Efficient algorithms for local and global accessibility shading

@article{Miller1994EfficientAF,
  title={Efficient algorithms for local and global accessibility shading},
  author={Gavin S. P. Miller},
  journal={Proceedings of the 21st annual conference on Computer graphics and interactive techniques},
  year={1994}
}
  • G. Miller
  • Published 24 July 1994
  • Computer Science
  • Proceedings of the 21st annual conference on Computer graphics and interactive techniques
This paper discusses the use of two different approaches for computing the “accessibility” of a surface. These metrics characterize how easily a surface may be touched by a spherical probe. The paper also presents various acceleration techniques for accessibility. The idea of surface accessibility is extended to include “global accessibility” which measures the ability of a spherical probe to enter a structure from outside as well as to fit locally on the surface. The visual effect of shading… 
Vicinity shading for enhanced perception of volumetric data
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  • Computer Science
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  • 2003
TLDR
A shading model for volumetric data which enhances the perception of surfaces within the volume by incorporating uniform diffuse illumination, which arrives equally from all directions at each surface point in the volume.
Accessibility Analysis Using Computer Graphics Hardware
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Novel and efficient algorithms for computing accessible directions for tactile probes used in 3D digitization with Coordinate Measuring Machines are presented.
Surface Relief Analysis for Illustrative Shading
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An analysis technique that leverages the complexity found in detailed 3D models for illustrative shading purposes, given a smooth base surface with relief, that locates relief features around each surface point and at multiple scales, using cubic‐polynomial fitting.
Interactive display of isosurfaces with global illumination
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This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings, and uses this volume to allow dynamic manipulation of lighting, viewpoint and isovalue.
Ambient occlusion fields
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A novel real-time technique for computing inter-object ambient occlusion where for each occluding object, a field in the surrounding space is precompute that encodes an approximation of the occlusions caused by the object.
Separable Approximation of Ambient Occlusion
TLDR
This paper presents a fast easy-to-implement separable approximation to screen space ambient occlusion, and shows that visually convincing results close to a non-separable occlusions can be obtained at much higher performance.
Displays for exploration and comparison of nested or intersecting surfaces
TLDR
New visualization techniques for general layered surfaces, and intersecting surfaces in particular, designed for scientists with problems that require such display, enabled by a union/intersection refactoring of intersecting surface that converts them into nested surfaces, which are more easily treated for visualization.
Ambient occlusion for animated characters
TLDR
A novel technique that automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of reference poses as its input and is directly applicable to computer games running on current graphics hardware.
Natural-looking strokes for drawing applications
TLDR
This paper presents an algorithm for generating realistic drawing strokes in real-time that can take on the appearance of pastels, charcoals, or crayons that can be used as a height field and tablet inputs.
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
TLDR
The proposed approach includes an innovative technique for efficient computation and storage of ambient occlusion terms, a small set of GPU accelerated procedural impostors for space-fill and ball-and-stick rendering, and novel edge-cueing techniques to enhance the real-time visualization of simple or complex molecules in space fill mode.
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