| J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, 1976. |
....known as the texture pattern definition and the texture application, or mapping. To create a pattern, one can either scan a picture (or even hand paint it) or use a function to generate it automatically. Several methods exist to create such functions; some of them are based on Fourier synthesis [3], or on a fractal subdivision [11] In Eberts book [8] a complete description of different methods of composing such functions can be found. Very realistic textures can be obtained, because they take into account the fact that many natural materials are non homogenous, and may have complex ....
....Assigning a zero value to the function defines a star shaped isosurface as an elementary object in the cells of the animated spreadsheet as illustrated in Fig. 7(see Fig. 6 for the concept explanation) The elementary shape illustrates function dependence on three variables x[1] x[2] and x[3]. Changes of isosurfaces along rows and columns of the spreadsheet illustrate function dependence on x[5] and x[6] Changes of the entire spreadsheet in time show how the function depends on x[4] Formally, the following types are assigned to the geometric coordinates: x x[2] y x[3] t ....
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J. Blinn and M. Newell. Texture and reflection in computer generated images. Commun. ACM, 19(10):542--547, October 1976.
....Keywords: interactive rendering and shading, texture mapping, reflection mapping, image based rendering. 1 INTRODUCTION Offline rendering algorithms have to a great extent conquered physically accurate photo realism and complex synthetic shading. A result of over twenty years of research [1, 4, 5, 12, 15, 19, 21, 23], these techniques all solve the lighting or rendering equation [16] in some manner. The outstanding rendering challenge now becomes how to increase the performance of sophisticated shading algorithms without losing the advancements made in quality. Specifically, we are interested in interactive ....
....photo realistic rendering an algorithm that uses IBR techniques to approximate the integral lighting equation. e mail: cabral,olano,nemec sgi.com Environment mapping is one method used to improve the realism of interactive rendering. As originally described by Newell and Blinn [1], a simple environment map is used to quickly find reflections of distant objects from a perfectly mirrored surface. Other researchers refined this notion by generalizing the BRDF used [3, 11, 19, 21] though some of these refinements lost the interactivity of simple environment mapping. Another ....
BLINN, J. F., AND NEWELL, M. E. Texture and reflection in computer generated images. Communications of the ACM 19 (1976), 542--546.
.... forms, has the capacity to enrich the visual appearance of objects without requiring the considerable computations that would be necessary for a truly physically based simulation of the surface [Heck89] Work on Texture mapping began with the early work of Blinn and Newel, altering surface color [Blin76]. Texturing has also been applied to a wider range of surface attributes such as: surface normal [Blin78] transparency [Gard85] and surface displacement [Cook84] among others. Figure 2.2 illustrates a number of common 2D texturing methods, implemented as Renderman shaders. Generally, texture ....
J. F. Blinn and M. E. Newel. "Texture and Reflection in Computer Generated Images." In Communications of the ACM, pages 542-547, 1976.
....rendering methods include, Efficient representation, modeling and rendering of complex objects . Sustained or enhanced system performance . Increased rendering realism by accounting for global illumination and inter object reflectance The most familiar IBR method is texture mapping [Blin76], which is the first technique to represent complex materials that are hard to model and render. A major limitation of texture mapping is that texture mapped surfaces still appear as 2 D images painted onto flat polygons. They lack 3D details and don t exhibit appropriate parallax as the viewpoint ....
Blinn J. F., Newell M. E. Texture and Reflection in Computer Generated Images. CACM, Vol.19, No 10, pp. 542-547, 1976.
....of hardware assisted multipass rendering [Diefenbach and Badler 97] can also be used to incorporate several illumination effects, including blurry reflections. 2. The Technique Perhaps the simplest algorithm which can be used to approximate the effects in question is Environment Mapping [Blinn and Newell 76] Environment map (EM) is simply a 2D array(s) which stores precomputed illumination incident on some point in the scene from all directions. There are at least three popular parameterizations of EMs: spherical, cubic, and parabolic [Heidrich and Seidel 98] In its original form, EMs are most ....
James Blinn and M. Newell. "Texture and Reflection in Computer Generated Images." Communications of the ACM 19:10 (1976), 542-547.
....is only with texture colour and not with any other physical texture property. In an attempt to combat this limitation, a number of authors since 1974 have suggested using texture mapping techniques for defining other object properties including diffuse reflection [MH84] specular reflection [BN76] and surface glossiness [Bli78a] Blinn [Bli78b] later advanced the principles of texture mapping by allowing an image map to perturb the orientations of surface normals to facilitate the false impression of texture roughness. In his 1978 paper, he claimed that this bump mapping work was ....
J.F. Blinn and M.E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19:542--546, 1976.
....is also easy to compute (hardware accelerated rendering) Since only one hemisphere will be lit, only five sides of the cube are needed. We can find such parameterizations in the field of environment mapping, which approximates global illumination by pre computing a so called environment map [1] which is later used to determine the incoming light for a given direction (reflection vector) Although there exist a vast number of 3D to 2D mappings (used to flatten a panoramic environment into a 2D texture map) only a small subset are really appropriate for hardware accelerated rendering: ....
....ball centered around the object of interest. Although this parameterization only has one point of singularity, the sampling rate since pixels get extremely distorted towards the perimeter of the flattened sphere. Blinn Newell Mapping. A different parameterization of the sphere was proposed by [1]. Here 2D coordinates (u, v) are computed using a longitude latitude mapping of the direction vector. Although this approach does not introduce as much distortion as the previous sphere mapping technique, it is not commonly used due to the expensive longitude latitude mapping (which involves ....
J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19:542---546, 1976.
....manually positioned the robot in several positions on the board while maintaining these constraints, figure 6. To get joint angles for any desired puck position, we interpolate using the four surrounding training positions and use an algorithm similar to that used in graphics for texture mapping [4]. This approach allows us to solve the inverse kinematics of the robot with extreme redundancy in a simple way. Figure 7 shows an example of using the four training Figure 7: An example of using four given corner configurations to compute a configuration within the polygon. positions B1, B2, T1, ....
J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, Oct. 1976.
....algorithm can create by performing different number of iterations. CR Categories: I.3. 7 [Computing Methodologies ] Computer Graphics Three Dimensional Graphics and Realism, Color, shading, shadowing, and texture Keywords: texture synthesys, user interaction 1 Introduction Texture mapping [2] is a common method that adds realism to computer generated images. While texture mapping itself is straightforward, acquiring the images to use for textures is not always easy. Procedural texture generation [11, 12] provides help for a specific classes of materials such as wood and marble, ....
BLINN, J., AND NEWELL, M. Texture and reflection in computer generated images. Communications of the ACM 19,10 (October 1976), 542--547.
....respect to view elevation, and small numbers of lobes can still result in a convincing approximation to the true surface reflectance. Key words: Environment map, glossy reflection, texture mapping, bidirectional reflectance distribution function. 1 Introduction The environment map technique [2] is widely used to approximate reflections in real time rendering. Environment maps are an approximation technique because they make an assumption that is often not true, namely that the environment is far from the reflecting surface. Despite this, they are effective and efficient, and can be used ....
J. Blinn and M. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19:542--546, 1976.
....application required for cube maps. And both sphere maps and dual paraboloid maps require a non linear warping of a set of cube faces to construct the required textures. Cube maps can obviously use cube face images directly. Cube map texturing is closely associated with environment mapping [2][11] 27] because the cube face images can capture a complete omnidirectional view of the environment around a point. However, environment mapping is just one application of cube maps. The bump mapping technique described in Section 5 uses cube maps to perform per fragment normalization of ....
James Blinn, Martin Newell, "Texture and Reflection in Computer Generated Images," Communications of the ACM, 19(10), October 1976, pp. 542-546.
....simulated via Monte Carlo methods that are based on ray tracing [79] However, ray tracing is generally impractical for interactive applications in spite of extensive work on ray tracing acceleration schemes mentioned in Chapter 1. A popular alternative to ray tracing is environment mapping [16], which can produce convincing visual e#ects that mimic specular reflection with far less computation. Unfortunately, environment mapping provides a good approximation only when reflected objects are static and far from the reflector. When these conditions are violated, the results are of very ....
James F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
....models. As it turns out, with appropriate textures and texture mapping algorithms it is possible to produce a reasonable approximation to Phong shading. Today there are a number of such algorithms employed primarily in games. One of these is environment mapping introduced by Blinn andNewel in [6] and intended for simulating global reflection. Environment mapping essentially wraps an image of the environment as seen from objects point of view around the object. The environment is mapped onto objects surface by using vertex normalsand or view vector to index into the texture. Presently ....
Blinn, J. F. and Newell, M. E. Texture and reflection in computer generated images. Communications of the ACM Vol. 19, No. 10, pp. 542-547 (October 1976).
....yielding 10 # 4 2 vertices on 20 # 4 triangles. Environment mapping images were ray traced while the texture mapping images were rendered with RenderMan. 4. 1 Environment Mapping A common technique employed in the rendering of highly reflective objects is the use of an environment map [2]. In this technique the radiance reflected across a mirror like surface in the direction of the viewer is approximated by a table lookup in a texture map. The texture map corresponds to a sphere at infinity, giving the incoming radiance as a function of direction. While being only an ....
BLINN,J.,AND NEWELL, M. Texture and Reflection in Computer Generated Images. Communications of the ACM 19, 10 (October 1976), 542--547.
....entail the manipulation of terabytes of data, this can be a significant advantage indeed. 5 Preliminaries The use of images as a modeling primitive in Computer Graphics is not a new concept. In 1976 Blinn and Newell introduced textures to represent changes in color and intensity across surfaces [7]. Their work was based on an earlier technique for extracting texture coordinates by Catmull [12] Blinn and Newell s paper uses images to represent surface detail and images imprinted on surfaces, like decals. They also introduced the concept of environment mapping, which uses a spherical image ....
James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October
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J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, 1976.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
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BLINN, J. F., AND NEWELL, M. E. 1976. Texture and reflection in computer generated images. Commun. ACM 19, 10, 542--547.
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J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
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J. F. Blinn and M. E. Newell. Texture and Reflection in Computer Generated Images. Communications of the ACM, 19:542---546, 1976.
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J. F. Blinn and M. E. Newell, ""Texture and Reflection in Computer Generated Images," CACM, Vol. 19, No. 10, pp. 542-547, Oct. 1976.
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Blinn, J. F. & Newell, M. E. (1976), `Texture and reflection in computer generated images', Communications of the ACM 19(10), 542--547.
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BLINN, J., AND NEWELL, M. 1976. Texture and reflection in computer generated images. Communications of the ACM 19, 542--546.
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J.F. Blinn and M.E. Newell. Texture and reflection in computer generated images. Communications of the ACM,19,10, pages 542--547, October 1976.
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J.F. Blinn, M.E. Newell, Texture and Reflection in Computer Generated Images. Communications of the ACM, v19, n10, p542-547, 1976
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BLINN, J, AND NEWELL, M, Texture and Reflection in Computer Generated Images. Communications of the ACM 19 (1976), 542--546.
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J. Blinn and M. Newell, "Texture and Reflection in Computer Generated Images", Communications of the ACM, Vol. 19, No. 10, October 1976.
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Blinn, J. F., and Newell, M. E. Texture and reflection in computer generated images. Communications of the ACM 19, 10 (October 1976), 542---546.
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J. Blinn and M. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19:542--546, 1976. 2
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19:542--546, 1976.
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BLINN J., NEWELL M.: Texture and reflection in computer generated images. Communications of the ACM (SIGGRAPH 76 Proceedings) 19, 10 (Oct. 1976), 542--547. 3
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J. F. Blinn and M. E. Newell. Texture and Reflection in Computer Generated Images. Communications of the ACM, 19:542---546, 1976.
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J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, 1976.
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J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. Comm. of the ACM, 19(10):542--547, October 1976. 9 Fig. 12. An example of feature preserving texture mapping on a complex synthetic object.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
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J. F. Blinn. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542-- 547, October 1976.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Comm. ACM, 19(10):542--547, Oct. 1976.
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James F Blinn and Martin E. Newell, "Textures and reflection in Computer generated images", Communications of the ACM, Vol. 19, No. 19, Oct. 1976, pp. 542-547.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
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J. F. Blinn and M. E. Newell. Texture and reflection in computer generated images. CACM, 19(10):542--547, October 1976.
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BLINN, J. F., AND NEWELL, M. E. Texture and reflection in computer generated images. Comm. ACM 19, 10 (Oct. 1976), 542--547.
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Blinn, J. and Newell, M. 1976. Texture and Reflection on Computer Generated Images. Communications of ACM, 19(10): 542 - 547.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, October 1976.
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James F. Blinn and Martin E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--546, 1976.
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Blinn, James F. and Newell, Martin E. Texture and Reflection in Computer Generated Images. Communications of the ACM, V.19 #10 (1976), pp. 542-547.
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James F. Blinn and M. E. Newell, "Texture and reflection in computer generated images," Communications of the ACM, vol. 19, no. 10, pp. 542--547, Oct. 1976.
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Blinn, James, and Newell, Martin. Texture and Reflection in Computer Generated Images. Communications of the ACM 19 (1976), 542--547.
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Blinn, J.F.and Newell, M.E., "Texture and Reflection in Computer Generated Images," Comm. of the ACM, 19(10), pp. 542-547 (October 1976).
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J.F. Blinn and M.E. Newell. Texture and reflection in computer generated images. Communications of the ACM, 19(10):542--547, 1976. 3
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J. Blinn and M. Newell. Texture and Reflection in Computer Generated Images. Communications of the ACM (SIGGRAPH '76 Proceedings), 19(10):542--547, October 1976. 3
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