Texture and reflection in computer generated images
Communications of the ACM
Illumination for computer generated pictures
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Texture tile considerations for raster graphics
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Three-dimensional representations for computer graphics and computer vision
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Height distributional distance transform methods for height field ray tracing
ACM Transactions on Graphics (TOG)
Texture mapping 3D models of real-world scenes
ACM Computing Surveys (CSUR)
A rendering algorithm for visualizing 3D scalar fields
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The simulation of natural phenomena (Panel Session)
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Procedure models for generating three-dimensional terrain
SIGGRAPH '80 Proceedings of the 7th 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
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
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A method is presented that produces a realistic simulation of terrain using source data from the Defense Mapping Agency (DMA). Spatially compact objects are presently modeled with some success at realism. Because terrain is large in extent it exhibits special problems. These problems include: data base size and generation, masking priority, and shading. An array of height values can be created from the DMA terrain file. Height is a single valued function of the array coordinate pair. The pair has implicit positional information. A masking priority algorithm is used which has no restriction on observer geometry. The algorithm searches the height array along the line of sight for the first visible position in the array. This approach requires no clipping or depth sorting of surface representations. The height array indices are used to access the pixel shade from a registered, orthonormal texture array. The use of texture provides a simple way to add nonlinear shading for a realistic representation with flexible data base generation. Atmospheric attenuation is a method used to increase realism. Methods are in use which produce haze or fog with constant attenuation. The line-of-sight search is used to produce realistic clouds with spatially variable attenuation. Terrain and clouds are adequately simulated using this method of modeling. The data structures of height and texture arrays are simple, easily generated, and make good use of storage resources. Resolving masking priority along the line of sight is a visible surface algorithm which has advantages over hidden surface algorithms. Realistic representations such as texture and atmospheric attenuation are used with some success.