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- Bruce F. Naylor, John Amanatides, William C. Thibault
- SIGGRAPH
- 1990

BSP trees have been shown to provide an effective representation of polyhedra through the use of spatial subdivision, and are an alternative to the topologically based b-reps. While bsp tree algorithms are known for a number of important operations, such as rendering, no previous work on bsp trees has provided the capability of performing boolean set… (More)

- John Amanatides
- SIGGRAPH
- 1984

A new approach to ray tracing is introduced. The definition of a “ray” is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, which tries to model light propagation with more fidelity, include a better method of anti-aliasing, a way of calculating fuzzy shadows and dull… (More)

- John Amanatides, Kin Choi
- 1995

This paper describes two approaches that allow us to intersect rays with triangular meshes more quickly by amortizing computation over neighbouring triangles. The first approach accomplishes this by performing the in-out test for each triangle using three plane equations, each one representing a boundary edge for the triangle. Each plane is shared between… (More)

- Pierre Poulin, John Amanatides
- Computers & Graphics
- 1991

In virtually all rendering systems, linear light sources are modeled with a series of point light sources that require considerable computing resources to produce realistic looking results. A general solution for shading surfaces illuminated by a linear light source is proposed. A formulation allowing for faster computation of the di use component of light… (More)

- John Amanatides
- 1992

This paper introduces an algorithm that, given the geometry and surface characteristics of an object (the Phong highlight model is assumed), detects when specular or highlight aliasing is expected and indicates the correct sampling rate to eliminate it. This is accomplished by noting the geometric properties of the surface, the direction and distances to… (More)

- John Amanatides, Don P. Mitchell
- SIGGRAPH
- 1990

The production of computer-generated video presents a number of difficulties not encountered with motion pictures. Interlaced scanning and the color subcarrier of NTSC video are responsible for special problems such as interline flicker, and chroma aliasing. As in motion pictures, temporal aliasing is also an issue. A renderer can sample and filter a moving… (More)

The paper presents a real-time physically based simulation of object damage and motion due to a blast wave impact. An improved connected voxel model is used to represent the objects. The paper also explores auxiliary visual effects caused by the blast wave that increase visual believability without being rigorously physically based or computation-

- John Amanatides
- IEEE Computer Graphics and Applications
- 1987

This article surveys most of the major issues to be dealt with when generating realistic images, and covers papers up to December 1985. It begins with an overview of the rendering process and a quick review of visible-surface-determination algorithms. Then, in more detail, it discusses shading, antialiasing, texture mapping, shadows, and optical effects and… (More)

- Oleg Mazarak, Claude Martins, John Amanatides
- Graphics Interface
- 1999

The paper explores the physically-based modeling of a blast wave impact on surrounding objects. We propose a connected voxel representation of objects to model explosions that result in realistic solid debris, rather than flat polygons. The paper also presents improved fracture algorithms capable of accounting for the damage of multiple explosions. The… (More)

- Claude Martins, John W. Buchanan, John Amanatides
- Journal of Visualization and Computer Animation
- 2002