It's really not a rendering bug, you see

  title={It's really not a rendering bug, you see},
  author={Andrew Woo and Andrew Pearce and Marc J. Ouellette},
  journal={IEEE Computer Graphics and Applications},
Most rendering algorithms deliberately employ approximations and other shortcuts for efficiency. [] Key Result This imbalance warrants more research into proper solutions to these and similar problems.

Figures and Tables from this paper

A Taxonomy of HTML5 Canvas Bugs

A taxonomy of <canvas> bugs is presented and it is found that Visual bugs are the most frequent (35%), while Performance bugs are relatively infrequent (5%).

What's wrong with Phong - Designers' appraisal of shading in CAD-systems

It is hoped that by explicating flaws with the Phong illumination model, awareness about the limitations and interdependencies of the model will increase, both among fellow users, and among researchers and developers.

RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering

The modern version of RenderMan is described, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production.

Hacking the Shadow Terminator

This chapter reviews and analyzes a simple hack-style solution to the terminator problem, and describes how this mismatch between geometric normal and shading normal causes various issues for light transport simulation.

Manuka: A Batch-Shading Architecture for Spectral Path Tracing in Movie Production

A full architecture built around spectral light transport and a flexible implementation of multiple importance sampling is described, resulting in a system able to support a comparable amount of extensibility to what made the reyes rendering architecture successful over many decades.

Consistent normal interpolation

Rendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal

The iray light transport simulation and rendering system

This work discusses the challenges and implementation choices that follow from the primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that is in use by many industry professionals today.

Soft Planar Shadows Using Plateaus

  • Eric Haines
  • Computer Science
    J. Graphics, GPU, & Game Tools
  • 2001
An algorithm for rapidly creating and rendering soft shadows on a plane that has the advantages of rapid generation on current hardware, as well as high quality and a realistic feel on a perceptual level is presented.

Spectral light transport simulation using a precision-based ray tracing architecture

It is investigated how the calculation of intersections between light and geometry can be made numerically robust, to guarantee that no intersections are missed due to inaccuracies, and a novel way to efficiently handle very large input data is investigated.

Automatic Handling of Materials in Nested Volumes

We present a novel and simple algorithm to automatically handle nested volumes and transitions between volumes, enabling push-button rendering functionality. The only requirements are the use of



Survey of Texture Mapping

The fundamentals of texture mapping are surveyed, which can be spilt into two topics: the geometric mapping that warps a texture onto a surface, and the filtering necessary to avoid aliasing.

Illumination for computer generated pictures

Human visual perception and the fundamental laws of optics are considered in the development of a shading rule that provides better quality and increased realism in generated images.

Models of light reflection for computer synthesized pictures

A more accurate function for the generation of hilights which is based on some experimental measurements of how light reflects from real surfaces is presented, which differs from previous models in that the intensity of the hilight changes with the direction of the light source.

Computer Display of Curved Surfaces

  • Henry Gouraud
  • Computer Science
    Outstanding Dissertations in the Computer Sciences
  • 1971
The smooth shading technique described here has been used to produce a large variety of pictures of which several airplanes, a car, a human face and some mathematical surfaces are included to illustrate the effect of the method.

An improved illumination model for shaded display

Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.

Continuous Shading of Curved Surfaces

  • H. Gouraud
  • Computer Science
    IEEE Transactions on Computers
  • 1971
The surface is approximated by small polygons in order to solve easily the hidden-parts problem, but the shading of each polygon is computed so that discontinuities of shade are eliminated across the surface and a smooth appearance is obtained.

Some regularization problems in ray tracing

An analysis of the special case of rays originating on surfaces presents a regularization problem that is significant—even in ray tracers which are not explicitly based on the CSG scheme.

Ray tracing complex models containing surface tessellations

An approach to ray tracing complex models containing mathematically defined surfaces is presented, whereParametric and implicit surfaces are first tessellated into triangles, and the resulting triangles are organized in a hierachy of lists and 3D grids, allowing efficient calculation of ray/model intersections.

Ray tracing with polarization parameters

Comparisons of identical scenes rendered with a conventional ray tracer and the Ray tracer presented incorporating a polarization model show that the present method renders specular interobject reflections more accurately with respect to reflected radiance and color.