An interactive computer graphics approach to surface representation
Communications of the ACM
Texture and reflection in computer generated images
Communications of the ACM
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A scan line algorithm for computer display of curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A scan line algorithm for displaying parametrically defined surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Computer display of curved surfaces
Computer display of curved surfaces
Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
On the power of the frame buffer
ACM Transactions on Graphics (TOG)
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Environment matting and compositing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Experiences in teaching an advanced computer graphics course
SIGCSE '90 Proceedings of the twenty-first SIGCSE technical symposium on Computer science education
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
An improved illumination model for shaded display
Communications of the ACM
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
A Realistic Lighting Model for Computer Animators
IEEE Computer Graphics and Applications
Lighting controls for synthetic images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A more flexible image generation environment
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Optical printing in computer animation
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Depth-Peeling for Texture-Based Volume Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Interactive image-space refraction of nearby geometry
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
An improved illumination model for shaded display
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Graphical Models - Special issue on the vision, video and graphics conference 2005
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Refraction in discrete ray tracing
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.02 |
Simple transparency algorithms which assume a linear transparency over an entire surface are the type most often employed to produce computer synthesized images of transparent objects with curved surfaces. Although most of the images created with these algorithms do give the impression of transparency, they usually do not look realistic. One of the most serious problems is that the intensity of the light that is transmitted through the objects is generally not proportional to the amount of material through which it must pass. Another problem is that the image seen behind the objects is not distorted as would naturally occur when the light is refracted as it passes through a material of different density. Use of a non-linear transparency algorithm can provide a great improvement in the realism of an image at a small additional cost. Making the transparency proportional to the normal to the surface causes it to decrease towards the edges of the surface where the path of the light through the object is longer. The exact simulation of refraction, however, requires that each sight ray be individually traced from the observer, through the picture plane and through each transparent object until an opaque surface is intersected. Since the direction of the ray would change as each material of differing optical density was entered, the hidden surface calculations required would be very time consuming. However, if a few assumptions are made about the geometry of each object and about the conditions under which they are viewed, a much simplier algorithm can be used to approximate the refractive effect. This method proceeds in a back to front order, mapping the current background image onto the next surface, until all surfaces have been considered.