GRAPHBIB: Computer Graphics Bibliography Database


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 Search Term:  Nishita;EUROGRAPHICS 
 
#1:

Katsumi Tadamura and Eihachiro Nakamae and Kazufumi Kaneda and Masshi Baba and Hideo Yamashita and Tomoyuki NishitaModeling of Skylight and Rendering of Outdoor Scenes, Computer Graphics Forum (Eurographics '93), 12 (3),  pp. 189-200 (1993, Oxford, UK). Blackwell Publishers. Edited by R. J. Hubbold and R. Juan.

Suggested/Internal Citation Key
Tadamura:1993:MOS

 
 
#2:

Tomoyuki Nishita and Eihachiro Nakamae. A New Radiosity Apporach Using Area Sampling for Parametric Patches, Computer Graphics Forum (Eurographics '93), 12 (3),  pp. 385-398 (September 1993, Barcelona, Spain).

Keyword(s)
form factor, curved surfaces

Suggested/Internal Citation Key
Nishita:1993:ANR

 
 
#3:

Y. Dobashi and K. Kaneda and T. Nakashima and H. Yamashita and T. Nishita and K. Tadamura. Skylight for Interior Lighting Design, Computer Graphics Forum, 13(3),  pp. 85-96 (1994). Basil Blackwell Ltd.

Abstract
Eurographics '94 Conference issue

Suggested/Internal Citation Key
Dobashi:1994:SFI

 
 
#4:

T. Nishita and E. Nakamae. A Method for Displaying Metaballs by using Bézier Clipping, Computer Graphics Forum, 13(3),  pp. 271-280 (1994). Basil Blackwell Ltd.

Abstract
Eurographics '94 Conference issue

Suggested/Internal Citation Key
Nishita:1994:AMF

 
 
#5:

Yoshinori Dobashi and Kazufumi Kaneda and Hideo Yamashita and Tomoyuki NishitaMethod for Calculation of Sky Light Luminance Aiming at an Interactive Architectural Design, Computer Graphics Forum, 15(3),  pp. 109-118 (August 1996). Blackwell Publishers. Edited by Jarek Rossignac and François X. Sillion. ISSN 1067-7055.

Keyword(s)
realistic rendering, sky light, Fourier expansion, vector quantization, glossy specular reflection

Abstract
Recently, computer graphics are frequently used for both architectural design and visual environmental assessment. Using computer graphics, designers can easily compare the effect of the natural light on their architectural designs under various conditions, such as different times of day, seasons, atmospheric conditions (clear or overcast sky) or building wall materials. In traditional methods of calculating the luminance due to sky light, however, all calculation must be performed from scratch if such conditions undergo change. Therefore, to compare the architectural designs under different conditions, a great deal of time has to be spent on generating the images. This paper proposes a new method of quickly generating images of an outdoor scene, taking into account glossy specular reflection, even if such conditions change. In this method, luminance due to sky light is expressed by a series of basis functions, and basis luminances corresponding to each basis function are precalculated and stored in a compressed form in the preprocess. Once the basis luminances are calculated, the luminance due to sky light can be quickly calculated by the weighted sum of the basis luminances. Several examples of an architectural design demonstrate the usefulness of the proposed method. Proceedings of Eurographics '96.

Suggested/Internal Citation Key
Dobashi:1996:MFC

 
 
#6:

T. Nishita and H. Iwasaki and Y. Dobashi and E. Nakamae. A Modeling and Rendering Method for Snow by Using Metaballs, Computer Graphics Forum, 16(3),  pp. 357-364 (August 1997). Blackwell Publishers. Edited by Dieter Fellner and L. Szirmay-Kalos. ISSN 1067-7055.

Keyword(s)
snow, multiple scattering, Mie scattering, metaball, volume rendering

Abstract
The display of natural scenes such as mountains, trees, the earth as viewed from space, the sea, and waves have been attempted. Here a method to realistically display snow is proposed. In order to achieve this, two important elements have to be considered, namely the shape and shading model of snow, based on the physical phenomenon. In this paper, a method for displaying snow fallen onto objects, including curved surfaces and snow scattered by objects, such as skis, is proposed. Snow should be treated as particles with a density distribution since it consists of water particles, ice particles, and air molecules. In order to express the material property of snow, the phase functions of the particles must be taken into account, and it is well-known that the color of snow is white because of the multiple scattering of light. This paper describes a calculation method for light scattering due to snow particles taking into account both multiple scattering and sky light, and the modeling of snow. Proceedings of Eurographics '97.

Suggested/Internal Citation Key
Nishita:1997:AMA

 
 
#7:

Tomoyuki NishitaLight Scattering Models for the Realistic Rendering of Natural Scenes, Eurographics Rendering Workshop 1998,  pp. 1-10 (June 1998, Vienna, Austria). Eurographics. Edited by George Drettakis and Nelson Max. ISBN 3-211-83213-0.

Keyword(s)
Light Scattering, Shading model, Natural scenes, Atmospheric scattering, multiple scattering, Photo-realism

Copyright
Copyright © 1998 Springer-Verlag

Abstract
Image synthesis of realistic 3-dimensional models is one of the most widely researched fields these days. Display of natural scenes such as mountains, trees, the earth, and the sea, have been attempted. This paper discusses shading models for volumetric objects in natural scenes.

A precise shading model is required to display realistic images. This paper describes rendering methods for physically-based images taking into account light scattering due to particles in the atmosphere and water, which include sky color, sky light, clouds, fog effects, smoke, snow, the earth viewed from space, water color, and optical effects within water such as caustics and shafts of light. For these effects, a single scattering and multiple scattering models are discussed.

Also published by Springer-Verlag as "Rendering Techniques '98"

Suggested/Internal Citation Key
Nishita:1998:LSM

 
 
#8:

E. Nakamae and H. Yamashita and K. Harada and T. NishitaComputer Graphics for Visualizing Simulation Results, Eurographics '84,  pp. 419-432 (1984). North-Holland. Edited by K. Bo and H. A. Tucker.

Keyword(s)
visualization techniques, simulation

Suggested/Internal Citation Key
Nakamae:1984:CGF

 
 

GRAPHBIB: Computer Graphics Bibliography Database