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Multiresolution Modeling for Fast Rendering
 PROCEEDINGS OF GRAPHICS INTERFACE
, 1994
"... Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail lev ..."
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Cited by 113 (5 self)
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Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail level is insufficient. What is needed is a multiresolution model that represents objects at multiple levels of detail. With a multiresolution model, a rendering program can choose the level of detail appropriate for the object's screen size so that less time is wasted drawing insignificant detail. The principal challenge is the development of algorithms that take a detailed model as input and automatically simplify it, while preserving appearance. Multiresolution techniques can be used to speed many applications, including real time rendering for architectural and terrain simulators, and slower, higher quality rendering for entertainment and radiosity. This paper surveys existing multiresolutio...
Generalized Stochastic Subdivision
 ACM Transactions on Graphics
, 1987
"... This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functi ..."
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Cited by 39 (2 self)
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This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functions. The generalized construction is suitable for generating a variety of perceptually distinct highquality random functions, including those with nonfractal spectra and directional or oscillatory characteristics. It is argued that a spectral modeling approach provides a more powerful and somewhat more intuitive perceptual characterization of random processes than does the fractal model. Synthetic textures and terrains are presented as a means of visually evaluating the generalized subdivision technique. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism <F11.
Simplification and Compression of 3D Scenes
, 1997
"... INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DE ..."
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Cited by 5 (0 self)
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INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DEFINITIONS .......................................................................................7 3.1.1 Topological closure, interior, and boundary............................................................................7 3.1.2 Dimensional homogeneity.................................................................................................8 3.1.3 Regularization and Boolean operations..................................................................................8 3.1.4 Connectedness, holes, and handles.......................................................................................9 3.1.5 NonManifold conditions..............................................................
Editing noise
 Computer Animation and Virtual Worlds
, 2004
"... Noise is used to create realistic animations that look like natural phenomena as well as procedural textures and shapes by adding randomness to graphical applications. In this paper, we suggest a method to edit noise values to satisfy the constraints that reflect the user’s demands while maintaining ..."
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Cited by 3 (0 self)
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Noise is used to create realistic animations that look like natural phenomena as well as procedural textures and shapes by adding randomness to graphical applications. In this paper, we suggest a method to edit noise values to satisfy the constraints that reflect the user’s demands while maintaining the inherent statistical features of the noise function. Noise editing uses optimization to minimize the difference between the statistical characteristics of the ideal and edited versions of a noise source. Using our editing method, detailed control of animation and shape data that include noise is possible.
Gradient noise fitting for procedural textures
 In Proceedings of Pacific Graphics ’05
, 2005
"... Gradient noise can be used to create nonregular patterns for procedural textures but, because it is derived from uniformrandom distributed sources, trial and error is needed to achieve an acceptable appearance. We extract patterns from existing objects as nonuniform hierarchical noise functions, ..."
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Cited by 1 (0 self)
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Gradient noise can be used to create nonregular patterns for procedural textures but, because it is derived from uniformrandom distributed sources, trial and error is needed to achieve an acceptable appearance. We extract patterns from existing objects as nonuniform hierarchical noise functions, which we can then apply to synthesize new procedural textures, with similar characteristics. Users can control the randomness at specified frequencies by varying the parameters of the noise function, while preserving the features of the pattern. The extracted noise function can be used to generate a number of procedural textures sharing the similar nonregular patterns with the original object.
Dealing with Shape Complexity for Internet Access and Graphic Applications
"... Standard representations of 3D models are so verbose that only very simple models can be accessed over common communication links for immediate viewing. This situation is not likely to improve, since the need for more accurate 3D models and their deployment throughout a broader spectrum of industria ..."
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Standard representations of 3D models are so verbose that only very simple models can be accessed over common communication links for immediate viewing. This situation is not likely to improve, since the need for more accurate 3D models and their deployment throughout a broader spectrum of industrial, scientific, and consumer application areas will outpace the improvements in transmission bandwidth to the office, home, or mobile worker or private user. Recently developed multiresolution modeling technologies play an important role in addressing this bandwidth bottleneck, especially when combined with other approaches, such as intelligent culling, prefetching, and imagebased rendering. This tutorial will discuss the details of compression, simplification, and progressive transmission techniques and of their interrelations.
Stereoscopic Viewing, Roughness and Gloss Perception
, 2013
"... of the quotation or information. i This thesis presents a novel investigation into the effect stereoscopic vision has upon the strength of perceived gloss on rough surfaces. We demonstrate that in certain cases disparity is necessary for accurate judgements of gloss strength. We first detail the pro ..."
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of the quotation or information. i This thesis presents a novel investigation into the effect stereoscopic vision has upon the strength of perceived gloss on rough surfaces. We demonstrate that in certain cases disparity is necessary for accurate judgements of gloss strength. We first detail the process we used to create a twolevel taxonomy of property terms, which helped to inform the early direction of this work, before presenting the eleven words which we found categorised the property space. This shaped careful examination of the relevant literature, leading us to conclude that most studies into roughness, gloss, and stereoscopic vision have been performed with unrealistic surfaces and physically inaccurate lighting models. To improve on the stimuli used in these earlier studies, advanced offline rendering techniques were employed to create images of complex, naturalistic, and realistically glossy 1/fβ noise surfaces. These images were rendered using multibounce path tracing to account for interreflections and soft shadows, with a reflectance model which observed all common light phenomena. Using these images in a series of psychophysical experiments, we first show that random phase spectra can alter the strength of perceived gloss. These results are presented alongside pairs of the surfaces tested which have similar levels of perceptual gloss. These surface pairs are then used to conclude that naïve observers consistently underestimate how glossy a surface is without the correct surface and highlight disparity, but only on the rougher surfaces presented. ii
Stable and Controllable Noise
"... We introduce a stable noise function with controllable properties. The wellknown Perlin noise function is generated by interpolation of a predefined random number table. This table must be modified if userdefined constraints are to be satisfied, but modification can destroy the stability of the t ..."
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We introduce a stable noise function with controllable properties. The wellknown Perlin noise function is generated by interpolation of a predefined random number table. This table must be modified if userdefined constraints are to be satisfied, but modification can destroy the stability of the table. We integrate statistical tools for measuring the stability of a random number table with user constraints within an optimization procedure, so as to create a controlled random number table which nevertheless has a uniform random distribution, no periodicity, and a bandlimited property. Key words: noise, noise control, random number generation, procedural textures 1
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"... le no nerat ified bility umb ntroll o per ow a nd s uous num of un app g tha riodi so as to eliminate bias [4] or by making the noise bandlimited [5]. The controllability of noise functions has received less attention. Although computer graphics researchers have devised various ways of using noise ..."
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le no nerat ified bility umb ntroll o per ow a nd s uous num of un app g tha riodi so as to eliminate bias [4] or by making the noise bandlimited [5]. The controllability of noise functions has received less attention. Although computer graphics researchers have devised various ways of using noise functions to express complicated shapes. this has only involved compositing select three tests: the Chisquared and autocorrelation tests measure the uniformity of a random distribution and the periodic degree of a table of random numbers while the procedural bandpass pyramid measures its bandlimited degree. Based on these three tools, we design an optimization problem, the solution of which stabilizes a random number table so that it can be used to create a stable noise function. User control is achieved by adding more
Random Offset Curves and Surfaces with Controllable Noise
"... We introduce a novel parametric representation called ROPN (Random Offset Parametric representation with Noise), which is useful to represent a family of shapes sharing similar complex patterns often being able to be defined with the ..."
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We introduce a novel parametric representation called ROPN (Random Offset Parametric representation with Noise), which is useful to represent a family of shapes sharing similar complex patterns often being able to be defined with the