@InProceedings{Niepel:1995:SCD, author = "L. Niepel and J. Martinka and A. Ferko and P. Elias", title = "On Scene Complexity Definition for Rendering", booktitle = "Winter School of Computer Graphics 1995", year = "1995", month = feb, note = "held at University of West Bohemia, Plzen, Czech Republic, 14-18 February 1995", who = "Havran Vlastimil: REN-0001", } @TechReport{Snyder96, author = "J. M. Snyder", title = "Area Light Sources for Real-Time Graphics", pages = 30, institution = "Microsoft Research", year = 1996, month = mar, number = "MSR-TR-96-11", who = "Havran Vlastimil: REN-0002", } @InProceedings{Keller:1997:IR, author = "Alexander Keller", title = "Instant Radiosity", booktitle = "SIGGRAPH 97 Conference Proceedings", editor = "Turner Whitted", series = "Annual Conference Series", year = "1997", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, pages = "49--56", note = "ISBN 0-89791-896-7", keywords = "Radiance equation, radiosity, shading, Monte Carlo integration, quasi-Monte Carlo integration, quasi-random walk, jittered low discrepancy sampling, hardware, accumulation buffer, realtime rendering algorithms, photorealism", annote = "We present a fundamental procedure for instant rendering from the radiance equation. Operating directly on the textured scene description, the very efficient and simple algorithm produces photorealistic images without any finite element kernel or solution discretization of the underlying integral equation. Rendering rates of a few seconds are obtained by exploiting graphics hardware, the deterministic technique of the quasi-random walk for the solution of the global illumination problem, and the new method of jittered low discrepancy sampling.", who = "Havran Vlastimil: REN-0003", } @Article{Tiede:1990:IMA, author = "Ulf Tiede and Karl Heinz Hoehne and Michael Bomans and Andreas Pommert and Martin Riemer and Gunnar Wiebecke", title = "Investigation of Medical {3D}-Rendering Algorithms", journal = "IEEE Computer Graphics and Applications", volume = "10", number = "2", pages = "41--53", month = mar, year = "1990", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Univ Hospital Eppendorf, Inst of Math \& Comput Sci in Med, Hamburg, West Ger", classification = "461; 723", journalabr = "IEEE Comput Graphics Appl", keywords = "Biomedical Engineering; Computer Graphics --- Medical Applications; Computer Programming --- Algorithms; Computerized Tomography; Gradient Shading; Magnetic Resonance --- Imaging Techniques; Shading Algorithms; Surface Rendering; surface rendering", who = "Havran Vlastimil: REN-0004", } @Article{George:1990:RRD, author = "David W. George and Fran{\c{c}}ois X. Sillion and Donald P. Greenberg", title = "Radiosity Redistribution for Dynamic Environments", journal = "IEEE Computer Graphics and Applications", volume = "10", number = "4", pages = "26--34", month = jul, year = "1990", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Cornell Univ, Ithaca, NY, USA", annote = "They present a modification to the progressive radiosity to allow faster radiosity computation for animation sequences where objects can be added, moved, removed or their surface changed properties. When an object is added, radiosity is shot onto these new patches. A shadow volume is determined and a negative radiosity is shot to the patches in shadow. When an object is moved, it is removed from the scene and added to the new position, the radiosity being recomputed at each step. The radiosity recomputed is based on two strategies: redistribute first or interleave redistribution and propagation. Some heuristics are presented to choose the most important patches. This solution is good when just a few objects are involved but as the complexity of the scenes and mostly moving objects increases, the algorithm lost of its interest.", classification = "723", journalabr = "IEEE Comput Graphics Appl", keywords = "Computer Graphics; Computer Software --- Applications; Interactive; radiosity, animation, interaction, shadow, negative radiosity; Shading; Shadowing", who = "Havran Vlastimil: REN-0005", } @TechReport{EVL-1997-43, author = "M. Stamminger and Ph. Slusallek and H.-P. Seidel", title = "Bounded Clustering -- Finding Good Bounds on Clustered Light Transport", number = "2", institution = "Universit{\"a}t Erlangen-N{\"u}rnberg", year = "1997", note = "submitted for publication", abstract = "Clustering is a very efficient technique for applying finite element methods to the computation of global illumination of complex scenes. Both computation time and memory consumption can be reduced dramatically by grouping the primitives of the input scene into a hierarchy of clusters and allowing for light exchange between all levels of this hierarchy. One problem with clustering methods, however, has been to determine good bounds on the exchange of light between nodes in the hierarchy. In this paper, we propose a set of methods applicable to both clusters and surface patches that allows for computing conservative but tight error bounds on the light transport between clusters and surface patches. Their intrinsic properties can be exploited by splitting the computation of bounds into a set of related methods, applicable to any object. The resulting algorithm abstracts from the nature of the interacting objects -- light transport between clusters, planar patches and even curved surfaces can be efficiently approximated and bound by a single set of methods.", evlib-url = "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.surfacerendering%2FEVL-1997-43", evlib-revision = "1st", who = "Havran Vlastimil: REN-0006", } @InProceedings{EVL-1997-38, author = "M. Stamminger and W. Nitsch and Ph. Slusallek", title = "Isotropic Clustering for Hierarchical Radiosity -- Implementation and Experiences", booktitle = "Proc. Fifth International Conference in Central Europe on Computer Graphics and Visualization '97", year = "1997", abstract = "Although Hierarchical Radiosity was a big step forward for finite element computations in the context of global illumination, the algorithm can hardly cope with scenes of more than medium complexity. The reason is that Hierarchical Radiosity requires an initial linking step, comparing all pairs of initial objects in the scene. These initial objects are then hierarchically subdivided in order to accurately represent the light transport between them. Isotropic Clustering, as introduced by Sillion, in addition creates a hierarchy above the input objects. Thus, it allows for the interaction of complete clusters of objects and avoids the costly initial linking step. In this paper, we describe our implementation of the isotropic clustering algorithm and discuss some of the problems that we encountered. The complexity of the algorithm is examined and clustering strategies are compared.", postscript-url = "ftp://faui90.informatik.uni-erlangen.de/pub/Publications/1997/Publ.1997.3.ps.gz", evlib-url = "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.surfacerendering%2FEVL-1997-38", evlib-revision = "1st", who = "Havran Vlastimil: REN-0007", } @InProceedings{Shirley95-GIDE, author = "Peter Shirley and Bretton Wade and Philip M. Hubbard and David Zareski and Bruce Walter and Donald P. Greenberg", year = "1995", title = "Global {Illumination} via {Density} {Estimation}", booktitle = "Rendering Techniques '95 (Proceedings of the Sixth Eurographics Workshop on Rendering)", pages = "219--230", publisher = "Springer-Verlag", address = "New York, NY", who = "Havran Vlastimil: REN-0008", } @InProceedings{Arvo:1990:PTI, author = "James Arvo and David Kirk", editor = "Forest Baskett", title = "Particle Transport and Image Synthesis", booktitle = "Computer Graphics (Proceedings of SIGGRAPH'90)", pages = "63--66", month = aug, year = "1990", annote = "The rendering equation is similar to the linear Boltzmann equation which has been widely studied in physics and nuclear engineering. Consequently, many of the powerful techniques which have been developed in these fields can be applied to problems in image synthesis. In this paper we adapt several statistical techniques commonly used in neutron transport to stachastic ray tracing and, more generally, to Monte Carlo solution of the rendering equation. First, we describe a technique known as {\em Russian roulette} which can be used to terminate the recursive tracing of rays without introducing statistical bias. We also examine the practice of creating ray trees in classical ray tracing in the light of a well-known technique in particle transport known as {\em splitting}. We show that neither ray trees nor paths as described in [Kaj86] constitute an optimal sampling plan in themselves and that a hybrid may be more efficient.", conference = "held in Dallas, Texas; 6--10 August 1990", keywords = "Boltzmann equation, Monte Carlo, particle transport, radiosity, ray tracing, rendering equation", who = "Havran Vlastimil: REN-0009", } @InProceedings{Interrante:1997:ISS, author = "Victoria L. Interrante", title = "Illustrating Surface Shape in Volume Data via Principal Direction-Driven 3{D} Line Integral Convolution", booktitle = "SIGGRAPH 97 Conference Proceedings", editor = "Turner Whitted", series = "Annual Conference Series", year = "1997", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, pages = "109--116", note = "ISBN 0-89791-896-7", keywords = "visualization, transparent surfaces, shape representation, principal directions, stroke textures, line integral convolution, solid texture, isosurfaces, volume rendering", annote = "This paper describes how the set of principal directions and principal curvatures can be understood to define a natural {"}flow{"} over the surface of an object and, as such, can be used to guide the placement of the lines of a stroke texture that seeks to represent 3D shape in a perceptually intuitive way. The driving application for this work is the visualization of layered isovalue surfaces in volume data, where the particular identity of an individual surface is not generally known a priori and observers will typically wish to view a variety of different level surfaces from the same distribution, superimposed over underlying opaque structures. This paper describes how, by advecting an evenly distributed set of tiny opaque particles, and the empty space between them, via 3D line integral convolution through the vector field defined by the principal directions and principal curvatures of the level surfaces passing through each gridpoint of a 3D volume, it is possible to generate a single scan-converted solid stroke texture that can be used to illustrate the essential shape information of any level surface in the data. By redefining the length of the filter kernel according to the magnitude of the maximum principal curvature of the level surface at each point around which the convolution is applied, one can generate longer strokes over more the highly curved areas, where the directional information is both most stable and most relevant, and at the same time downplay the visual impact of the directional information indicated by the stroke texture in the flatter regions. In a voxel-based approach such as this one, stroke narrowness will be constrained by the resolution of the volume within which the texture is represented. However, by adaptively indexing into multiple pre-computed texture volumes, obtained by advecting particles of increasing sizes, one may selectively widen the strokes at any point by a variable amount, determined at the time of rendering, to reflect shading information or any other function defined over the volume data.", who = "Havran Vlastimil: REN-0010", } @InProceedings{salesin90a, author = "David Salesin and Jorge Stolfi", title = "Rendering {CSG} Models with a {ZZ}-Buffer", pages = "67--76", booktitle = "Computer Graphics (SIGGRAPH '90 Proceedings)", volume = "24", number = "4", year = "1990", month = aug, editor = "Forest Baskett", conference = "held in Dallas, Texas; 6-10 August 1990", keywords = "ray tracing, antialiasing, constructive solid geometry, transparent surfaces, display buffers, visible-surface algorithms, rendering algorithms", annote = "The ZZ-buffer is a simple acceleration scheme for ray tracing that can be applied to a wide variety of scenes, including those with small features, textured and transparent surfaces, shadows and penubrae, and depth-of-field effects. In this paper, we describe how the ZZ-buffer algorithm can be adapted to the rendering of scenes defined by constructive solid geometry.", who = "Havran Vlastimil: REN-0011", } @InProceedings{oikarinen97a, author = "Jarkko OIKARINEN and Lasse JYRKINEN", title = "Maximum Intensity Projection by 3-Dimensional Seed Filling in View Lattice", pages = "173--183", booktitle = "Proceedings of {\em Compugraphics'97}", keywords = "volume visualization, three-dimensional (3D) Imaging, Ray Casting, Volume Rendering, Medical Application", year = "1997", month = dec, who = "Havran Vlastimil: REN-0012", } @Article{Brotman:1984:GSS, author = "Lynne Shapiro Brotman and Norman I. Badler", title = "Generating Soft Shadows with a Depth Buffer Algorithm", journal = "IEEE Computer Graphics and Applications", volume = "4", number = "10", pages = "5--12", month = oct, year = "1984", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Wed Jan 29 06:09:24 1997", acknowledgement = ack-nhfb, classification = "723", journalabr = "IEEE Comput Graphics Appl", keywords = "computer graphics; computer programming; computer-synthesized shadows; depth buffer algorithm; penumbra; shadow, I37 soft shadow, I37 shadow penumbra; soft shadows; visible surface rendering", who = "Havran Vlastimil: REN-0013", } @InProceedings{Fang:1996:DVR, title = "Deformable Volume Rendering by {3D} Texture Mapping and Octree Encoding", author = "Shiaofen Fang and Rajagopalan Srinivasan and Su Huang and Ragu Raghavan", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", who = "Havran Vlastimil: REN-0014", } @InProceedings{Reitan97a, author = "Paula J. Reitan", title = "3D Visualization of Truecolor Image Histograms", pages = "320--328", booktitle = "Proceedings of {\em Compugraphics'97}", keywords = "3D tree drawing, 3D data structures, truecolor image histograms", year = "1997", month = dec, who = "Havran Vlastimil: REN-0015", } @InProceedings{EVL-1997-127, author = "Bruce Walter and G{\"{u}}n Alppay and Eric P. F. Lafortune and Sebastian Fernandez and Donald P. Greenberg", editor = "Turner Whitted", title = "Fitting Virtual Lights For Non-Diffuse Walkthroughs", booktitle = "SIGGRAPH 97 Conference Proceedings", series = "Annual Conference Series", pages = "45--48", publisher = "Addison Wesley", month = aug, year = "1997", keywords = "interactive walkthroughs, non-diffuse appearance, global illumination, Phong shading", language = "en", abstract = "This paper describes a technique for using a simple shading method, such as the Phong lighting model, to approximate the appearance calculated by a more accurate method. The results are then suitable for rapid display using existing graphics hardware and portable via standard graphics API's. Interactive walkthroughs of view-independent nondiffuse global illumination solutions are explored as the motivating application.", note = "ISBN 0-89791-896-7", evlib-url = "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-127", evlib-revision = "1st", organization = "ACM SIGGRAPH", who = "Havran Vlastimil: REN-0016", } @Article{Verbeck:1984:CLD, author = "Channing P. Verbeck and Donald P. Greenberg", title = "A Comprehensive Light-Source Description for Computer Graphics", journal = "IEEE Computer Graphics and Applications", volume = "4", number = "7", pages = "66--75", month = jul, year = "1984", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, classification = "723; 741", journalabr = "IEEE Comput Graphics Appl", keywords = "computer generated images; computer graphics --- Imaging Techniques; light sources; light, I34 Ray Tracing, I37 Light-Source Description; ray-tracing system", who = "Havran Vlastimil: REN-0017", } @InProceedings{Lafortune95-FTRVM, author = "Eric P. Lafortune and Yves D. Willems", editor = "P. M. Hanrahan and W. Purgathofer", year = "1995", title = "A 5{D} {Tree} to {Reduce} the {Variance} of {Monte} {Carlo} {Ray} {Tracing}", booktitle = "Rendering Techniques '95 (Proceedings of the Sixth Eurographics Workshop on Rendering)", pages = "11--20", publisher = "Springer-Verlag", address = "New York, NY", keywords = "Monte Carlo, ray tracing, illumination caching", comments = "ISBN 3-211-82733-1", who = "Havran Vlastimil: REN-0018", } @InProceedings{Tobler:1997:HSA, author = "Robert F. Tobler and Alexander Wilkie and Martin Feda and Werner Purgathofer", title = "A Hierarchical Subdivision Algorithm for Stochastic Radiosity Methods", booktitle = "Eurographics Rendering Workshop 1997", editor = "Julie Dorsey and Philipp Slusallek", year = "1997", organization = "Eurographics", publisher = "Springer Wein", address = "New York City, NY", month = jun, pages = "193--204", note = "ISBN 3-211-83001-4", keywords = "radiosity, stochastic, Monte Carlo, hierarchical, Galerkin", annote = "The algorithm proposed in this paper uses a stochastic approach to incrementally calculate the illumination function over a surface. By tracking the illumination function at different levels of meshing resolution, it is possible to get a measure for the quality of the current representation, and to adoptively subdivide in places with inadequate accuracy. With this technique a hierarchical mesh that is based on the stochastic evaluation of global illumination is generated.", who = "Havran Vlastimil: REN-0019", } @TechReport{EVL-1995-11, author = "E. Gr{\"o}ller and W. Purgathofer", title = "Coherence in Computer Graphics", type = "Research paper", institution = "Institute for Computer Graphics, Technical University Vienna", year = "1995", abstract = "Coherence denotes similarities between items or entities. It describes the extent to which these items or entities are locally constant. An introduction to coherence and a survey of various types of coherence, that are used in computer graphics, are given. Techniques and data structures for exploiting coherence in computer graphics are described. Incremental techniques, bounding volume schemes, subdivision techniques and several geometric data structures are discussed in more detail. Applications of coherence principles to computer graphics are treated and a survey of previous research is done.", postscript-url = "ftp://ftp.cg.tuwien.ac.at/pub/TR/95/TR-186-2-95-04Paper.ps.gz", evlib-url = "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1995-11", evlib-revision = "1st", who = "Havran Vlastimil: REN-0020", } @InProceedings{Veach94-BELT, author = "Eric Veach and Leonidas Guibas", month = jun, year = "1994", title = "Bidirectional {Estimators} for {Light} {Transport}", booktitle = "Fifth Eurographics Workshop on Rendering", pages = "147--162", address = "Darmstadt, Germany", keywords = "Monte Carlo, sampling noise, variance reduction, light transport, importance transport", who = "Havran Vlastimil: REN-0021", } @TechReport{EVL-1997-19, author = "Dieter Schmalstieg", title = "A Survey of Advanced Interactive 3-{D} Graphics Techniques", type = "Research paper", institution = "Institute of Computer Graphics, Vienna University of Technology", year = "1997", abstract = "Interactive 3-D Graphics are a new emerging field enabled by powerful and cost-effective computer systems. The goal is to present a three-dimensional image of a scene stored in a computer to give a human user the impression that he or she is looking at a virtual world. In producing such an illusion, we would like to always be able to produce images that match or exceed the limits of human visual perception in all aspects. Unfortunately, limitations in the performance of the image generators we employ for this task defeat this goal. The ever-increasing demands of applications make it unlikely that this situation will ever change significantly. Working solutions require us to trade off image fidelity for graphical complexity and performance of the application. In doing so, it is vital to understand those human factors that dominate the perception of interactive 3-D computer graphics.", postscript-url = "ftp://ftp.cg.tuwien.ac.at/pub/TR/97/TR-186-2-97-05Paper.ps.gz", evlib-url = "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-19", evlib-revision = "1st", evlib-postscript-md5 = "7f854b51437fbc452dd968e6dfc5d18b", who = "Havran Vlastimil: REN-0022", } @Article{Woo:1990:SSA, author = "Andrew Woo and Pierre Poulin and Alain Fournier", title = "A Survey of Shadow Algorithms", journal = "IEEE Computer Graphics and Applications", volume = "10", number = "6", pages = "13--32", month = nov, year = "1990", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Alias Research, Toronto, Ont, Canada", annote = "Essential to realistic and visually appealing images, shadows are difficult to compute in most display environments. This survey characterizes the various types of shadows. It also describes most existing shadow algorithms and discusses their complexities, advantages, and shortcomings. We examine hard shadows, soft shadows, shadows of transparent objects, and shadows for complex modeling primitives. For each type, we examine shadow algorithms within various rendering techniques. \\ This survey attempts to provide readers with enough background and insight on the various methods to allow them to choose the algorithm best suited to their needs. We also hope that our analysis will help identify the areas that need more research and point to possible solutions.", classification = "723; 741", journalabr = "IEEE Comput Graphics Appl", keywords = "Bidirectional Ray Tracing; Computer Graphics; Hard Shadow Generation; Image Processing; Image Rendering; Shadow Algorithms; Shadow Volumes; Soft Shadow Generation; survey", who = "Havran Vlastimil: REN-0023", } @InProceedings{Greenberg:1997:FRI, author = "Donald P. Greenberg and Kenneth E. Torrance and Peter Shirley and James Arvo and James A. Ferwerda and Sumanta Pattanaik and Eric P. F. Lafortune and Bruce Walter and Sing-Choong Foo and Ben Trumbore", title = "A Framework for Realistic Image Synthesis", booktitle = "SIGGRAPH 97 Conference Proceedings", editor = "Turner Whitted", series = "Annual Conference Series", year = "1997", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, pages = "477--494", note = "ISBN 0-89791-896-7", keywords = "Realistic Image Synthesis, Light Reflection, Perception", annote = "Our goal is to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based. We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms. This presentation describes a chronology of past research in global illumination and how parts of our new system are currently being developed.", who = "Havran Vlastimil: REN-0024", } @InProceedings{Stewart:1997:HVT, author = "A. James Stewart", title = "Hierarchical Visibility in Terrains", booktitle = "Proceedings of Eurographics Rendering Workshop '97", year = "1997", pages = "217--228", annote = "This paper describes a hierarchical visibility technique that significantly accelerates terrain rendering. With this technique, large parts of the terrain that are hidden from the viewpoint are culled, thus avoiding the expense of uselessly sending them down the graphics pipeline (only to find in the z-buffer step that they are hidden). The hierarchical visibility technique has been implemented in a multiresolution terrain rendering algorithm and experimental results show very large speedups in some situations.", who = "Havran Vlastimil: REN-0025", } @Article{Sillion:1997:EIM, author = "Francois Sillion and George Drettakis and Benoit Bodelet", title = "Efficient Impostor Manipulation for Real-Time Visualization of Urban Scenery", journal = "Com{\-}pu{\-}ter Graphics Forum", volume = "16", number = "3", pages = "C207--C218", month = sep # " 4--8", year = "1997", coden = "CGFODY", ISSN = "0167-7055", bibdate = "Tue Mar 17 15:44:38 MST 1998", acknowledgement = ack-nhfb, affiliation = "INRIA", affiliationaddress = "Grenoble, Fr", classification = "722.4; 723; 723.2; 723.3; 723.5", journalabr = "Comput Graphics Forum", keywords = "Algorithms; Computer simulation; Database systems; Image segmentation; Interactive computer systems; Interactive visualization systems; Real time systems; Three dimensional computer graphics; Urban scenes; Virtual reality; Visualization", who = "Havran Vlastimil: REN-0026", } @InProceedings{Schaufler:1997:NRP, author = "Gernot Schaufler", title = "Nailboards: {A} Rendering Primitive for Image Caching in Dynamic Scenes", booktitle = "Eurographics Rendering Workshop 1997", editor = "Julie Dorsey and Philipp Slusallek", year = "1997", organization = "Eurographics", publisher = "Springer Wein", address = "New York City, NY", month = jun, pages = "151--162", note = "ISBN 3-211-83001-4", annote = "This paper proposes a simple augmentation to texture mapping hardware which produces the correct depth buffer content and hence correct visibility when replacing complex objects by partially transparent textured polygons. Rendering such polygons exploits frame-to-frame coherence in image sequences of dynamic scenes. Correct depth values are obtained by keeping a small depth delta for every texel which represents the texel's deviation from the textured polygon. The polygon's depth values are modified at every pixel to match the depicted object's geometry.", who = "Havran Vlastimil: REN-0027", } @InProceedings{Bishop:1994:FRD, author = "Gary Bishop and Henry Fuchs and Leonard Mc{M}illan and Ellen J. {Scher Zagier}", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "Frameless Rendering: Double Buffering Considered Harmful", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "175--176", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", who = "Havran Vlastimil: REN-0028", } @InProceedings{kajiya86a, author = "J. T. Kajiya", title = "The Rendering Equation", pages = "143--150", booktitle = "Computer Graphics (SIGGRAPH '86 Proceedings)", year = "1986", month = aug, conference = "held in Dallas, Texas, August 18--22, 1986", keywords = "I37 rendering, I37 ray tracing, I37 radiosity, shading, diffuse reflection, radiosity", annote = "We present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a Monte Carlo solution a new form of variance reduction is presented, called hierarchical sampling, and a number of elaborations are given that show that it may be an efficient new technique for a wide variety of Monte Carlo procedures. The resulting rendering algorithm extends the range of optical phenomena which can be effectively simulated.", who = "Havran Vlastimil: REN-0029", } @inproceedings{CDRLSS-gi96, title = "Fast rendering of complex environments using a spatial hierarchy", author = "Bradford Chamberlain and Tony DeRose and Dani Lischinski and David Salesin and John Snyder", booktitle = "Graphics Interface", year = "1996", month = "May", pages = "132--141", who = "Havran Vlastimil: REN-0030", } @InProceedings{sillion89a, author = "Francois Sillion and Claude Puech", title = "A General Two-Pass Method Integrating Specular and Diffuse Reflection", pages = "335--344", booktitle = "Computer Graphics (SIGGRAPH '89 Proceedings)", volume = "23", number = "3", year = "1989", month = jul, editor = "Jeffrey Lane", conference = "held in Boston, Massachusetts; 31 July -- 4 August 1989", keywords = "radiosity, interreflection, two-pass method, extended form factors, z-buffer, progressive refinement, global illumination, ray tracing", annote = "We analyze some recent approaches to the global illumination problem by introducing the corresponding {\em reflection operators}, and we demonstrate the advantages of a two-pass method. A generalization of this system introduced by Wallace {\em et al}.\ at Siggraph '87 to integrate diffuse as well as specular reflection is presented. It is based on the calculation of {\em extended form-factors}, which allows arbitrary geometries to be used in the scene description, as well as refraction effects. We also present a new sampling method for the calculation of form-factors, which is an alternative to the {\em hemi-cube} technique introduced by Cohen and Greenberg for radiosity calculations. This method is particularly well suited to the extended form-factors calculation. The problem of interactive display of the picture being created is also addressed by using hardware-assisted projections and image composition to recreate a complete specular view of the scene.", who = "Havran Vlastimil: REN-0031", } @Article{Gibson:1996:EHR, author = "S. Gibson and R. J. Hubbold", title = "Efficient Hierarchical Refinement and Clustering for Radiosity in Complex Environments", journal = "Computer Graphics Forum", year = "1996", volume = "15", number = "5", pages = "297--310", note = "ISSN 0167-7055", keywords = "radiosity, hierarchical radiosity, error bounds, clustering", annote = "Generating accurate radiosity solutions of very complex environments is a time-consuming problem. We present a rapid hierarchical algorithm that enables such solutions to be computed quickly and efficiently. Firstly, a new technique for bouncing the error in the transfer of radiosity between surfaces is discussed, incorporating bounds on form factors, visibility, irradiance, and reflectance over textured surfaces. This technique is then applied to the problem of bounding radiosity transfer between clusters of surfaces, leading to a fast, practical clustering algorithm that builds on the previous work of Sillion. Volumes are used to represent clusters of small surfaces, but unlike previous algorithms, the orientations of surfaces inside each cluster are accounted for in both the error bound and radiosity transfer. This enables an accurate solution to be generated very efficiently, and results are presented demonstrating the performance of the algorithm on a variety of complex models, one containing almost a quarter of a million initial surfaces.", who = "Havran Vlastimil: REN-0032", } @InProceedings{Smits:1994:CAR, author = "Brian Smits and James Arvo and Donald Greenberg", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "A Clustering Algorithm for Radiosity in Complex Environments", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "435--442", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", who = "Havran Vlastimil: REN-0033", } @InProceedings{Jensen95-EFSPM, author = "Henrik Wann Jensen and Niels J. Christensen", editor = "Harold P. Santo", month = dec # " 12,", year = "1995", title = "Efficiently {Rendering} {Shadows} {Using} the {Photon} {Map}", booktitle = "Edugraphics + Compugraphics Proceedings", pages = "285--291", publisher = "GRASP- Graphic Science Promotions \& Publications", address = "P.O. Box 4076, Massama, 2745 Queluz, Portugal", comments = "ISBN 972-8342-00-4", who = "Havran Vlastimil: REN-0034", } @InProceedings{Huerta97, author = "Joaquin Huerta and Miguel Chover and Jose Ribelles and Ricardo Quiros", editor = "Harold P. Santo", month = dec # " 15,", year = "1997", title = "Constructing and Rendering of Multiresolution Binary Space Partitioning Trees", booktitle = "Edugraphics + Compugraphics Proceedings", pages = "212--221", publisher = "GRASP- Graphic Science Promotions \& Publications", address = "P.O. Box 4076, Massama, 2745 Queluz, Portugal", who = "Havran Vlastimil: REN-0035", } @InProceedings{Teller:1994:POL, author = "Seth Teller and Celeste Fowler and Thomas Funkhouser and Pat Hanrahan", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "Partitioning and Ordering Large Radiosity Computations", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "443--450", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", who = "Havran Vlastimil: REN-0036", } @InProceedings{EVL-1997-128, author = "Eric Veach and Leonidas J. Guibas", editor = "Turner Whitted", title = "Metropolis Light Transport", booktitle = "SIGGRAPH 97 Conference Proceedings", series = "Annual Conference Series", pages = "65--76", publisher = "Addison Wesley", month = aug, year = "1997", keywords = "global illumination, lighting simulation, radiative heat transfer, physically-based rendering, Monte Carlo integration, variance reduction, Metropolis-Hastings algorithm, Markov Chain Monte Carlo (MCMC) methods", language = "en", abstract = "We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current path (e.g. adding a new vertex to the path). Each mutation is accepted or rejected with a carefully chosen probability, to ensure that paths are sampled according to the contribution they make to the ideal image. We then estimate this image by sampling many paths, and recording their locations on the image plane. Our algorithm is unbiased, handles general geometric and scattering models, uses little storage, and can be orders of magnitude more efficient than previous unbiased approaches. It performs especially well on problems that are usually considered difficult, e.g. those involving bright indirect light, small geometric holes, or glossy surfaces. Furthermore, it is competitive with previous unbiased algorithms even for relatively simple scenes. The key advantage of the Metropolis approach is that the path space is explored locally, by favoring mutations that make small changes to the current path. This has several consequences. First, the average cost per sample is small (typically only one or two rays). Second, once an important path is found, the nearby paths are explored as well, thus amortizing the expense of finding such paths over many samples. Third, the mutation set is easily extended. By constructing mutations that preserve certain properties of the path (e.g. which light source is used) while changing others, we can exploit various kinds of coherence in the scene. It is often possible to handle difficult lighting problems efficiently by designing a specialized mutation in this way.", note = "ISBN 0-89791-896-7", evlib-url = "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-128", evlib-revision = "1st", organization = "ACM SIGGRAPH", who = "Havran Vlastimil: REN-0037", } @InProceedings{Jensen:1996:GIU, author = "Henrik Wann Jensen", title = "Global Illumination using Photon Maps", booktitle = "Eurographics Rendering Workshop 1996", editor = "Xavier Pueyo and Peter Schr{\"{o}}der", year = "1996", organization = "Eurographics", publisher = "Springer Wein", address = "New York City, NY", month = jun, pages = "21--30", note = "ISBN 3-211-82883-4", keywords = "Global Illumination, Photon Maps, Filtering, Monte Carlo Ray Tracing", annote = "This paper presents a two pass global illumination method based on the concept of photon maps. It represents a significant improvement of a previously described approach both with respect to speed, accuracy and versatility. In the first pass two photon maps are created by emitting packets of energy (photons) from the light sources and storing these as they hit surfaces within the scene. We use one high resolution caustics photon map to render caustics that are visualized directly and one low resolution photon map that is used during the rendering step. The scene is rendered using a distribution ray tracing algorithm optimized by using the information in the photon maps. Shadow photons are used to render shadows more efficiently and the directional information in the photon map is used to generate more optimal sampling directions and to limit the recursion in the distribution ray tracer by providing an estimate of the radiance on all surfaces with the exception of specular and highly glossy surfaces. Noise and blur at discontinuities in the radiance estimate is reduced by using a cone filter. The results presented demonstrate global illumination in scenes containing procedural objects and surfaces with diffuse and glossy reflection models. The implementation is also compared with the Radiance program.", who = "Havran Vlastimil: REN-0038", } @InProceedings{Jansen94a, author = "E. Reinhard and Lucas U. Tijssen and Frederik W. Jansen", title = "Environment Mapping for Efficient Sampling of the Diffuse Interreflection", year = 1994, booktitle = "Proc. of 5th Eurographics Workshop on Rendering 1994", pages = "401--404", who = "Havran Vlastimil: REN-0039", } @inproceedings{McCoolHarwood-gi97, title = "Probability trees", author = "Michael D. McCool and Peter K. Harwood", booktitle = "Graphics Interface '97", year = "1997", month = "May", pages = "37--46", who = "Havran Vlastimil: REN-0040", } @inproceedings{MFC-gi97, title = "Multiresolution rendering of complex botanical scenes", author = "Dana Marshall and Donald S. Fussell and A.T. Campbell,~III", booktitle = "Graphics Interface '97", year = "1997", month = "May", pages = "97--104", who = "Havran Vlastimil: REN-0041", } @Misc{Fortune, author = "Steven Fortune", title = "A Beam-Tracing Algorithm for Prediction of Indoor Radio Propagation", year = "19??", month = "??", pages = "10", who = "Havran Vlastimil: REN-0042", } @PhdThesis{Arvo95-AMSLT, author = "James Arvo", month = dec, year = "1995", title = "Analytic {Methods} for {Simulated} {Light} {Transport}", institution = "Yale University", type = "Ph.{D}. thesis", who = "Havran Vlastimil: REN-0043", } @Article{Wilhelms:1991:CPA, author = "Jane Wilhelms and Allen Van Gelder", editor = "Thomas W. Sederberg", title = "A coherent projection approach for direct volume rendering", journal = "Computer Graphics", volume = "25", number = "4", pages = "275--284", month = jul, year = "1991", coden = "CGRADI, CPGPBZ", ISSN = "0097-8930", conference = "held in Las Vegas, Nevada; 28 July -- 2 August 1991", who = "Havran Vlastimil: REN-0044", } @Article{Levoy:1990:VRA, author = "Marc Levoy", title = "Volume Rendering by Adaptive Refinement", journal = "The Visual Computer", pages = "2--7", volume = "6", number = "1", month = feb, year = "1990", keywords = "volume rendering, voxel, adaptive refinement, adaptive sampling, ray tracing", annote = "{\em Volume rendering} is a technique for visualizing sampled scalar functions of three spatial dimensions by computing 2D projections of a colored semi-transparent gel. This paper presents a volume-rendering algorithm, in which imge quality is adaptively refined over time. An initial image is generated by casting a small number of rays into the data, less than one ray per pixel, and interpolating between the resulting colors. Subsequent images are generated by alternately casting more rays and interpolating. The usefulness of these rays is maximized by distributing them according to measures of loal image complexity. Examples from two applications are given: molecular graphics and medical imaging.", who = "Havran Vlastimil: REN-0045", } @Article{Hsu:1995:SDA, author = "Siu-Chi Hsu and Tien-Tsin Wong", title = "Simulating Dust Accumulation", journal = "IEEE Computer Graphics and Applications", volume = "15", number = "1", pages = "18--22", month = jan, year = "1995", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Chinese Univ. of Hong Kong, Shatin, Hong Kong", classification = "451.1; 723.5; 921.6; 931.2", journalabr = "IEEE Comput Graphics Appl", keywords = "Approximation theory; Computer graphics; Computer simulation; Dust; Dust accumulation; Image analysis; Interpolation; Mathematical models; Natural sciences computing; Ray tracing; Rendering; Scraping effects; Surface exposure; Surface properties; Surfaces; Textures", who = "Havran Vlastimil: REN-0046", } @Article{Rushmeier:1995:VRP, author = "Holly Rushmeier and Anthony Hamins and Mun Young Choi", title = "Volume rendering of pool fire data", journal = "IEEE Computer Graphics and Applications", volume = "15", number = "4", pages = "62--67", month = jul, year = "1995", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Natl Inst of Standards and Technology", affiliationaddress = "Gaithersburg, MD, USA", classification = "723.5; 914.2; 921.2; 921.6", journalabr = "IEEE Comput Graphics Appl", keywords = "Calculations; Computer graphics; Fires; Imaging techniques; Integration; Line integration; Mathematical models; Pool fires; Radiation effects; Ray casting; Two dimensional; Visualization; Volume rendering", who = "Havran Vlastimil: REN-0047", } @Article{Woo:1996:IRR, author = "Andrew Woo and Andrew Pearce and Marc Ouellette", title = "It's really not a rendering bug, you see.", journal = "IEEE Computer Graphics and Applications", volume = "16", number = "5", pages = "21--25", month = sep, year = "1996", coden = "ICGADZ", ISSN = "0272-1716", bibdate = "Sat Jan 25 06:42:48 MST 1997", acknowledgement = ack-nhfb, affiliation = "Alias-Wavefront, Toronto, Ont., Canada", classification = "721.1; 723.1; 723.5; 741.1; 921.4; 921.6", journalabr = "IEEE Comput Graphics Appl", keywords = "Algorithms; Approximation theory; Color computer graphics; Computational geometry; Computational methods; Computer graphics; Convergence of numerical methods; Digital arithmetic; Errors; Gouraud shading; Image artifacts; Interpolation; Light reflection; Lighting; Liner interpolation; Mirror reflection; Mirrors; Numerical instability; Phong shading; Planar equation; Polygons; Program debugging; Ray plane intersection equation; Ray tracing; Rendering artifacts; Shadowing; Texture mapping; Three dimensional computer graphics; Visibility", who = "Havran Vlastimil: REN-0048", } @InProceedings{Nechvile:1996:FFE, author = "K. Nechvile and J. Sochor", title = "Form-factor Evaluation with Regional {BSP} Trees", booktitle = "Winter School of Computer Graphics 1996", year = "1996", month = feb, note = "held at University of West Bohemia, Plzen, Czech Republic, 12-16 February 1996", who = "Havran Vlastimil: REN-0049", } @InProceedings{Campbell:1990:AMG, author = "A. T. {Campbell, III} and Donald S. Fussell", title = "Adaptive Mesh Generation for Global Diffuse Illumination", year = "1990", month = aug, volume = "24", booktitle = "Computer Graphics (SIGGRAPH '90 Proceedings)", pages = "155--164", keywords = "BSP tree", who = "Havran Vlastimil: REN-0050", } @Article{Noordmans:1997:FVR, author = "H. J. Noordmans and A. W. M. Smeulders and H. T. M. {van der Voort}", title = "Fast volume render techniques for interactive analysis", journal = "The Visual Computer", year = "1997", volume = "13", number = "8", pages = "345--358", publisher = "Springer-Verlag", note = "ISSN 0178-2789", keywords = "volume rendering, interaction, successive adaptive refinement, confocal microscopy", annote = "Without graphics hardware, interactive volume rendering is almost impossible with the current generation of computers and software. We describe the implementation of a volume renderer for interactive analysis of confocal images. We propose several techniques to accelerate the rendering of grey-value volumes. We propose to illuminate the volume selectively with ray templates to get a proper shadow cue in the shortest feasible time. In the viewing phase, rendering is distinctively accelerated for four user interactions: (1) a total change by successive adaptive refinement, (2) an unknown change in the view with this refinement strategy combined with suspended interpolation, (3) a known change in the view by recalculating only that part and (4) a view translation by recalculating the uncovered part.", who = "Havran Vlastimil: REN-0051", } @Article{lischinski92a, author = "Dani Lischinski and Filippo Tampieri and Donald P. Greenberg", title = "Discontinuity meshing for accurate radiosity", journal = "IEEE Computer Graphics and Applications", pages = "25--39", volume = "12", number = "6", month = nov, year = "1992", keywords = "shadow, illumination, bsp, adaptive subdivision", annote = "This object-space algorithm accurately produces the radiance across a surface. Used in progressive-refinement radiosity system, it greatly improves the photorealism of diffuse global illumination solutions.", who = "Havran Vlastimil: REN-0052", } @Article{tvcg-1995-19, author = "Francois X. Sillion", email = "francois.sillion@imag.fr", title = "{A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters}", journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "1", number = "3", month = sep, year = "1995", pages = "240--254", abstract = "This paper presents a new radiosity algorithm that allows the simultaneous computation of energy exchanges between surface elements, scattering volume distributions, and groups of surfaces, or object clusters. The new technique is based on a hierarchical formulation of the zonal method, and efficiently integrates volumes and surfaces. In particular no initial linking stage is needed, even for inhomogeneous volumes, thanks to the construction of a global spatial hierarchy. An analogy between object clusters and scattering volumes results in a powerful clustering radiosity algorithm, with no initial linking between surfaces and fast computation of average visibility information through a cluster. We show that the accurate distribution of the energy emitted or received at the cluster level can produce even better results than isotropic clustering at a marginal cost. The resulting algorithm is fast and, more importantly, truly progressive as it allows the quick calculation of approximate solutions with a smooth convergence towards very accurate simulations.", keywords = "Radiosity, hierarchical techniques, clustering, visibility, volume scattering, lighting simulation, realistic image synthesis", tvcg-abstract-url = "http://www.computer.org/tvcg/tg1995/v0240abs.htm", who = "Havran Vlastimil: REN-0053", } @Article{tvcg-1997-25, author = "Paul Lalonde and Alain Fournier", title = "{A Wavelet Representation of Reflectance Functions}", journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "3", number = "4", month = oct, year = "1997", pages = "329--336", abstract = "Analytical models of light reflection are in common use in computer graphics. However, models based on measured reflectance data promise increased realism by making it possible to simulate many more types of surfaces to a greater level of accuracy than with analytical models. They also require less expert knowledge about the illumination models and their parameters. There are a number of hurdles to using measured reflectance functions, however. The data sets are very large. A reflectance distribution function sampled at five degrees angular resolution, arguably sparse enough to miss highlights and other high frequency effects, can easily require over a million samples, which in turn amount to over four megabytes of data. These data then also require some form of interpolation and filtering to be used effectively. In this paper, we examine issues of representation of measured reflectance distribution functions. In particular, we examine a wavelet basis representation of reflectance functions, and the algorithms required for efficient point-wise reconstruction of the BRDF. We show that the nonstandard wavelet decomposition leads to considerably more efficient algorithms than the standard wavelet decomposition. We also show that thresholding allows considerable improvement in running times, without unduly sacrificing image quality.", keywords = "reflectance models, bidirectional reflectance, distribution functions, local shading, local illumination, wavelets, compression", tvcg-abstract-url = "http://www.computer.org/tvcg/tg1997/v0329abs.htm", tvcg-pdf-url = "http://pdf.computer.org/tg/books/tg1997/pdf/v0329.pdf", who = "Havran Vlastimil: REN-0054", } @InProceedings{Shade:1996:HIC, author = "Jonathan Shade and Dani Lischinski and David Salesin and Tony {DeRose} and John Snyder", title = "Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments", pages = "75--82", booktitle = "Computer Graphics (Proceedings of SIGGRAPH '96)", year = "1996", publisher = "ACM SIGGRAPH/Addison Wesley", month = aug, abstract = "We present a new method that utilizes path coherence to accelerate walkthroughs of geometrically complex static scenes. As a preprocessing step, our method constructs a BSP-tree that hierarchically partitions the geometric primitives in the scene. In the course of a walkthrough, images of nodes at various levels of the hierarchy are cached for reuse in subsequent frames. A cached image is reused by texture-mapping it onto a single quadrilateral that is drawn instead of the geometry contained in the corresponding node. Visual artifacts are kept under control by using an error metric that quantifies the discrepancy between the appearance of the geometry contained in a node and the cached image. The new method is shown to achieve speedups of an order of magnitude for walkthroughs of a complex outdoor scene, with little or no loss in rendering quality.", who = "Havran Vlastimil: REN-0055", } @Article{tvcg-1996-22, author = "Daniel Cohen-Or and Eran Rich and Uri Lerner and Victor Shenkar", email = "daniel@math.tau.ac.il and none and none and none", title = "{A Real-Time Photo-Realistic Visual Flythrough}", journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "2", number = "3", month = sep, year = "1996", pages = "255--264", abstract = "In this paper we present a comprehensive flythrough system which generates photo-realistic images in true real-time. The high performance is due to an innovative rendering algorithm based on a discrete ray casting approach, accelerated by ray coherence and multiresolution traversal. The terrain as well as the 3D objects are represented by a textured mapped voxel-based model. The system is based on a pure software algorithm and is thus portable. It was first implemented on a workstation and then ported to a general-purpose parallel architecture to achieve real-time performance.", keywords = "Terrain visualization, parallel rendering, flight simulator, visual simulations, voxel-based modeling, ray casting", tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0255abs.htm", who = "Havran Vlastimil: REN-0056", } @InProceedings{hanrahan90b, author = "Pat Hanrahan and Jim Lawson", title = "A Language for Shading and Lighting Calculations", pages = "289--298", booktitle = "Computer Graphics (SIGGRAPH '90 Proceedings)", volume = "24", number = "4", year = "1990", month = aug, editor = "Forest Baskett", conference = "held in Dallas, Texas; 6-10 August 1990", keywords = "shading language, little language, illumination, lighting, rendering", who = "Havran Vlastimil: REN-0057", } @InProceedings{Schroder:1993:FFB, author = "Peter Schr{\"{o}}der and Pat Hanrahan", booktitle = "Computer Graphics (Proceedings of SIGGRAPH '93)", title = "On the Form Factor Between Two Polygons", pages = "163--164", year = "1993", keywords = "Radiosity, Engineering, Closed form solution, form factor, polygons", annote = "Form factors are used in radiosity to describe the fraction of diffusely re ected light leaving one surface and arriving at another. They are a fundamental geometric property used for computation. Many special configurations admit closed form solutions. However, the important case of the form factor between two polygons in three space has had no known closed form solution. We give such a solution for the case of general (planar, convex or concave, possibly containing holes) polygons.", who = "Havran Vlastimil: REN-0058", } @Article{Kaufman:1993:VG, author = "Arie Kaufman and Daniel Cohen and Roni Yagel", title = "Volume Graphics", journal = "Computer", volume = "26", number = "7", pages = "51--64", month = jul, year = "1993", coden = "CPTRB4", ISSN = "0018-9162", bibdate = "Sat Feb 1 16:21:14 MST 1997", abstract = "Just as 2D raster graphics superseded vector graphics, volume graphics has the potential to supersede surface graphics for 3D geometric scene representation, manipulation, and rendering.", acknowledgement = ack-nhfb, affiliation = "Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY, USA", classification = "723.2; C4260 (Computational geometry); C6130B (Graphics techniques)", journalabr = "Computer", keywords = "3D scene representation; Block operations; Constructive solid geometry modeling; Discreteness; Geometric objects; Hierarchical representation; Imaging techniques; Interactive computer graphics; Internal structures; Irregular voxel sizes; Memory size; Processing time; Sampled data sets; Simulated data sets; Three dimensional computer graphics; Viewpoint independence; Volume buffer; Volume data sets; Volume graphics; Volume visualization", thesaurus = "Computational geometry; Data visualisation; Solid modelling", who = "Havran Vlastimil: REN-0059", } @TechReport{Heckbert97shadow, author = "Paul S. Heckbert and Michael Herf", title = "Simulating Soft Shadows with Graphics Hardware", institution = "CS Dept., Carnegie Mellon U.", month = jan, year = "1997", note = "CMU-CS-97-104, http://www.cs.cmu.edu/~ph", keywords = "penumbra, texture mapping, graphics workstation, interaction, real-time, SGI Reality Engine", who = "Havran Vlastimil: REN-0060", } @InProceedings{Novins:1990:EMV, author = "Kevin L. Novins and Francois X. Sillion and Donald P. Greenberg", title = "An Efficient Method for Volume Rendering using Perspective Projection", pages = "95--102", booktitle = "Computer Graphics (San Diego Workshop on Volume Visualization)", volume = "24", number = "5", year = "1990", month = nov, conference = "held in San Diego, California; 10-11 December 1990", keywords = "volume visualization, volume rendering, scientific visualization, ray tracing, perspective projection, depth of field", annote = "Use of the perspective projection adds important perceptual cues for image comprehension. However, it has not been widely used in volume rendering because of the lack of efficient computational algorithms and concern over the nonuniform sampling rate imposed by perspective ray divergence. This paper introduces two new techniques to help make perspective projection more feasible in rendering volume data. First, a method is presented for efficient slice-by-slice processing of volume data, allowing high resolution data sets by eliminating typical memory constraints. Second, an adaptive ``ray splitting'' approach is described which ensures that the entire volume is sampled within user-specified limits. Additionally, we present results using distributed ray tracing to achieve depth of field effects.", who = "Havran Vlastimil: REN-0061", } @InProceedings{shirley94cn, author = "P. Shirley", title = "Hybrid Radiosity/Monte Carlo Methods", pages = "??-??", booktitle = "SIGGRAPH'94 (Advanced Radiosity Course Notes)", volume = "28", year = "1994", month = jul, who = "Havran Vlastimil: REN-0062", } @InProceedings{Kok:1994:SSD, author = "Arjan J. F. Kok and Frederik Jansen", booktitle = "Photorealistic Rendering in Computer Graphics (Proceedings of the Second Eurographics Workshop on Rendering)", title = "Source Selection for the Direct Lighting Computation in Global Illumination", publisher = "Springer-Verlag", address = "New York", pages = "75--82", year = "1994", keywords = "adaptive subdivision, ray tracing", bibsource = "sig-11-1994", who = "Havran Vlastimil: REN-0063", } @InProceedings{Wiley97, author= "Wiley C and Campbell A and Szygenda S and Fussel D and Hudson F", title = "Multiresolution BSP Trees", booktitle = "Graphics Interface 97", year = "1997", pages = "??-??", note = "University of Texas", who = "Havran Vlastimil: REN-0064", } @InProceedings{shirley94pg, author = "P. Shirley", title = "Practitioners' Assessment of Light Reflection Models", pages = "??-??", booktitle = "Pacific Graphics'97", volume = "??", year = "1997", month = oct, who = "Havran Vlastimil: REN-0065", } @inproceedings{sbert:cgi:98, author = "M. Sbert", title = "Random Walk Radiosity with generalized absorption probabilities", booktitle = "Proceedings of Computer Graphics International '98 (CGI'98)", year = "1998", month = jun, pages = "658--665", address = "Hannover, Germany", publisher = "IEEE, NY", who = "Havran Vlastimil: REN-0066", } @inproceedings{neumann:cgi:98, author = "L. Neumann", title = "Automatic Exposure in Computer Graphics Based on the Minimum Information Loss Principle", booktitle = "Proceedings of Computer Graphics International '98 (CGI'98)", year = "1998", month = jun, pages = "666-677", address = "Hannover, Germany", publisher = "IEEE, NY", who = "Havran Vlastimil: REN-0067", } @inproceedings{SS98, author = "Cyril Soler and Fran\c{c}ois Sillion", title = "Fast Calculation of Soft Shadow Textures Using Convolution", booktitle = "Computer Graphics (Proceedings of SIGGRAPH~'98)", year = 1998, organization = "ACM SIGGRAPH", month = jul, who = "Havran Vlastimil: REN-0068", } % pages = "??-??", @inproceedings{prikryl:eg:1998, author = "J. Prikryl and W. Purgathofer", title = "State of the Art in Perceptually Driven Radiosity", booktitle = "STAR in {\em Eurographics~'98}", pages = "??-??", organization = "Eurographics Association", year = "1998", month = sep, note = "held in Lisbon, Protugal, 02-04 September 1998", who = "Havran Vlastimil: REN-0069", } @InProceedings{Garrett:1996:RTI, title = "Real-Time Incremental Visualization of Dynamic Ultrasound Volumes Using Parallel {BSP} Trees", author = "William F. Garrett and Henry Fuchs and Mary C. Whitton and Andrei State", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", who = "Havran Vlastimil: REN-0070", } @InProceedings{Mueller:1996:FPV, title = "Fast Perspective Volume Rendering with Splatting by Utilizing a Ray-Driven Approach", author = "Klaus Mueller and Roni Yagel", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", who = "Havran Vlastimil: REN-0071", } @InProceedings{Levoy:1996:LFR, author = "Marc Levoy and Pat Hanrahan", title = "Light Field Rendering", editor = "Holly Rushmeier", series = "Annual Conference Series", pages = "31--42", booktitle = "SIGGRAPH 96 Conference Proceedings", year = "1996", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, note = "held in New Orleans, Louisiana, 04-09 August 1996", abstract = "A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function - the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We have created light fields from large arrays of both rendered and digitized images. The latter are acquired using a video camera mounted on a computer-controlled gantry. Once a light field has been created, new views may be constructed in real time by extracting slices in appropriate directions. Since the success of the method depends on having a high sample rate, we describe a compression system that is able to compress the light fields we have generated by more than a factor of 100:1 with very little loss of fidelity. We also address the issues of antialiasing during creation, and resampling during slice extraction.", who = "Havran Vlastimil: REN-0072", } @InProceedings{Wilhelms:1996:HPD, title = "Hierarchical and Parallelizable Direct Volume Rendering for Irregular and Multiple Grids", author = "Jane P. Wilhelms and Allen {Van Gelder} and Paul Tarantino and Jonathan Gibbs", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", who = "Havran Vlastimil: REN-0073", } @InProceedings{Paquette:1998:HVD, author = "Eric Paquette and Pierre Poulin and George Drettakis", title = "A Light Hierarchy for Fast Rendering of Scenes with Many Lights", editor = "TBD...", pages = "TBD...", booktitle = "Computer Graphics Forum (EuroGraphics '98 Conference Proceedings", year = "1998", organization = "EuroGraphics", month = sep, note = "held in Lisbon, Protugal, 02-04 September 1998", who = "Havran Vlastimil: REN-0074", } @Article{tvcg-1997-12, author = "Claudio T. Silva and Joseph S. B. Mitchell", email = "csilva@ams.sunysb.edu and jsbm@ams.sunysb.edu", title = "The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids", journal = "IEEE Transaction on Visualization and Computer Graphics", volume = "3", number = "2", month = apr, year = "1997", pages = "142--157", abstract = "Lazy Sweep Ray Casting is a fast algorithm for rendering general irregular grids. It is based on the sweep-plane paradigm, and it is able to accelerate ray casting for rendering irregular grids, including disconnected and nonconvex (even with holes) unstructured irregular grids with a rendering cost that decreases as the ``disconnectedness'' decreases. The algorithm is carefully tailored to exploit spatial coherence even if the image resolution differs substantially from the object space resolution. Lazy Sweep Ray Casting has several desirable properties, including its generality, (depth-sorting) accuracy, low memory consumption, speed, simplicity of implementation, and portability (e.g., no hardware dependencies). We establish the practicality of our method through experimental results based on our implementation, which is shown to be substantially faster (by up to two orders of magnitude) than other algorithms implemented in software. We also provide theoretical results, both lower and upper bounds, on the complexity of ray casting of irregular grids.", keywords = "volumetric data, irregular grids, volume rendering, sweep algorithms, ray tracing, computational geometry, scientific visualization", tvcg-abstract-url = "http://www.computer.org/pubs/tvcg/1997/v0142abs.htm", who = "Havran Vlastimil: REN-0075", } @InProceedings{EVL-1997-33, author = "W. Heidrich and Ph. Slusallek and H.-P. Seidel", editor = "V. Klassen M. Mantei", title = "An Image-Based Model for Realistic Lens Systems in Interactive Computer Graphics", booktitle = "Proceedings of Graphics Interface '97", year = "1997", note = "accepted for publication", abstract = "Many applications, such as realistic rendering, virtual and augmented reality, and virtual studios, require an accurate simulation of real lens and camera systems at interactive rates, including depth of field and geometric aberrations, in particular distortions. Unfortunately, camera models used in Computer Graphics are either too simple to describe these effects or too expensive to simulate for interactive use. In this paper, we introduce an image-based lens model that is powerful enough to simulate sophisticated properties of real lens systems, yet fast enough for interactive graphics. By exploiting coherence, common graphics hardware can be used to yield high frame rates.", keywords = "Lens Systems, Image-Based Rendering, Hardware Acceleration, Interactive Computer Graphics", postscript-url = "ftp://faui90.informatik.uni-erlangen.de/pub/Publications/1997/Publ.1997.4.ps.gz", evlib-url = "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-33", evlib-revision = "1st", who = "Havran Vlastimil: REN-0076", } @InProceedings{schilling91a, author = "Andreas Schilling", title = "A new simple and efficient antialiasing with subpixel masks", pages = "133--141", booktitle = "Computer Graphics (SIGGRAPH '91 Proceedings)", volume = "25", number = "4", year = "1991", month = jul, editor = "Thomas W. Sederberg", conference = "held in Las Vegas, Nevada; 28 July - 2 August 1991", keywords = "antialiasing, exact area subpixel algorithm", who = "Havran Vlastimil: REN-0077", } @InProceedings{Ward:1994:RLS, author = "Gregory J. Ward", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "The {RADIANCE} Lighting Simulation and Rendering System", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "459--472", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", who = "Havran Vlastimil: REN-0078", } @InProceedings{Chui96-LVARC, author = "Ken Chui and Kurt Zimmerman and Peter Shirley", year = "1996", title = "The {Light} {Volume}: {An} {Aid} to {Rendering} {Complex} {Environments}", booktitle = "Rendering Techniques '96 (Proceedings of the Seventh Eurographics Workshop on Rendering)", pages = "1--10", publisher = "Springer-Verlag/Wien", address = "New York, NY", comments = "ISBN 3-211-82883-4", who = "Havran Vlastimil: REN-0080", } @Article{Shirley:1992:TCM, author = "Peter Shirley", title = "Time complexity of {Monte Carlo} radiosity", journal = "Computers and Graphics", volume = "16", number = "1", pages = "117--120", year = "1992", coden = "COGRD2", ISSN = "0097-8493", bibdate = "Wed Feb 5 07:22:58 MST 1997", acknowledgement = ack-nhfb, affiliation = "Indiana Univ", affiliationaddress = "Bloomington, IN, USA", classification = "723; 922", journalabr = "Comput Graphics (Pergamon)", keywords = "Computer Metatheory--Computational Complexity; Mathematical Statistics; Monte Carlo Methods; Time Complexity", who = "Havran Vlastimil: REN-0081", } @Article{Nishita85, author = "Tomoyuki Nishita and Eihachiro Nakamae", title = "Continuous Tone Representation of 3-{D} Objects Taking Account of Shadows and Interreflection", journal = "Computer Graphics (SIGGRAPH '85 Proceedings)", volume = "19", number = "3", month = jul, year = "1985", pages = "23--30", keywords = "shading, penumbra, radiosity", who = "Havran Vlastimil: REN-0082", } @Article{Christensen:1997:CGG, author = "Per H. Christensen and Dani Lischinski and Eric J. Stollnitz and David H. Salesin", title = "Clustering for Glossy Global Illumination", journal = "ACM Transactions on Graphics", year = "1997", volume = "16", number = "1", month = jan, pages = "3--33", note = "ISSN 0730-0301", keywords = "clustering, error bounds, global illumination, glossy reflectors, hierarchy, importance, radiance, rendering", annote = "We present a new clustering algorithm for global illumination in complex environments. The new algorithm extends previous work on clustering for radiosity to allow for nondiffuse (glossy) reflectors. We represent clusters as points with directional distributions of outgoing and incoming radiance and importance, and we derive an error bound for transfers between these clusters. The algorithm groups input surfaces into a hierarchy of clusters, and then permits clusters to interact only if the error bound is below an acceptable tolerance. We show that the algorithm is asymptotically more efficient than previous clustering algorithms even when restricted to ideally diffuse environments. Finally, we demonstrate the performance of our method on two complex glossy environments.", who = "Havran Vlastimil: REN-0083", } @InCollection{Zimmerman95twopass, author = "Kurt Zimmerman and Peter Shirley", title = "A Two-Pass Realistic Image Synthesis Method for Complex Scenes", booktitle = "Rendering Techniques '95 (Proceedings of the Sixth Eurographics Workshop on Rendering)", publisher = "Springer-Verlag", address = "NY", pages = "284--295", year = "1995", note = "Also ftp://ftp.cs.indiana.edu/pub/techreports/TR434.ps.Z", keywords = "shadow", who = "Havran Vlastimil: REN-0084", } @Article{Asensio:1992:HRC, author = "Frederic Asensio", title = "A Hierarchical Ray-Casting Algorithm for Radiosity Shadows", year = "1992", month = may, journal = "Third Eurographics Workshop on Rendering", pages = "179--188", address = "Bristol, UK", keywords = "radiosity", who = "Havran Vlastimil: REN-0085", } @InProceedings{Gu:1997:PGT, author = "Xianfeng Gu and Steven J. Gortier and Michael F. Cohen", title = "Polyhedral Geometry and the Two-Plane Parameterization", booktitle = "Eurographics Rendering Workshop 1997", editor = "Julie Dorsey and Philipp Slusallek", year = "1997", organization = "Eurographics", publisher = "Springer Wein", address = "New York City, NY", month = jun, pages = "1--12", note = "ISBN 3-211-83001-4", annote = "Recently the light-field and lumigraph systems have been proposed as general methods of representing the visual information present in a scene. These methods represent this information as a 4D function of light over the domain of directed lines. These systems use the intersection points of the lines on two planes to parameterize the lines in space. This paper explores the structure of the two-plane parameterization in detail. In particular we analyze the association between the geometry of the scene and subsets of the 4D data. The answers to these questions are essential to understanding the relationship between a lumigraph, and the geometry that it attempts to represent. This knowledge is potentially important for a variety of applications such as extracting shape from lumigraph data, and lumigraph compression.", who = "Havran Vlastimil: REN-0086", } @Article{Schaufler:1996:TDI, author = "Germot Schaufler and Wolfgang Sturzlinger", title = "A Three-Dimensional Image Cache for Virtual Reality", journal = "Com{\-}pu{\-}ter Graphics Forum", volume = "15", number = "3", pages = "C227--C235, C471--C472", month = sep, year = "1996", coden = "CGFODY", ISSN = "0167-7055", bibdate = "Tue Mar 17 15:44:38 MST 1998", acknowledgement = ack-nhfb, affiliation = "Johannes Kepler Universit{\"a}t Linz", affiliationaddress = "Linz, Austria", affiliationaddress = "Austria", classification = "722.1; 722.4; 723.1; 723.2; 723.5; 921.5; C6120 (File organisation); C6130B (Graphics techniques)", conference = "Proceedings of the 1996 17th Annual Conference and Exhibition of the European Association for Computer Graphics, EUROGRAPHICS'96", conflocation = "Poitiers, France; 26-30 Aug. 1996", conftitle = "European Association for Computer Graphics 17th Annual Conference and Exhibition. EUROGRAPHICS '96", corpsource = "Johannes Kepler Univ., Linz, Austria", journalabr = "Comput Graphics Forum", keywords = "Algorithms; Buffer storage; Computational geometry; Computer hardware; Computer software; Image processing; Object hierarchies; Optimization; Real time systems; Three dimensional computer graphics; Three dimensional image cache; Virtual reality", keywords = "Algorithms; Buffer storage; cache storage; coherence; complex virtual; Computational geometry; computer displays; Computer hardware; Computer software; detail; environment display; frame rate; hardware; hierarchical scene subdivision; Image processing; impostors; large virtual environment display; levels; Object hierarchies; optimisation; Optimization; Real time systems; real-time; real-time rendering; rendering; rendering (computer graphics); rendering load; smooth frame sequence; software accelerated; software optimization; systems; Three dimensional computer graphics; three dimensional image cache; Three dimensional image cache; three dimensional image cache; virtual reality; Virtual reality; virtual reality", meetingaddress = "Poitiers, Fr", meetingdate = "Aug 26--30 1996", meetingdate2 = "08/26--30/96", sponsor = "CNRS; ERCIM; BARCO; EDF; SUN; et al", sponsororg = "CNRS; BARCO; Electr. France; et al", treatment = "P Practical", who = "Havran Vlastimil: REN-0087", } @Article{Sbert:1993:IGB, author = "M. Sbert", title = "An integral geometry based method for fast form-factor computation", journal = "Com{\-}pu{\-}ter Graphics Forum", volume = "12", number = "3", pages = "C409--C420", month = "????", year = "1993", coden = "CGFODY", ISSN = "0167-7055", bibdate = "Mon Apr 14 10:23:20 MDT 1997", acknowledgement = ack-nhfb, classification = "C1140G (Monte Carlo methods); C4260 (Computational geometry); C6130B (Graphics techniques)", conflocation = "Barcelona, Spain; 6-10 Sept. 1993", conftitle = "European Association for Computer Graphics 14th Annual Conference and Exhibition. EUROGRAPHICS '93", corpsource = "Dept. d'Inf. i Matematica Aplicada, Univ. Politecnica de Catalunya, Barcelona, Spain", keywords = "complexity; Complexity; complexity; computational geometry; computer graphics; form-factor computation; Form-factor computation; integral geometry based method; Integral geometry based method; integration; local; Local integration; luminance; Luminance; methods; Monte Carlo; Monte Carlo techniques; ray tracing; rendering algorithms; Rendering algorithms", thesaurus = "Computational geometry; Computer graphics; Monte Carlo methods; Ray tracing", treatment = "P Practical; T Theoretical or Mathematical", who = "Havran Vlastimil: REN-0088", } @TechReport{Shade:1996: , author = "Jonathan Shade and Dani Lischinski and David Salesin and Tony {DeRose} and John Snyder", title = "Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments", institution = "University of Washington", pages = "1--22", year = "1996", month = jan, who = "Havran Vlastimil: REN-0089", } @InProceedings{Sbert95-GMCPS, author = "Mateu Sbert and Frederic Perez and Xavier Pueyo", editor = "P. M. Hanrahan and W. Purgathofer", year = "1995", title = "Global {Monte} {Carlo}: {A} {Progressive} {Solution}", booktitle = "Rendering Techniques '95 (Proceedings of the Sixth Eurographics Workshop on Rendering)", pages = "231--239", publisher = "Springer-Verlag", address = "New York, NY", comments = "ISBN 3-211-82733-1", who = "Havran Vlastimil: REN-0090", } @TechReport{Szirmay-Kalos98, author = "Laszlo Szirmay-Kalos and Werner Purgathofer", title = "Global Ray-bundle Tracing with Hardware Acceleration", institution = " Technical University of Budapest", number = "TR-186-2-98-18", month = jun, year = "1998", keywords = "rendering equation, global radiance, Monte-Carlo and quasi Monte Carlo integration, Importance Sampling, Metropolis Method, z-buffer", who = "Havran Vlastimil: REN-0091", } @InProceedings{Braun:1995:ADS, author = "M. Braun and A. Formella", title = "Anigraph - {A} Data Structure for Computer Animation", booktitle = "Computer Animation '95", year = "1995", month = apr, who = "Havran Vlastimil: REN-0092", } @InProceedings{EVL-1997-108, author = "Jarkko Oikarinen", title = "Using 3-Dimensional Seed Filling in View Space to Accelerate Volume Rendering", booktitle = "IEEE Visualization '97", organization = "IEEE", month = oct, year = "1997", language = "en", postscript-url = "http://rieska.oulu.fi/~jto/papers/ieeevis97.ps", postscript-url-md5 = "f2b002cd5c384fffe63cac6826e09ed3", evlib-url = "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.volumerendering%2FEVL-1997-108", evlib-revision = "1st", who = "Havran Vlastimil: REN-0093", } InProceedings{Bouatouch:1995:IWT, author = "Kadi Bouatouch and Sumant Pattanaik", title = "Interactive Walk-Through Using Particle Tracing", booktitle = "Computer Graphics International '95", year = "1995", month = jun, who = "Havran Vlastimil: REN-0094", } @Article{Pattanaik:1993:PEI, author = "S. N. Pattanaik and S. P. Mudur", title = "The potential equation and importance in illumination computations", journal = "Com{\-}pu{\-}ter Graphics Forum", volume = "12", number = "2", pages = "131--136", month = jun, year = "1993", coden = "CGFODY", ISSN = "0167-7055", bibdate = "Mon Apr 14 10:23:20 MDT 1997", acknowledgement = ack-nhfb, classification = "A0230 (Function theory, analysis); A4210 (Propagation and transmission in homogeneous media); C4180 (Integral equations); C6130B (Graphics techniques)", corpsource = "Graphics and CAD Div., Nat. Centre for Software Technol., Bombay, India", keywords = "adjoint; Adjoint linear equations; adjoint linear equations; Adjoint radiosity equation; brightness; computer graphics; discrete; Discrete formulations; equation; formulations; Global illumination; global illumination; illumination computations; Illumination computations; illumination computations; importance-driven radiosity algorithm; Importance-driven radiosity algorithm; importance-driven radiosity algorithm; integral equations; Integral equations; lighting; Linear operators; linear operators; luminance; Luminance equation; patch; Patch; potential equation; Potential equation; potential equation; radiosity equation; Surface potential; surface potential; transposes; Transposes; transposes", thesaurus = "Brightness; Computer graphics; Integral equations; Lighting; Surface potential", treatment = "T Theoretical or Mathematical", who = "Havran Vlastimil: REN-0095", } @InProceedings{Fuchs:1983:NRT, author = "H. Fuchs and G. D. Abram and E. D. Grant", title = "Near real-time shaded display of rigid objects", pages = "65--72", journal = "Computer Graphics (SIGGRAPH '83 Proceedings)", year = "1983", month = jul, conference = "held in Detroit, Michigan; 25--29 July 1983", keywords = "I35 object data base, I37 shading, I37 visible surface algorithm", who = "Havran Vlastimil: REN-0096", } @InProceedings{Atherton:1983:SHS, author = "Peter R. Atherton", title = "A Scanline Hidden Surface Removal Procedure for Constructive Solid Geometry", pages = "73--82", booktitle = "Computer Graphics (SIGGRAPH '83 Proceedings)", volume = "17", number = "3", year = "1983", month = jul, conference = "held in Detroit, Michigan; 25--29 July 1983", keywords = "CSG, I35 constructive solid geometry, I37 hidden surface removal", who = "Havran Vlastimil: REN-0097", } @Article{tvcg-1996-25, author = "George Drettakis and Eugene L. Fiume", email = "George.Drettakis@imag.fr", title = "{Structured Penumbral Irradiance Computation}", journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "2", number = "4", month = dec, year = "1996", pages = "299--312", abstract = "A definitive understanding of irradiance behavior in penumbral regions has been hard to come by, mainly due to the computational expense of determining the visible parts of an area light source. Consequently, sampling strategies have been mostly ad hoc, and evaluation of the resulting approximations has been difficult. In this paper, the structure of penumbral irradiance is investigated empirically and numerically. This study has been made feasible by the use of the discontinuity mesh and the backprojection, an efficient data structure representing visibility in regions of partial occlusion. Regions of penumbrae in which irradiance varies nonmonotonically are characterized empirically, and numerical tests are performed to determine the frequency of their occurrence. This study inspired the development of two algorithms for the construction of interpolating approximations to irradiance: One algorithm reduces the number of edges in the mesh defining the interpolant domain, and the other algorithm chooses among linear, quadratic, and mixed interpolants based on irradiance monotonicity. Results from numerical tests and images are presented that demonstrate good performance of the new algorithms for various realistic test configurations.", keywords = "Rendering, primary and global illumination, sampling, interpolation, structure, penumbra, experimental study, irradiance, radiosity, discontinuity meshing, backprojection, mesh simplification, interpolant degree reduction", tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0299abs.htm", who = "Havran Vlastimil: REN-0098", } @Article{tvcg-1996-24, author = "Jeffry Nimeroff and Julie Dorsey and Holly Rushmeier", email = "jnimerof@graphics.cis.upenn.edu and dorsey@graphics.lcs.mit.edu and holly@watson.ibm.com", title = "{Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments}", journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "2", number = "4", month = dec, year = "1996", pages = "283--298", abstract = "We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a ``view space'' within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion.", keywords = "Animation, global illumination, image-based rendering, radiosity, ray tracing, walk-throughs", tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0283abs.htm", who = "Havran Vlastimil: REN-0099", } @Article{Danskin:1992:FAV, author = "John Danskin and Pat Hanrahan", title = "Fast Algorithms for Volume Ray Tracing", year = "1992", journal = "1992 Workshop on Volume Visualization", institution = "ACM", pages = "91--98", annote = "We examine various simple algorithms that exploit homogeneity and accumulated opacity for tracing rays through shaded volumes. Most of these meth- ods have error criteria which allow them to trade quality for speed. The time vs. quality tradeoff for these adaptive methods is compared to fixed step multiresolution methods. These methods are also useful for general light transport in volumes.", who = "Havran Vlastimil: REN-0100", } @InProceedings{Aupperle:1993:HIA, author = "L. Aupperle and Pat Hanrahan", booktitle = "Computer Graphics Proceedings, Annual Conference Series, 1993", title = "A Hierarchical Illumination Algorithm for Surfaces with Glossy Reflection", pages = "155--162", year = "1993", keywords = "adaptive meshing, global illumination, radiosity, ray tracing", annote = "We develop a radiance formulation for discrete three point transport, and a new measure and description of reflectance:area reflectance. This formulation and associated reflectance allow an estimate of error in the computation of radiance across triples of surface elements, and lead directly to a hierarchical refinement algorithm for global illumination. We have implemented and analyzed this algorithm over surfaces exhibiting glossy specular and diffuse reflection. Theoretical growth in light transport computation is shown to be O ( n + k 3 ) for sufficient refinement, where n is the number of elements at the finest level of subdivision over an environment consisting of k input polygonal patches Ñ this growth is exhibited in experimental trials. Naive application of three point transport would require computation over O ( n 3 ) element-triple interactions.", keywords = "adaptive meshing, global illumination, radiosity, ray tracing", who = "Havran Vlastimil: REN-0101", } @Article{Cohen-Or:1998:TDD, author = "Daniel Cohen-Or and Amira Solomovic and David Levin", title = "Three-dimensional distance field metamorphosis", journal = "ACM Transactions on Graphics", volume = "17", number = "2", pages = "116--141", month = apr, year = "1998", coden = "ATGRDF", ISSN = "0730-0301", bibdate = "Sat May 16 07:25:59 MDT 1998", url = "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-2/p116-cohen-or/", abstract = "Given two or more objects of general topology, intermediate objects are constructed by a distance field metamorphosis. In the presented method the interpolation of the distance field is guided by a warp function controlled by a set of corresponding anchor points. Some rules for defining a smooth least-distorting warp function are given. To reduce the distortion of the intermediate shapes, the warp function is decomposed into a rigid rotational part and an elastic part. The distance field interpolation method is modified so that the interpolation is done in correlation with the warp function. The method provides the animator with a technique that can be used to create a set of models forming a smooth transition between pairs of a given sequence of keyframe models. The advantage of the new approach is that it is capable of morphing between objects having a different topological genus where no correspondence between the geometric primitives of the models needs to be established. The desired correspondence is defined by an animator in terms of a relatively small number of anchor points", acknowledgement = ack-nhfb, keywords = "algorithms", subject = "{\bf I.3.7} Computing Methodologies, COMPUTER GRAPHICS, Three-Dimensional Graphics and Realism, Animation. {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS, Computational Geometry and Object Modeling, Curve, surface, solid, and object representations. {\bf I.3.6} Computing Methodologies, COMPUTER GRAPHICS, Methodology and Techniques, Interaction techniques.", who = "Havran Vlastimil: REN-0102", } @INPROCEEDINGS{IMMD9:39:1997, author = {Ph. Slusallek}, title = {Photo-Realistic Rendering -- Recent Trends and Developments}, booktitle = {EUROGRAPHICS '97 State-of-the-Art-Report}, year = {1997}, organization = {Eurographics Association}, who = "Havran Vlastimil: REN-0103", } @TECHREPORT{IMMD9:TR5:1998, author = {C. Teitzel AND M. Hopf AND R. Grosso AND T. Ertl}, title = {Volume Ray Casting on Sparse Grids}, number = {5}, year = {1998}, institution = {Universität Erlangen-Nürnberg}, who = "Havran Vlastimil: REN-0104", }