Procedural elements for computer graphics
Procedural elements for computer graphics
Computer graphics
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Advanced animation and rendering techniques
Advanced animation and rendering techniques
Fast algorithms for 3D-graphics
Fast algorithms for 3D-graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Algorithm 483: Masked three-dimensional plot program with rotations
Communications of the ACM
Algorithm 420: hidden-line plotting program [J6]
Communications of the ACM
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
The technology of stereo photography and virtual reality in research of virtual museum
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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The floating column algorithm is a new method for the shaded rendering of function surfaces. Derived from the monochromatic floating horizon algorithm, it uses the partial derivatives of the function to compute surface normals, thus enabling intensity or normal-interpolation shading. Current rendering methods require tiling the surface with patches, so higher resolution patching is required for zoom-in views or interactive modification or time-varying surfaces. The new algorithm requires no patching and uses only constant space, so it can be implemented on graphics cards and hand-held devices. Each pixel-column is displayed independently of the others, and this 驴independent column mode驴 makes the algorithm inherently parallel in image-space, so it is suitable for multiprocessor workstations and clusters and it is scalable in the resolution size. Furthermore, the sampling frequency of the surface can be controlled locally, matching local surface features, distance, or artifact elimination requirements. Space-efficient supersampling for antialiasing is also possible. The new algorithm, which allows orthogonal and perspective projections, produces pixel-wide strips which can be displayed in software or hardware. Various extensions are described, including shadows and texture mapping. These properties, together with the algorithm's parallelism, make it potentially useful for the real-time display of functionally defined textured terrains and the animated display of time-varying surfaces.