Ned Greene

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A novel stochastic modeling technique is described which operates on a voxel data base in which objects are represented as collections of voxel records. Models are "grown" from predefined geometric elements according to rules based on simple relationships like intersection, proximity, and occlusion which can be evaluated more quickly and easily in voxel(More)
In previous work, we presented an algorithm to accelerate z-buffer rendering of enormously complex scenes. Here, we extend the approach to antialiased rendering with an algorithm that guarantees that each pixel of the output image is within a user-specified error tolerance of the filtered underlying continuous image. As before, we use an object-space octree(More)
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