The algorithmic beauty of plants
The algorithmic beauty of plants
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time rendering of 3D clouds
Journal of Graphics Tools
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
3D Mapping of Underwater Caves
IEEE Computer Graphics and Applications
Generation and display of geometric fractals in 3-D
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Simulation of natural scenes using textured quadric surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2003 Papers
The benefits of immersion for spatial understanding of complex underground cave systems
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
International Journal of Applied Mathematics and Computer Science
Convergence method, properties and computational complexity for Lyapunov games
International Journal of Applied Mathematics and Computer Science - SPECIAL SECTION: Efficient Resource Management for Grid-Enabled Applications
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Amorphous shapes have always been a challenge to CG modelers. Apparently natural in look, their topology is hard to retrieve manually. Scientists from different backgrounds have tried to understand and model such phenomena. Fractals belong to the most representative solutions, but still are rare in 3D domain. Methods for generation of fractal objects use mainly quaternion representations for nonlinear systems in four dimensions. In such a case advanced volumetric graphics methods need to be applied to convey multidimensional information. In the paper, we propose a simple and effective approach to use four-dimensional escape-time fractals as automated shape generator. We extend general quadratic fractal maps to four dimensions. The algorithm results in diverse aesthetically balanced volumetric shapes delivered in real time on a modern PC.