| Search Term: Nishita;EUROGRAPHICS | |
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#1: |
Katsumi Tadamura and Eihachiro Nakamae and Kazufumi Kaneda and Masshi Baba and Hideo Yamashita and Tomoyuki Nishita. Modeling 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 | |
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#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 | |
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#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 | |
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#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 | |
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#5: |
Yoshinori Dobashi and Kazufumi Kaneda and Hideo Yamashita and Tomoyuki Nishita. Method 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 | |
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#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 | |
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#7: |
Tomoyuki Nishita. Light 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 | |
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#8: |
E. Nakamae and H. Yamashita and K. Harada and T. Nishita. Computer 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 | |
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