Learn More
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)
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)
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)
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 diiuse component o f light(More)
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)
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)