Abstract
Detail enhances the visual richness and realism of computer-generated images. Our stochastic modelling approach, called particle systems, builds complex pictures from sets of simple, volume-filling primitives. For example, structured particle systems have been used to generate trees and a grass-covered forest floor. Particle systems can produce so much irregular, three-dimensional detail that exact shading and visible surface calculations become infeasible. We describe approximate and probabilistic algorithms for shading and the visible surface problem. Because particle systems algorithms generate richly-detailed images, it is hard to detect any deviation from an exact rendering. Recent work in stochastic modelling also enables us to model complex motions with random variation, such as a field of grass blowing in the breeze. We analyze the performance of our current algorithms to understand the costs of our stochastic modelling approach.
- 1 Aono, M. and T. L. Kunii, Botanical tree image generation, IEEE Computer Graphics and Applications 4, 5 (May 1984), 10-34.]]Google ScholarDigital Library
- 2 Bloomenthal, J., Modeling n~tural trees with space curves, SIGGRAPH 85j Computer Graphics 19, 3 (July 1985),]] Google ScholarDigital Library
- 3 Brooks, J., R. Murarka, D. Onuoha, F. Rahn and H. Steingurg, An extension of the combinatorial geometry technique for modeling vegetation and terrain features, Contract report 159 for USA Ballistic Research Labortorles, Mathematical Applications Group, Inc., June 1974.]]Google Scholar
- 4 Crow, F. C., A more flexible image generation environment, SIGGRAPH 8~, Computer Graphics 16, 3 (July 1982), 9..18.]] Google ScholarDigital Library
- 5 Fournier, A., D. Fusaell and L. Carpenter, Computer rendering of stochastic models, Comm. ACM ~5, 0 (June 1982), 371-384.]] Google ScholarDigital Library
- 6 Gardner, G. Y., Simulation of natural scenes using textured quadric surfaces, SIGGIL4PH 8~, Computer Graphics 18, 3 (July 1984), 11-20.]] Google ScholarDigital Library
- 7 Lucasfilm Ltd, The Adventures o/Andr~ and Wally B., (film), Aug. 1984.]]Google Scholar
- 8 Ludwig, C., Mazfleld Parrish, Watson-GuptUl, New York, 1973.]]Google Scholar
- 9 Mandelbrot, B. B., Fractals: Form, chance and dimension, Freeman, San Francisco, 1977.]]Google Scholar
- 10 Marshall, R., R. Wilson and W. Carlson, Procedure models for generating three-dimensional terrain, SIGGRAPH 80, Computer Graphics 14, 3 (July 1980), 154-162.]] Google ScholarDigital Library
- 11 Paramount, Genesis Demo from Star Trek II: The Wrath of Khan, in SIGGRAPH Video Review Number 11, June 1982.]]Google Scholar
- 12 Reeves, W. T., Particle systems--A technique for modelling a class of fuzzy objects, S}GGRAPH 83, Computer Graphics 17, 3 (July 1983), 359-376.]] Google ScholarDigital Library
- 13 Smith, A. R., Plants, fractals, and formal languages, SIG- GRAPH 84, Computer Graphics 18, 3 (July 1984), 1-10.]] Google ScholarDigital Library
- 14 Whitted, T. and D. M. ~Teimer, A software testbed for the development of 3d raster graphics system~, Transaction8 on Graphics 1, 1 (Jan. 1982), 43-58.]] Google ScholarDigital Library
- 15 Williams, L., Casting curved shadows on curved surfaces, SIGGRAPH 78, Computer Graphics 1~, 3 (Aug. 1978), 27O-274.]] Google ScholarDigital Library
Index Terms
- Approximate and probabilistic algorithms for shading and rendering structured particle systems
Recommendations
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85: Proceedings of the 12th annual conference on Computer graphics and interactive techniquesDetail enhances the visual richness and realism of computer-generated images. Our stochastic modelling approach, called particle systems, builds complex pictures from sets of simple, volume-filling primitives. For example, structured particle systems ...
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
Reflections, refractions, and caustics are very important for rendering global illumination images. Although many methods can be applied to generate these effects, the rendering performance is not satisfactory for interactive applications. In this paper,...
Adaptive texture space shading for stochastic rendering
When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using ...
Comments