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- 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)

A fast and simple voxel traversal algorithm through a 3D space partition is introduced. Going from one voxel to its neighbour requires only two floating point comparisons and one floating point addition. Also, multiple ray intersections with objects that are in more than one voxel are eliminated.

- 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)

- 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)

- 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)

- 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 diiuse component o f light… (More)

- 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)

- 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)

- 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 specu-lar 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)

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