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Method of displaying optical effects within water using accumulation buffer
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 21st annual conference on Computer graphics and interactive techniques table of contents
Pages: 373 - 379  
Year of Publication: 1994
ISBN:0-89791-667-0
Authors
Tomoyuki Nishita  Fukuyama University, Higashimura-cho, Fukuyama, 729-02 Japan
Eihachiro Nakamae  Hiroshima Prefectural Univeristy, Nanatsuka-cho, Shoubara City, 727 Japan
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 4,   Downloads (12 Months): 57,   Citation Count: 9
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ABSTRACT

A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary.The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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N. G. Jerlov, \Optical Oceanography," Elsevier, Amsterdam (1968).
 
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K. Kaneda, G. Yuan, E. Nakamae, T. Nishita, \Realistic Visual simulation of Water Surfaces Taking into account Radiative Transfer," Proc. of CAD/Graphics'91, (1991) pp.25-30.
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H. Nishimura, M. Hirai, T. Kawai, T. Kawata, I. Shirakawa, K. Omura, \Object Modeling by Distribution Function and a Method of Image generation,", Journal of papers given by at the Electronics Communication Conference '85 J68-D(4) pp.718-725 (in Japanese)
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T. Nishita, E. Nakamae, \A Method for Displaying Metaballs using B~ezier Clipping," Computer Graphics Forum (Proc. of EUROGRAPHICS'94), (1994) (to be appear).
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M. Shinya, T. Saito, T. Takahashi, \Rendering Techniques for Transparent Objects," Proc. of Graphics Interface'89, (1989), pp.173-181.
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CITED BY  9

Collaborative Colleagues:
Tomoyuki Nishita: colleagues
Eihachiro Nakamae: colleagues