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Approximate and probabilistic algorithms for shading and rendering structured particle systems

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Published:01 July 1985Publication History
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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.

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  1. Approximate and probabilistic algorithms for shading and rendering structured particle systems

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                      cover image ACM SIGGRAPH Computer Graphics
                      ACM SIGGRAPH Computer Graphics  Volume 19, Issue 3
                      Jul. 1985
                      305 pages
                      ISSN:0097-8930
                      DOI:10.1145/325165
                      Issue’s Table of Contents
                      • cover image ACM Conferences
                        SIGGRAPH '85: Proceedings of the 12th annual conference on Computer graphics and interactive techniques
                        July 1985
                        332 pages
                        ISBN:0897911660
                        DOI:10.1145/325334

                      Copyright © 1985 ACM

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                      • Published: 1 July 1985

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