Computational geometry: an introduction
Computational geometry: an introduction
Ray tracing deterministic 3-D fractals
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Efficient antialiased rendering of 3-D linear fractals
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Generation and display of geometric fractals in 3-D
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Interactive visualization of quaternion Julia sets
VIS '90 Proceedings of the 1st conference on Visualization '90
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
Iterated Function Systems for Real-Time Image Synthesis
Iterated Function Systems for Real-Time Image Synthesis
Chaos and Graphics: Evaluating Second Life for the collaborative exploration of 3D fractals
Computers and Graphics
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In this paper we present a novel approach to realistic real-time rendering scenes consisting of many affine IFS fractals. In order to illuminate the fractals, we propose a new method for estimating normals at fractal surface points. The method is based on approximations of the convex hulls for fractal subsets. The geometry of a fractal is represented as a collection of circular splats. We also show how to take advantage of self-similarity and hardware geometry instancing so as to store fractal models with extremely small memory requirements. As a result, the geometry data related to hundreds of fractals can be kept entirely in the video RAM of a graphics adapter and rendered in real-time using even medium-power graphics accelerators.