Simulation of natural scenes using textured quadric surfaces

  • Authors:
  • Geoffrey Y. Gardner

  • Affiliations:
  • Grumman Aerospace Corporation, Research & Development Center, Bethpage, New York

  • Venue:
  • SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
  • Year:
  • 1984

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Abstract

Because of the high complexity of the real world, realisticsimulation of natural scenes is very costly in computation. Thetopographical subtlety of common natural features such as trees andclouds remains a stumbling block to cost-effective computermodeling. A new scene model, composed of quadric surfaces boundedwith planes and overlaid with texturing, provides an efficient andeffective means of representing a wide range, of natural features.The new model provides a compact and functional data base whichminimizes the number of scene elements. Efficient hidden surfacealgorithms for quadric surfaces bounded by planes are included. Amathematical texturing function represents natural surface detailin a statistical manner. Techniques have been developed to simulatenatural scenes with the artistic efficiency of an impressionistpainter.