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ABSTRACT
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of "solid texture" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.
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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CITED BY 250
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John C. Hart , Nate Carr , Masaki Kameya , Stephen A. Tibbitts , Terrance J. Coleman, Antialiased parameterized solid texturing simplified for consumer-level hardware implementation, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.45-53, August 08-09, 1999, Los Angeles, California, United States
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Eric Chan , Ren Ng , Pradeep Sen , Kekoa Proudfoot , Pat Hanrahan, Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, September 01-02, 2002, Saarbrucken, Germany
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Tom Mertens , Jan Kautz , Philippe Bekaert , Hans-Peter Seidelz , Frank Van Reeth, Interactive rendering of translucent deformable objects, Proceedings of the 14th Eurographics workshop on Rendering, June 25-27, 2003, Leuven, Belgium
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Joshua Schpok , Joseph Simons , David S. Ebert , Charles Hansen, A real-time cloud modeling, rendering, and animation system, Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation, July 26-27, 2003, San Diego, California
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Ares Lagae , Craig S. Kaplan , Chi-Wing Fu , Victor Ostromoukhov , Oliver Deussen, Tile-based methods for interactive applications, ACM SIGGRAPH 2008 classes, August 11-15, 2008, Los Angeles, California
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture
General Terms:
Algorithms,
Design,
Performance,
Theory
Keywords:
algorithm development,
fire,
functional composition,
interactive,
pixel stream editor,
solid texture,
space function,
stochastic modelling,
turbulence,
waves
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