Efficient algorithms for local and global accessibility shading

  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},
  • 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… 

Figures and Tables from this paper

Vicinity shading for enhanced perception of volumetric data

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

Novel and efficient algorithms for computing accessible directions for tactile probes used in 3D digitization with Coordinate Measuring Machines are presented.

Interactive display of isosurfaces with global illumination

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.

Separable Approximation of Ambient Occlusion

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

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

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.

Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization

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.

Natural-looking strokes for drawing applications

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.

Bent Normals and Cones in Screen-space

This work describes how to compute bent normals and bent cones in combination with screen-space ambient occlusion in order to combine the speed and simplicity of AO with physically more plausible lighting.

Hybrid Ambient Occlusion

An approach to ambient occlusion combining object and image space techniques in a deferred shading context that smoothly varying ambient terms in occluded areas at interactive frame rates without any precomputation is introduced.



Convolution surfaces

The solution in this paper is to extend the surfaces introduced by Blinn by using three-dimensional convolution with skeletons composed of polygons or curves, which permit fluid topology changes, seamless part joins, and efficient implementation.

Measurement of protein surface shape by solid angles

The A -buffer, an antialiased hidden surface method

The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers using an easy to compute Fourier window (box filter).

Solvent-accessible surfaces of proteins and nucleic acids.

A method is presented for analytically calculating a smooth, three-dimensional contour about a molecule, which has been applied in enzymology, rational drug design, immunology, and understanding DNA base sequence recognition.

Three-dimensional alpha shapes

This article introduces the formal notion of the family of α-shapes of a finite point set in R, a well-defined polytope, derived from the Delaunay triangulation of the point set, with a parameter α ε R controlling the desired level of detail.

The interpretation of protein structures: estimation of static accessibility.

Computational geometry: an introduction

This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry.

Packing defects, cavities, volume fluctuations, and access to the interior of proteins. Including some general comments on surface area and protein structure

A brief review is given of the use of molecular surface area in estimations of hydrophobic forces and of their influence on protein structure. Molecular area can be used as an estimate of the free

The A -buffer, an antialiased hidden surface method

The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary coll...