| T. Nishita, E. Nakamae, "Method of Displaying Optical Effects within Water using Accumulation Buffer," Proc. of SIGGRAPH'94, 1994, pp. 373-379. |
....Cani [Hin02] also synthesize Gerstner waves. Their scheme adapts to the visible size of each surface element. Thus, it is possible to render views across the water to the horizon at high frame rates. Several authors discuss the fast rendering of optical effects within water. Nishita and Nakamae [Nis94] cal culate so called illumination volumes formed by each triangle on the water surface and the sun rays entering at its vertices. Scan line by scan line, from top to bottom, this illumination volume is projected into the accumulation buffer. Caustics on curved surfaces in the water are painted ....
Nishita, T., Nakamae, E. Method of Displaying Optical Effects within Water using Accumulation Buffer. Proc. of SIGGRAPH '94, pp. 373--379, 1994.
....and realistic image synthesis. Watt describes a backward beam tracing approach to interaction of light with water [7] but his method does not take into account complex optical properties of water bodies. Nishita and Nakamae presented a method that can effectively calculate optical effects [8]. Their method focuses primarily on effects such as caustics and shafts of light in water bodies. In this paper we describe an approach to modeling water surfaces based on simple atmospheric conditions and solving a light transport in water bodies that is simple and efficient, and yet accurate ....
T. Nishita and E. Nakamae. Method of displaying optical effects within water using accumulation buffer. In A. Glassner (ed), Proceedings of SIGGRAPH '94. Pages 373--381. ACM Press, July 1994.
....the creation and rendering of realistic water scenes is one of the challenging tasks in Computer Graphics. Most of the work that has been done is concerned with the effects of the reflection and refraction of light on the water surface: shafts of light, caustics. Shnyi89a] WattM90a] [Nishi94a]. Great effort has been taken in studying atmospheric conditions to know how much sunlight and skylight reaches the water surface and the problem of wave generation [Fourn86a] TsoPY87a] Peach86a] However, realistic rendering of water scenes requires the transport of light within the water ....
Nishita, T., Nakamae, E.: Method of displaying Optical Effects within Water using Accumulation Buffer, Computer Graphics Annual Conferences Series (SIGGRAPH'94), pp.373-380, 1994.
....and realistic image synthesis. Watt describes a backward beam tracing approach to interaction of light with water [25] but his method does not take into account complex optical properties of water bodies. Nishita and Nakamae presented a method that can effectively calculate optical effects [12]. Their method focuses primarily on effects such as caustics and shafts of light in water bodies. In this paper we describe an approach to modeling water surfaces based on simple atmospheric conditions and solving a light transport in water bodies that is simple and efficient, and yet accurate ....
Tomoyuki Nishita and Eihachiro Nakamae. Method of displaying optical effects within water using accumulation buffer. In Andrew Glassner, editor, Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994), Computer Graphics Proceedings, Annual Conference Series, pages 373--381. ACM SIGGRAPH, ACM Press, July 1994. ISBN 0-89791-667-0.
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T. Nishita, E. Nakamae, "Method of Displaying Optical Effects within Water using Accumulation Buffer," Proc. of SIGGRAPH'94, 1994, pp. 373-379.
No context found.
T. Nishita, E. Nakamae, "Method of Displaying Optical Effects within Water using Accumulation-Buffer," Proc. SIGGRAPH '94, 1994, pp.373-380.
.... (3) Hidden surface removal for parametric surfaces: raytracing[Nishi90] scanline algorithm[Nishi91a] hidden line algorithm[Nishi92b] 4) Hidden surface removal for metaballs[Nishi94a] 5) Shading models: cylindrical light sources[Nishi92a] curved light sources and radiosity[Nishi94b] optical effects on curved surfaces such as caustics[Nishi94b] or water drops[Kaneda96] natural phenomena such as clouds[Nishi96] 6) 2 D computer graphics: scan conversion of curved regions, outline fonts [Nishi91b] brush strokes, watercolor painting[Nishi93a] morphing [Nishi93b] and ....
.... raytracing[Nishi90] scanline algorithm[Nishi91a] hidden line algorithm[Nishi92b] 4) Hidden surface removal for metaballs[Nishi94a] 5) Shading models: cylindrical light sources[Nishi92a] curved light sources and radiosity[Nishi94b] optical effects on curved surfaces such as caustics[Nishi94b] or water drops[Kaneda96] natural phenomena such as clouds[Nishi96] 6) 2 D computer graphics: scan conversion of curved regions, outline fonts [Nishi91b] brush strokes, watercolor painting[Nishi93a] morphing [Nishi93b] and metacircles( 2D version of metaballs) As described above, Bezier ....
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T.Nishita, E.Nakamae, Method of Displaying Optical Effects within Water using Accumulation Buffer," Proc. of SIGGRAPH'94 (1994) pp.373-379.
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T.Nishita, E.Nakamae, "Method of Displaying Optical Effects within Water Using Accumulation Buffer," Proc. of SIGGRAPH'94 (1994) pp.373379.
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T. Nishita and E. Nakamae, "Method of displaying optical effects within water using accumulation buffer," in Proceedings of SIGGRAPH, pp. 373--381, 1994.
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T. Nishita and E. Nakamae. Method of displaying optical effects within water using accumulation buffer. In Proceedings of SIGGRAPH '94, Annual Conference Series, pages 373--381, July 1994.
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Nishita, T., Nakamae, E.: Method of Displaying Optical Effects within Water using Accumulation Buffer. In: SIGGRAPH 94 Conference Proceedings, 1994.
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Nishita, T., and Nakamae, E., (1994) "Method of Displaying Optical Effects Within Water: Using the Accumulation Buffer," Proceedings of SIGGRAPH '94, (July 1994), pp. 24--29.
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