Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
An interactive computer graphics approach to surface representation
Communications of the ACM
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Frame-to-frame coherence and the hidden surface computation: Constraints for a convex world
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Merging and transformation of raster images for cartoon animation
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Hidden line removal for vector graphics
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Synthetic texturing using digital filters
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
An integrated environment to visually construct 3D animations
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Rendering with coherent layers
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Walkthrough—a dynamic graphics system for simulating virtual buildings
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
Parametric keyframe interpolation incorporating kinetic adjustment and phrasing control
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Modeling motion blur in computer-generated images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
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This paper presents an interactive method for specifying a path in space and time through a three-dimensional environment. A sequence is generated by showing the series of views along the path. The sequence is previewed on a vector scope, and after it is interactively refined, each frame is rendered on a raster device. The path is represented by a B-spline to provide smooth, continuous motion. The timing along the path is also defined by a B-spline so that changes in velocity are smooth. The use of “path coherence” is introduced. The utilization of the available data from the a priori temporal and spatial path definition holds great promise for frame to frame coherence. The path coherence can be used to reduce the number of polygons which need to be considered in a viewed environment. This reduction makes the previewing of complex environments appear less cluttered. Furthermore, the computational expense of the culling and sorting operations in the visible line/surface determination is reduced. One sample usage of this is a tree-structured partitioned environment where the priority ordering of the environment must be changed only when the path crosses a partition boundary.