An improved illumination model for shaded display
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Summary
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.
- Type
- article
- Published
- 1979-08-08
- Cited by
- 2,339
- References
- 21
- Access
- Open access
- OpenAlex
- https://openalex.org/W1982661771
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:9524504
Keywords
Shader, Visibility, Computer graphics (images), Computer science, Pixel
References
- Transparency for computer synthesized images
- A survey of techniques for the display of continuous tone pictures on bilevel displays
- Recursively generated B-spline surfaces on arbitrary topological meshes
- The aliasing problem in computer-generated shaded images
- A solution to the hidden surface problem
- Hierarchical geometric models for visible surface algorithms
- The progression of realism in computer generated images
- Texture and reflection in computer generated images
- Some techniques for shading machine renderings of solids
- Illuminat~on for computer generated images
- Shadow algorithms for computer graphics
- An algorithm for producing half-tone computer graphics presentations with shadows and movable light sources
- Casting curved shadows on curved surfaces
- Polygon shadow generation
- 3-D Visual simulation
- Simulation of wrinkled surfaces
- Models of light reflection for computer synthesized pictures
- A subdivision algorithm for computer display of curved surfaces.
- A subdivision algorithm for computer display of curved surfaces.
- Illumination for computer generated pictures
Cited by
- Monte Carlo Methods and the Challenge of Photo-Realism in Computer Graphics
- Shadow and sky color rendering technique in augmented reality environments
- Directed Safe Zones and the Dual Extent Algorithms for Efficient Grid Traversal during Ray Tracing
- Survey of Methods for Modeling Sound Propagation in Interactive Virtual Environment Systems
- Über die Verwendung von Dreiecks-Bézier-Patches in Raytracing-Algorithmen
- Benchmarking for ray tracing performance measurement
- A hybrid backward-forward method for interactive reflections
- Random-edge discrepancy of supersampling patterns
- Interactive specular and glossy reflections in dynamic scenes. (Réflexions spéculaires en temps interactif dans les scènes dynamiques)
- Yet Another Rendering Framework
- The direct lighting computation in global illumination methods
- Hybrid Scene Structuring with Application to Ray Tracing
- Slice-Based Volume Rendering
- The Irregular Z-Buffer and its Application to Shadow Mapping
- Multiresolution Graphics on Ubiquitous Displays Using Wavelets
- Representation et rendu de l'ocean en synthese d'images realistes
- PERT A PIPELINED ENGINE FOR RAY TRACING GRAPHICS
- Benchmarking modern multiprocessors
- The Antialiasing Problem in Ray Tracing
- Ray Tracing and Irregularities of Distribution
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