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BLINN, J. 1982. Light reflection functions for simulation of clouds and dusty surfaces. In SIGGRAPH 82, 21--29.

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Real-Time Single Scattering with Volumetric Shadows - Venceslas, Sylvain, Arques   (Correct)

....photon maps [7] A detailed overview of most previous methods can be found in the Perez et al. paper [19] All these techniques produce very realistic images of participating media but, as they consider all the possible light interactions, they suffer of a long computation time. Older methods [2, 8] focus on simpler light interactions, considering only single scattering. With this approach, and based on ray tracing, the algorithms of N.L. Max [14] and of T. Nishita and al. 16] belong to the fastest algorithms representing a scene with a participating medium covering a whole scene. But, when ....

J.F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics, proceeding of SIGGRAPH'82, vol. 16(3), pp. 21--30, July 1982.


Towards Point-Based Acquisition and Rendering of Large.. - Corrêa, Fleishman, Silva   (Correct)

....is in fact quite an old concept. Csuri [9] suggested the idea of using points as primitives to render 3D surfaces more than two decades ago. Levoy and Whitted [20] used points to render differentiable surfaces. Points have also been used to model fuzzy objects such as clouds, fire, and plants [5, 25, 32]. Most model acquisition systems focus on capturing a single object such as a statue [4, 19] Instead, we are interested in capturing entire environments [22, 33] The system that is most similar to ours is the one of Nyland et al. 22] but there are several differences between our approaches. ....

J. F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. In Proceedings of SIGGRAPH 82, pages 21--29, 1992.


Multiscale Shaders for the Efficient Realistic Rendering of.. - Meyer, Neyret (2000)   (1 citation)  (Correct)

....local illumination while addressing the visibility of the details for the viewer and for the light (i.e. self shadows) Volume shaders All the models above are designed for surface details. In the scope of 3D matter distributions, Blinn has early proposed a reflection model for volumes of dust [2] represented by micro spheres. Stam has developed in [21] a stochastic model which allows the analytical integration of the stochastic distribution of matter to represent details in clouds. Kajiya introduced the volumetric textures [12] reflectance models are also named shaders. in the scope of ....

J. F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. In Computer Graphics (SIGGRAPH '82 Proceedings), volume 16(3), pages 21--29, July 1982.


Modeling Animating and Rendering Complex Scenes Using Volumetric.. - Neyret (1998)   (5 citations)  (Correct)

....scheme has been introduced for 2D color textures by [Wil83] We discuss the MIP mapping approach and its limitations in II B. Local reflectance modeling, especially in the scope of representing the photometric behavior of subpixel geometric scales, has been previously studied for haze [Bli82] and surfaces [PF90] Fou92] as we will see in II C. A. Early volumetric textures Kajiya and Kay introduced volumetric textures in 1989 [KK89] in order to model fur. The key idea was to represent the 3D material (fur) by a cubic reference volume, to be mapped onto a surface (like a thick ....

....between geometry texture and reflectance for bumpy surfaces. However this cannot easily apply to free 3D details, which cannot be expressed as height fields. In this spirit of representing geometry by reflectance, Blinn has computed the reflectance of a haze made of microscopic spheres [Bli82] Poulin has encoded anisotropic surface with areas of microscopic parallel cylinders [PF90] and Fournier has represented the BRDF caused by microgeometry using a local set of Phong peaks which can be filtered according to distance [Fou92] In the same spirit, we represent the subpixel ....

J. F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. In Computer Graphics (SIGGRAPH '82 Proceedings), volume 16(3), pages 21--29, July 1982.


Volume Rendering of 3D Scalar and Vector Fields at LLNL - Crawfis, Max, Becker, Cabral   (Correct)

....simulate the absorption and scattering of light passing through a volume. There have been several computer graphics papers on the scattering, transmission, and shadowing of light propagating through clouds of particles. Kajiya and Von Herzen [Kajiya84] Rushmeier and Torrence [Rushmeier87] Blinn [Blinn82], and Max [Max86a] Max86b] all suggest methods of correctly accounting for the shadowing, but the computation required is prohibitive. Instead, we chose to ignore the shadowing entirely, and only occlude the light on the way to the viewer, after a single scattering event. This leads to the ....

....fixed material. Consider a ray, R(t) x(t) y(t) z(t) leaving the eye and passing through the volume. Then the total optical density of the cloud along the ray from the eye to a point R(t) is tr(u) du, so light starting from P(t) is attenuated by the transparency factor exp( tr(u) du ) [Blinn82]. The length dt of the ray glows with energy Cr(t)dt, so the total glow energy reaching the eye is I = Cr(t)e tr(u)du 1 dt . 1) These integrals can be calculated analytically when C, t, and r are constant or linearly interpolated within a volume cell [Max90] Williams92] Current ....

Blinn, James, Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. Computer Graphics Vol. 16 No. 3 (Siggraph '82) pp. 21-29.


Optical Models for Direct Volume Rendering - Max (1995)   (74 citations)  (Correct)

....that light is occluded. The solution to this differential equation is , 2) where I 0 is the intensity at s = 0, where the ray enters the volume. The quantity T(s) exp (3) is the transparency of the medium between 0 and s. A somewhat different derivation of these equations is given in Blinn [9]. See also section 2 of Williams and Max [5] In the volume rendering literature the extinction coefficient t is often simply called opacity. However, the opacity a of a voxel of side l, viewed parallel to one edge, is actually , or, if t is constant inside the voxel, This distinction is ....

....2 cx 32 = Here c is an adjustable constant between 1 and 1, which is positive for forward scattering, negative for backward scattering, and zero for isotropic scattering, which is equal in all directions. An even simpler formula (see Blinn[9]) can be derived by geometric optics for a spherical particle much larger than the light wavelength, whose surface scatters diffusely by Lambert s law: p(w, w) 8 3p) sina (p a) cosa) In volume rendering, one often wants to produce the visual effect of a shaded contour surface, without ....

James Blinn, "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces", Computer Graphics Vol. 16 No. 3 (July 1982) pp. 21 - 29.


The Randomized z-Buffer Algorithm: Interactive.. - Wand, Fischer.. (2001)   (1 citation)  (Correct)

....to render surface models was first applied to the display of smooth three dimensional surfaces by Levoy and Whitted [16] who already mentioned the possibility of using random sampling to obtain sample points. Earlier work focused on the display of non solid objects like clouds, fire, or smoke [4, 7, 21]. Chamberlain et al. 5] render complex scenes using boxes of small projected size taken from a spatial hierarchy. The boxes are colored with averaged colors and transparency values of their content. Grossman and Dally [14] render complex object from point samples obtained from orthographic views ....

Blinn, J. F.: Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. In: Computer Graphics (SIGGRAPH 82 Proceedings), 16 (3), 21-29, 1982.


Interactive Translucent Volume Rendering and Procedural.. - Kniss, Premoze, Hansen.. (2002)   Self-citation (Blinn)   (Correct)

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BLINN, J. F. Light reflection functions for simulation of clouds and dusty surfaces. vol. 16, pp. 21--29.


A Practical Analytic Single Scattering Model for Real Time.. - Bo Sun Columbia   (Correct)

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BLINN, J. 1982. Light reflection functions for simulation of clouds and dusty surfaces. In SIGGRAPH 82, 21--29.


Toward a Perceptual Theory of Transparency - Manish Singh And (2002)   (Correct)

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Blinn, J. F. (1982). Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics, 16, 21--29.


Rendering the Phenomena of Volume Absorption in Homogeneous .. - Sun, Fracchia, Drew (1999)   (Correct)

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J. F. Blinn, "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces," Computer Graphics, Proc. of ACM SIGGRAPH 82, 1982, 21-29.


Fast Volumetric Display of Natural Gaseous Phenomena - Roettger, Ertl   (Correct)

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Jim. F. Blinn. Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. Computer Graphics, 16(3):21--29, 1982.


EUROGRAPHICS 2001 / A. Chalmers and T.-M. Rhyne Volume 20.. - Guest Editors The (2001)   (Correct)

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J. Blinn, "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces". SIGGRAPH 1982, pp. 21-29


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

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J.F. Blinn, "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces," Computer Graphics, Vol. 16, No. 3, (1982),pp. 21-29.


Reflection from Layered Surfaces due to Subsurface Scattering - Department (1993)   (58 citations)  (Correct)

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Blinn, J. F. Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. Computer Graphics 16, 3 (July 1982), 21--29.


A Real-Time Cloud Modeling, Rendering, and Animation System - Schpok, Simons, Ebert.. (2003)   (Correct)

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J. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. In Proceedings of the 9th annual conference on Computer graphics and interactive techniques, 1982.


A Phenomenological Shader for the Rendering of Cumulus Clouds - Neyret (2000)   (Correct)

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J. F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. In Computer Graphics (SIGGRAPH '82 Proceedings), volume 16(3), pages 21--29, July 1982.


A BRDF Database Employing the Beard-Maxwell Reflection Model - Harold Westlund Gary (2002)   (Correct)

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James F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics (Proceedings of SIGGRAPH 82), 16(3):21--29, July 1982.


Efficient Rendering of Atmospheric Phenomena - Riley, Ebert, Kraus.. (2004)   (2 citations)  (Correct)

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BLINN J.: Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics 8, 3 (July 1982), 21--28. 2, 4


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

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BLINN, J. F. Light reflection functions for simulation of clouds and dusty surfaces. Proc. of SIGGRAPH (1982).


Fast Volumetric Display of Natural Gaseous Phenomena - Roettger, Ertl (2003)   (Correct)

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Jim. F. Blinn. Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. Computer Graphics, 16(3):21--29, 1982.


Corrosion: Simulating and Rendering - Stephane Merillou Jean-Michel (2001)   (Correct)

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JF Blinn, "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces", Computer Graphics 16(3), pp. 21-29, ACM SIGGRAPH, 1982.


Illumination and Reflection Maps: - Simulated Objects In   (Correct)

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Blinn, James F. Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. SIGGRAPH


Solid Spaces: A Unified Approach to Describing Object Attributes - Ebert (1996)   (4 citations)  (Correct)

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Blinn, James. Light Reflection Functions for Simulation of Clouds and Dusty Surfaces. Proceedings of SIGGRAPH'82 (Boston, Massachusetts, July 26-30,


Real-Time Single Scattering with Shadows - Biri, Michelin, Arquès (2003)   (1 citation)  (Correct)

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J.F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics, proceeding of SIGGRAPH'82, vol. 16(3), pp. 21--30, July 1982. 1

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