An improved illumination model for shaded display
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The utilization of procedure models in digital image synthesis.
The utilization of procedure models in digital image synthesis.
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Modeling the effect of the atmosphere on light
ACM Transactions on Graphics (TOG)
Rapid, stable fluid dynamics for computer graphics
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Height-field fluids for computer graphics
WSC '91 Proceedings of the 23rd conference on Winter simulation
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Light reflection functions for simulation of clouds and dusty surfaces
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 hardware stochastic interpolator for raster displays
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geometric displacement on plane and sphere
GI '08 Proceedings of graphics interface 2008
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Wang-Tiles for the simulation and visualization of plant competition
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Efficient displacement mapping by image warping
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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A ray-tracing procedural model is described, in which ocean waves and islands are rendered by different but related algorithms. The algorithms are based on analytic formulas involving arithmetic operations, trigonometric functions, and square roots, and are organized for a vectorizing compiler on a Cray 1, a “supercomputer” with a vector pipeline architecture. Height field methods are used, one vertical scan line at a time, to trace the direct rays to the ocean, where they are reflected. Approximate methods are then applied to find whether the reflected rays meet any other object on their way to the sky. The output, at eight bits per pixel, gives information for shading, e.g. the angle of the surface normal for rays meeting the islands, or the angle of elevation from the horizon for rays continuing unobstructed to the sky. The output is recorded on a magnetic tape for each frame in one cycle of the wave motion, and plotted offline on a Dicomed D-48 color film recorder. The eight bits per pixel are interpreted by a color translation table, which is gradually changed as the wave cycle is repeated to simulate the changing illumination during sunset.