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Simulation of object and human skin formations in a grasping task
This paper addresses the problem of simulating deformations between objects and the hand of a synthetic character during a grasping process. A numerical method based on finite element theory allows us to take into account the active forces of the ...
Combinatorial analysis of ramified patterns and computer imagery of trees
Herein is presented a new procedural method for generating images of trees. Many other algorithms have already been proposed in the last few years focusing on particle systems, fractals, graftals and L-systems or realistic botanical models. Usually the ...
The synthesis and rendering of eroded fractal terrains
In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to ...
From splines to fractals
Deterministic splines and stochastic fractals are complementary techniques for generating free-form shapes. Splines are easily constrained and well suited to modeling smooth, man-made objects. Fractals, while difficult to constrain, are suitable for ...
Hardware acceleration for Window systems
Graphics pipelines are quickly evolving to support multitasking workstations. The driving force behind this evolution is the window system, which must provide high performance graphics within multiple windows, while maintaining interactivity. The ...
The pixel machine: a parallel image computer
We describe the system architecture and the programming environment of the Pixel Machine - a parallel image computer with a distributed frame buffer.The architecture of the computer is based on an array of asynchronous MIMD nodes with parallel access to ...
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
- Henry Fuchs,
- John Poulton,
- John Eyles,
- Trey Greer,
- Jack Goldfeather,
- David Ellsworth,
- Steve Molnar,
- Greg Turk,
- Brice Tebbs,
- Laura Israel
This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application ...
Illumination networks: fast realistic rendering with general reflectance functions
We present a technique for modeling global illumination which allows a wide variety of reflectance functions. Scene coherence is exploited in a preprocessing step in which the geometry is analyzed using iterative techniques. Memory is traded for speed, ...
Near real-time shadow generation using BSP trees
This paper describes an object-space shadow generation algorithm for static polygonal environments illuminated by movable point light sources. The algorithm can be easily implemented on any graphics system that provides fast polygon scan-conversion and ...
Real-time rendering of trimmed surfaces
Rational tensor product surfaces, (Bézier, NURBS, Hermite, polynomial, etc.) are rendered in real-time by uniform faceting. The described methods are modular and can be balanced for optimal implementation on different hardware platforms. ...
Accurate color reproduction for computer graphics applications
A method is presented for accurate color reproduction among a wide variety of display devices. The method is very general, in that it may be applied to virtually any color display device. Its generality has been demonstrated by application to color ...
Metamouse: specifying graphical procedures by example
Metamouse is a device enabling the user of a drawing program to specify graphical procedures by supplying example execution traces. The user manipulates objects directly on the screen, creating graphical tools where necessary to help make constraints ...
A two-view approach to constructing user interfaces
This paper describes a system for constructing graphical user interfaces following a two-view paradigm: one view contains a textual representation of the interface in a special-purpose, "little" language, and the other view contains a direct ...
Scan line display of algebraic surfaces
A robust algorithm is presented for scan line display of algebraic surfaces of arbitrary degree and topology. The algorithm correctly displays singularities of any complexity, even those missed by ray tracing or polygonization, and (for surfaces of ...
Rendering cubic curves and surfaces with integer adaptive forward differencing
For most compute environments, adaptive forward differencing is much more efficient when performed using integer arithmetic than when using floating point. Previously low precision integer methods suffered from serious precision problems due to the ...
Curve-to-curve associations in spline-based inbetweening and sweeping
We are concerned in this paper with associations between spline curves that will hold at all inbetween positions when the control points of these curves are used as key points for animation or sweeping. It is established that any association between two ...
Voxel space automata: modeling with stochastic growth processes in voxel space
A novel stochastic modeling technique is described which operates on a voxel data base in which objects are represented as collections of voxel records. Models are "grown" from predefined geometric elements according to rules based on simple ...
An efficient 3-D visualization technique for finite element models and other coarse volumes
We have developed a technique that extends existing 3-D result visualization methods for use with discretized volumes such as finite element models, where result values are only available at coarsely spaced points throughout the volume. It represents ...
Computer graphics visualization for acoustic simulation
Computer simulations can be used to generate the spatial and temporal data describing the acoustical behavior of performance halls, but typically the analytical results are difficult to assimilate and compare. By using computer graphics to display the ...
Three dimensional Terrain modeling and display for environmental assessment
A technique for compositing computer generated images of buildings and background images created from aerial photographs is described. The aerial photo data are mapped onto a terrain model based on cartographic data. The technique can be used to pre-...
Analytical methods for dynamic simulation of non-penetrating rigid bodies
A method for analytically calculating the forces between systems of rigid bodies in resting (non-colliding) contact is presented. The systems of bodies may either be in motion or static equilibrium and adjacent bodies may touch at multiple points. The ...
Goal-directed, dynamic animation of human walking
This paper presents a hybrid approach to the animation of human locomotion which combines goal-directed and dynamic motion control. Knowledge about a locomotion cycle is incorporated into a hierarchical control process. The desired locomotion is ...
Layered construction for deformable animated characters
A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are ...
Hypertexture
We model phenomena intermediate between shape and texture by using space-filling applicative functions to modulate density. The model is essentially an extension of procedural solid texture synthesis, but evaluated throughout a volumetric region instead ...
Algorithms for solid noise synthesis
A solid noise is a function that defines a random value at each point in space. Solid noises have immediate and powerful applications in surface texturing, stochastic modeling, and the animation of natural phenomena.Existing solid noise synthesis ...
Rendering fur with three dimensional textures
We present a method for rendering scenes with fine detail via an object called a texel, a rendering primitive inspired by volume densities mixed with anisotropic lighting models. This technique solves a long outstanding problem in image synthesis: the ...
Antialiased ray tracing by adaptive progressive refinement
We describe an antialiasing system for ray tracing based on adaptive progressive refinement. The goals of the system are to produce high quality antialiased images at a modest average sample rate, and to refine the image progressively so that the image ...
Ray tracing deterministic 3-D fractals
As shown in 1982, Julia sets of quadratic functions as well as many other deterministic fractals exist in spaces of higher dimensionality than the complex plane. Originally a boundary-tracking algorithm was used to view these structures but required a ...
Guaranteed ray intersections with implicit surfaces
In this paper, we present a robust and mathematically sound ray-intersection algorithm for implicit surfaces. The algorithm is guaranteed to numerically find the nearest intersection of the surface with a ray, and is guaranteed not to miss fine features ...
Index Terms
- Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |