Search
for Topics
All Reviews
Browse All Reviews
>
Computing Methodologies (I)
>
Computer Graphics (I.3)
>
Three-Dimensional Graphics And Realism (I.3.7)
> Color, Shading, Shadowing, And Texture (I.3.7...)
Options:
All Media Types
Journals
Proceedings
Div Books
Whole Books
Other
Date Reviewed
Title
Author
Publisher
Published Date
Descending
Ascending
1-10 of 25 Reviews about "
Color, Shading, Shadowing, And Texture (I.3.7...)
":
Date Reviewed
An Ocularist’s Approach to Human Iris Synthesis
Lefohn A., Budge B., Shirley P., Caruso R., Reinhard E. IEEE Computer Graphics and Applications 23(6): 70-75, 2003. Type: Article
Certain real-world objects remain difficult to realistically model and render. The human iris falls into this category....
Aug 27 2004
Field guide to digital color
Stone M., A. K. Peters, Ltd., Natick, MA, 2002. 250 pp. Type: Book (9781568811611)
This survey work on topics related to computer graphics will be a useful background reference for students, graphic artists, computer scientists, and photographers. Each chapter contains useful graphics and figures, and a summary. Ther...
Mar 30 2004
Using motion to illustrate static 3D shape--kinetic visualization
Lum E., Stompel A., Ma K. IEEE Transactions on Visualization and Computer Graphics 9(2): 115-126, 2003. Type: Article
This paper discusses a novel visualization technique, kinetic visualization, which was inspired by the observation that the movement and flow of water, flame from a fire, a school of fish, and similar objects result in the perception o...
Jan 7 2004
Texturing and modeling: a procedural approach
Ebert D., Musgrave F., Peachey D., Perlin K., Worley S., Morgan Kaufmann Publishers Inc., San Francisco, CA, 2002. 600 pp. Type: Book (9781558608481)
In this third edition of
Texturing and modeling: a procedural approach
, there are 12 new chapters that are not present in the first edition. The newer chapters include topics such as real-time programmable shading, cellular text...
Sep 2 2003
Smoothing an overlay grid to minimize linear distortion in texture mapping
Sheffer A., de Sturler E. ACM Transactions on Graphics (TOG) 21(4): 874-890, 2002. Type: Article
Texture mapping is crucial to high quality computer graphics. To preserve the initial appearance of the texture, a texture mapping procedure has to meet certain requirements. First, the mapping has to be continuous (for example, no fo...
Nov 26 2002
Soft planar shadows using plateaus
Haines E. Journal of Graphics Tools 6(1): 19-27, 2001. Type: Article
Generating perceptually more accurate images has been gaining popularity in computer graphics. However, such accuracy still demands expensive algorithms. As a result, some researchers have concentrated on approximation algorithms. This...
Jun 6 2002
Real-time rendering of 3D clouds
Elinas P., Stuerzlinger W. Journal of Graphics Tools 5(4): 33-45, 2000. Type: Article
Visual realism is an important factor in creating convincing virtual worlds. For outdoor scenes, realistic rendering of the sky, including clouds, adds greatly to the illusion. Although several techniques are known for rendering clouds...
Oct 1 2001
Real-time rendering
Möller T., Haines E., A. K. Peters, Ltd., Natick, MA, 1999. Type: Book (9781568811017)
What if generic cheap PC hardware could transform, light, and render 15 million triangles a second? Would that make the task of programming a real-time application as easy as writing a Visual Basic macro in Excel?...
Sep 1 1999
Drawing graphs to convey proximity: an incremental arrangement method
Cohen J. ACM Transactions on Computer-Human Interaction 4(3): 197-229, 1997. Type: Article
Graphs are becoming popular as a means of visualizing order, accessibility, or distance information. This paper is concerned with efficient methods of conveying vertex proximity, that is, of arranging the vertices so their pairwise scr...
May 1 1998
Texture mapping 3D models of real-world scenes
Weinhaus F., Devarajan V. ACM Computing Surveys 29(4): 325-365, 1997. Type: Article
The authors present a fairly in-depth survey of texture mapping. They review the traditional techniques used in the past ten years in geometric engines and visual simulators. They also cover the different variations that expand on the ...
May 1 1998
Display
5
10
15
25
50
100
per page
Reproduction in whole or in part without permission is prohibited. Copyright 1999-2024 ThinkLoud
®
Terms of Use
|
Privacy Policy