| Method of displaying optical effects within water using accumulation buffer |
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International Conference on Computer Graphics and Interactive Techniques
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Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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Pages: 373 - 379
Year of Publication: 1994
ISBN:0-89791-667-0
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Authors
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Tomoyuki Nishita
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Fukuyama University, Higashimura-cho, Fukuyama, 729-02 Japan
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Eihachiro Nakamae
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Hiroshima Prefectural Univeristy, Nanatsuka-cho, Shoubara City, 727 Japan
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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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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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