the direction w and the normal i , the same as q in (1) and V(w,A ) is 1 if the surface visible from dA in the direction w is A j , and is 0 otherwise. The integral (2) can be calculated analytically, using exact visibility algorithms [4,5]. However it is usually estimated as a Riemann sum, by dividing the hemisphere H into a number of disjoint regions R k of solid angle Dw k : 3) is a sample direction inside R , usually at its center. A slightly more accurate estimate is the weighted sum (4) where . The estimate (4) will be ....

Tomoyuki Nishita and Eihachiro Nakamae, "Continuous-tone representation of three dimensional objects taking into account of shadows and interreflection", Computer Graphics Vol. 22 No. 4 (1985, Siggraph `85 proceedings) pp. 23 - 30.


Wavelets in Computer Graphics - Schröder   (5 citations)  (Correct)

....y respectively (see Figure 1, left) To simplify the exposition we will assume that the world is monochrome. In practice Equation 1 is typically solved for 3 representative wavelengths, r, g,b) A common approach to solve such integral equations is the use of finite elements. Classically [22] [46] constant elements have been used in CG. The scene is meshed into many small surfaces, each with a constant radiosity, resulting in a discrete approximation of Equation 1 #i : b i = b e i r i j G ij b j where G ij = ## G(x,y)N j (x)N i (y)dxdy. 2) This linear system is characterized by ....

NISHITA,T.,AND NAKAMAE, E. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. Computer Graphics 19, 3 (July 1985), 23--30.


Computing Exact Shadow Irradiance Using Splines - Stark, Cohen, Lyche, Riesenfeld (1999)   (3 citations)  (Correct)

.... the light source [42] Soft shadows caused by area light sources are simulated by stochastically selecting a set of sample points on the source and casting several rays towards them from the surface [11, 36] Exact evaluation can be obtained by clipping all the occluders against the area source [18, 33]. Several methods consider the view from a point light source. The shadow buffer creates a discrete depth image from the point light source view [43] using only a single point. Shadow volumes are constructed from a point light source and polygonal occluders [13] or curved boundary occluders ....

....quantity, as an exact analytical expression. The wire frame structure of the 4D object by itself produces the shadow discontinuity lines when projected to the floor. That is, the projection method naturally specializes to the produce the discontinuity graph described by Nishita and Nakamae [33]. When E, O, and the floor are all parallel and a constant weighting function is specified, the spline specializes to an O Theta E (prism) polyhedral spline that yields the convolution presented by Soler and Sillion in their shadow algorithm [38] Although it is a common simplifying ....

Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. In B. A. Barsky, editor, Computer Graphics (SIGGRAPH 85 Conference Proceedings) , volume 19, pages 23--30, July 1985.


Multi-Sensory Rendering for Viewpoint-Independent Scenes. - Pope   (Correct)

....tracing technique describing in section 2.1.5. 2.1.4 Radiosity The ray tracing techniques described in the previous section do not deal inherently with diffuse reflection. Radiosity techniques were adapted from radiant heat transfer in the mid 1980s by Goral et al. and Nishita and Nakamae[29, 54]. Radiosity methods work differently from both the previous methods in that rather than generating an image they model the interaction of light energy within a closed environment. Because radiosity, B, is the total energy emitted over the hemisphere, it is a function solely of position, x: B#x#= ....

T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects taking account of shadows and interreflectionfuse surfaces. Computer Graphics (Proceedings SIGGRAPH '85), 19(3):23--30, 1985.


Display of Clouds Taking into Account Multiple Anisotropic .. - Nishita, Dobashi, al. (1996)   (17 citations)  Self-citation (Nishita Nakamae)   (Correct)

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T. Nishita, and E. Nakamae, \Continuous tone Representation of Three-Dimensional Objects Illuminated by Sky Light," Computer Graphics, Vol. 20, No. 4 (1986) pp. 125-132.


Method of Displaying Optical Effects within Water using.. - Nishita, Nakamae (1994)   (8 citations)  Self-citation (Nishita Nakamae)   (Correct)

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T. Nishita, and E. Nakamae, "Continuous tone Representation of Three-Dimensional Objects Illuminated by Sky Light," Computer Graphics, Vol. 20, No. 4,(1986),pp. 125-132.


Display of The Earth Taking into Account Atmospheric.. - Tomoyuki Nishita Takao (1993)   (11 citations)  Self-citation (Nishita Nakamae)   (Correct)

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T. Nishita, E. Nakamae, \Continuous tone Representation of Three-Dimensional Objects Illuminated by Sky Light," Computer Graphics, Vol. 20, No. 4,(1986),pp. 125-132.


Image Quality Metrics - Alan Chalmers Scott   (3 citations)  (Correct)

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T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects taking account of shadows and interreflection. volume 19, pages 23--30, July 1985.


Unknown -   (Correct)

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Nishita, Tomoyuke and Nakamae, Eihachiro. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. In the Proceedings of SIGGRAPH, 1985.


Modeling and Editing Real Scenes with Image-Based Techniques - Yu (2000)   (1 citation)  (Correct)

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Nishita,T., and Nakamae,E., "Continuous Tone Representation of Threedimensional Objects Illuminated by Sky Light", Computer Graphics, 20(4), pp.125132 (1986).


Ray Tracing on a Stream Processor - Purcell (2004)   (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. In Computer Graphics (Proceedings of SIGGRAPH 85), volume 19, pages 23--30, July 1985.


Analytic Illumination in Polyhedral Environments - Stark (2002)   (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of ThreeDimensional Objects Taking Account of Shadows and Interreflection. In Computer Graphics (Proceedings of ACM SIGGRAPH 85), volume 19, pages 23--30. ACM.


Direct HDR Capture of the Sun and Sky - Jessi Stumpfel Andrew (2004)   (1 citation)  (Correct)

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T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects illuminated by sky light. In Proc. SIGGRAPH'86.


Analytic Illumination in Polyhedral Environments - Stark (2002)   (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of ThreeDimensional Objects Taking Account of Shadows and Interreflection. In Computer Graphics (Proceedings of ACM SIGGRAPH 85), volume 19, pages 23--30. ACM.


Vertex-Based Formulations of - Irradiance From Polygonal (2000)   (Correct)

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T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects taking account of shadows and intereflection. In Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, pages 23--30, July 1985.


Approximating the Plenoptic Function - Jonathan Shade December (2002)   (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection. Computer Graphics (Proceedings of SIGGRAPH 85), 19(3):23--30, July 1985. Held in San Francisco, California.


User's Manual for Environmental programs - Mech, Prusinkiewicz (1998)   (Correct)

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NISHITA,T.,AND NAKAMAE, E. Continuous tone representation of three dimensional objects illuminated by sky light. Computer Graphics 20, 4 (1986), 125--132.


User's Manual for Environmental programs - Mech, Prusinkiewicz (1998)   (Correct)

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NISHITA,T.,AND NAKAMAE, E. Continuous tone representation of three dimensional objects taking account of shadows and interreflection. Computer Graphics 19, 3 (1985), 61--67.


A Physically-Based Night Sky Model - Jensen, Durand, Stark, Premoze.. (2001)   (3 citations)  (Correct)

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NISHITA, T., AND NAKAMAE, E. Continuous tone representation of threedimensional objects illuminated by sky light. In Computer Graphics (SIGGRAPH '86 Proceedings) (1986), vol. 20(4).


The use of global random directions to compute radiosity. Global .. - Casasayas (1996)   (6 citations)  (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae. Continuous tone representation of threedimensional objects taking account of shadows and interreflection. In Computer Graphics (ACM SIGGRAPH '85 Proceedings), pages 23--30, July 1985. Published as Computer Graphics (ACM SIGGRAPH '85 Proceedings), volume 19, number 3.


Realism in Computer Graphics: A Survey - Amanatides (1987)   (1 citation)  (Correct)

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Nishita, T. and Nakamae, E., "Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection," Computer Graphics, 19(3), pp. 23-30 (July 1985).


Partitioning Tree Image Representation and Generation from 3D.. - Naylor (1996)   (24 citations)  (Correct)

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Tomoyuki Nishita and Eihachiro Nakamae, "Continuous Tone Representation of ThreeDimensional Objects Taking Account of Shadows and Interreflection",


Radiosity with Textures, Specular Reflection and Transmission - Leiss, Ferschin (1998)   (Correct)

No context found.

Nishita, T., Nakamae, E.: Continuous tone representation of three-dimensional objects taking account of shadows and interreflection. In Computer Graphics SIGGRAPH 85, 19(3), 23-30, ACM SIGGRAPH New York, 1985


Exact Illumination in Polygonal Environments using Vertex.. - Stark, Riesenfeld (2000)   (4 citations)  (Correct)

No context found.

T. Nishita and E. Nakamae. Continuous tone representation of three-dimensional objects taking account of shadows and intereflection. In Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, pages 23--30, July 1985.

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