markv@uoregon.UUCP (Mark VandeWettering) (08/16/87)
Well folks, I wanted to get some of the errors hacked out of this thing, but I haven't had time to strip out many. If anyone else corrects the errors (mainly in the listing of articles that appeared in siggraph proceedings) mail them back to me. By the way, a much more complete bibliography appeared in this years Siggraph course notes on raytracing. If you can get a copy of the Introduction to Raytracing notes, by all means do so. They are an EXCELLENT introduction to raytracing. | Mark VandeWettering | | member of UO-EXODOS - distributed operating system research group | | University of Oregon Computer and Information Sciences Department | | markv@uoregon.edu OR markv@uoregon.uucp | The following is in "refer" format: cut at the dotted line... -cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut-cut %A Dana H. Ballard %T Strip Trees: A Hierarchal Representation for Curves %J Communications of the ACM %V 24-5 %P 310-321 %D May 1981 %K strip trees, curves, intersection %X Ballard uses two dimensional extents in a hierarchy to define a two dimensional curve at varying resolution. Algorithms are presented to determine intersection of two strip trees, inside-outside tests etc... %A Sabine Coquillart %A Michael Gangnet %T Shaded Display of Digital Maps %J IEEE Computer Graphics and Applications %P 35-42 %D July, 1984 %K maps, terrain, ray tracing, priority list %X Several methods for displaying height fields are presented. Bilinear interpolation of patches is used to define the surface. Efficient algorithms, and quite elegant. Reminiscent of Kajiya's cut planes for surfaces of revolution. %A Wm. Randolph Franklin %A Varol Akman %T Building an Octree from a Set of Parallelpipeds %J IEEE Computer Graphics and Applications %P 58-64 %D October 1985 %K octrees %X A rather elegant algorithm is presented for building up an octree from a collection of parallelpipeds. %A Andrew S. Glassner %T Space Subdivision for Fast Ray Tracing %J IEEE Computer Graphics and Applications %P 15-22 %D October 1984 %K ray tracing, octree, heirarchy %X Glassner proposes an octree as structure to partition space for faster ray tracing. The solution is interesting, but non-intuitive. It also has the problem of splitting objects among many octree nodes. Hence, the same object may be intersected multiple times per ray. Bleh! %A Paul S. Heckbert %A Pat Hanrahan %T Beam Tracing Polygonal Objects %J Computer Graphics %V 18-3 %P 119-127 %D July 1984 %K beam tracing, weiler-atherton polygon clipping %X Heckbert and Hanrahan present an elegant image space algorithm for rendering objects composed of polygonal facets. It utilizes image coherence and generates a final picture consisting of polygons. %A David S. Immel %A Michael F. Cohen %A Donald P. Greenburg %T A Radiosity Method for Non-diffuse Environments %J Proceedings of Siggraph '86 %V 20 %P 133-142 %I Cornell University %C Ithaca, New York %K radiosity method, matrix methods, lighting models %X This method generalizes the radiosity method as presented earlier by the authors to include more general environments with specular reflection. It seems rather silly however, the computational effort for a single simple frame is enormous (two cubes translates to 192 hours of Cray time!). %A James T. Kajiya %T The Rendering Equation %J Proceedings of Siggraph '86 %P 143-150 %K ray tracing, radiosity, distributed ray tracing, lighting models %X Kajiya proposes a general rendering equation that tries to provide a general solution to rendering problems previously addressed by distributed ray tracing and the radiosity method. He proposes monte-carlo methods for solution, and presents several simple images which demonstrate the improved lighting model of objects. %A James T. Kajiya %T New Techniques for Ray Tracing Procedurally Defined Objects %J Computer Graphics %V 17-3 %P 91-102 %D July 1983 %K ray tracing, procedural models, fractals, revolution, prisms %X Kajiya presents good solid methods for ray tracing various models which are represented procedurally. Fractals are ray traced as they are built, which keeps unseen fractal surfaces from being evolved. Prisms are ray traced in a fairly simple fashion. A clever use of geometric transforms is used to ray trace surfaces of revolution. Makes good use of strip trees (see Ballard). %A Timothy L. Kay %A James T. Kajiya %T Ray Tracing Complex Scenes %J Siggraph 86 %V 20 %P 269-278 %K ray tracing, extent, heirarchy, planes %X Kajiya and Kay present an interesting form of extent called a slab. It is a set of at least three linearly independant planes with enclose the convex hull of an object. Intersection with this extent is very cheap. Generally, it seems three times faster than the scheme proposed by Glassner. %A Joshua Levin %T A Parametric Algorithm for Drawing Pictures of Solid Objects Composed of Quadric Surfaces %J Communications of the ACM %V 19-10 %P 555-563 %D October 1976 %K quadrics, scanline algorithms, intersections %X Interesting classifications of quadric curves plus quadric surface intersection curves. Good theory which can applied toward many applications using quadrics. %A Ivan E. Sutherland %A Gary W. Hodgman %T Reentrant Polygon Clipping %J Communications of the ACM %V 17-1 %P 32-42 %D January 1974 %K polygon clipping %X Classic paper in polygon clipping. %A Nelson L. Max %T Vectorized Procedural Models for Natural Terrain: Waves and Islands in the Sunset %J Computer Graphics %V 15-3 %P 317-324 %D August 1981 %K ocean, ray tracing, procedural models %X A simple model for ocean waves and islands is presented using Fourier transforms. These techniques were used to produce an animated film of the ocean. Not too spectacular, but has some fairly practical ideas for rendering films. %A Alvy Ray Smith %T Plants, Fractals and Formal Languages %J Computer Graphics %V 18-3 %P 1-10 %I %D July 1984 %K plants, fractals, automata theory %X Methods for displaying natural objects based on formal language models are presented. In particular, deterministic models are shown to exhibit sufficient variety to be used in production graphic systems. %A Geoffrey Y. Gardner %T Simulation of Natural Scenes Using Textured Quadric Surfaces %J Computer Graphics %V 18-3 %P 11-20 %D July 1984 %K quadrics, texturing, natural scenes %X While not as complex as the partical systems proposed by Reeves, these techniques produce images of reasonable complexity. Clouds and trees are slightly cartoonlike, but also display interesting features. %A Loren Carpenter %T The A-buffer, an Antialiased Hidden Surface Method %J Computer Graphics %V 18-3 %P 103-108 %D July 1984 %K z-buffer, a-buffer, antialiasing %X Carpenter presents a method of constructing antialiased images in a method which allows transparency. If flavor, it is very similar to z-buffer, but subsamples pixels and maintains coverage masks to allow effective antialiasing. %A Edwin Catmull %T An Analytic Visible Surface Algorithm for Independant Pixel Processing %J Computer Graphics %V 18-3 %P 109-115 %D July 1984 %K motion blur, scanline algorithms, patches %X Catmull presents algorithms for displaying objects, including filters which create the illusion of motion blur. While not as effective (in my mind anyway) as distributed ray tracing, the technique probably is quite efficient and can be used effectively. %A John Amanatides %T Ray Tracing with Cones %J Computer Graphics %V 18-3 %P 129-135 %D July 1984 %X A technique for antialiasing in ray tracing is presented which utilizes cones instead of rays. Cones prevent problems generally associated with point sampling, and therefore allow for more natural images. The mathematics involved seem only "pretty" for spherical objects, so an acid test has yet to be performed. %A Robert L. Cook %A Thomas Porter %A Loren Carpenter %T Distributed Ray Tracing %J Computer Graphics %V 1803 %P 137-145 %D July 1984 %K ray tracing, distributed ray tracing, motion blur %X Distributed ray tracing usings super sampling of each pixel to create effects such as motion blur, penumbras, translucency, and gloss. Very nice effects. Pictures presented are very impressive. %A James T. Kajiya %A Brian P. Von Herzen %T Raytracing Volume Densities %J Computer Graphics %V 18-3 %P 165-173 %D July, 1984 %K ray tracing, clouds, atmosphere %X Complex but interesting model for volume densities such as clouds. Shadows and lighting are both created most realistically. It may not be practical to use their methods in practice however, due to the high overhead of computation. %A Cindy M. Goral %A Kenneth K. Torrance %A Donald P. Greenburg %A Bennett Battaile %T Modelling the Interaction of Light Between Diffuse Surfaces %J Computer Graphics %V 18-3 %P 213-222 %D July 1984 %K radiosity method, diffuse surfaces %X Early work on radiosity method. See Hemi Cube paper for more in depth description of implementation. %A Robert L. Cook %T Shade Trees %J Computer Graphics %V 18-3 %P 223-231 %D July 1984 %K texturing, procedural models, languages %X Cook developed a special shade tree language for defining textures and coloration for objects. Interesting because it separates shading from the rest of rendering, and allows a library of surface types to be built up gradually. %A Thomas Porter %A Tom Duff %A Compositing Digital Images %J Computer Graphics %V 18-3 %P 253-259 %D July 1984 %K compositing, antialiasing, tools %X A set of utilities for compositing images is described. Matting images together has been used in motion pictures for years. Why not do the same with computer graphics? The use of an "alpha" or coverage channel in addition to the "red-green-blue" allows effective, antialiased matting of digital images at low cost.
john@caeco.UUCP (John Rigby) (08/18/87)
in article <469@uoregon.UUCP>, markv@uoregon.UUCP (Mark VandeWettering) says: > > By the way, a much more complete bibliography appeared in this years > Siggraph course notes on raytracing. If you can get a copy of the > Introduction to Raytracing notes, by all means do so. They are an > EXCELLENT introduction to raytracing. Is there any way that I can get a copy of these notes??? John Rigby utah-cs!caeco!john CAECO Inc. (801)255-8880 7090 South Union Park Avenue Midvale, UT 84047