GRAPHBIB: Computer Graphics Bibliography Database


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#1:

Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection, Computer Graphics (Proceedings of SIGGRAPH 85), 19 (3),  pp. 23-30 (July 1985, San Francisco, California). Edited by B. A. Barsky.

Keyword(s)
continuous tone representations, picture processing, radiosity visible

Copyright
Copyright © 1985 Association for Computing Machinery

Suggested/Internal Citation Key
Nishita:1985:CTR

 
 
#2:

Tomoyuki Nishita and Eihachiro Nakamae. Continuous Tone Representation of Three-Dimensional Objects Illuminated by Sky Light, Computer Graphics (Proceedings of SIGGRAPH 86), 20 (4),  pp. 125-132 (August 1986, Dallas, Texas).

Copyright
Copyright © 1986 Association for Computing Machinery

Suggested/Internal Citation Key
Nishita:1986:CTR

 
 
#3:

Eihachiro Nakamae and Koichi Harada and Takao Ishizaki and Tomoyuki NishitaA Montage Method: The Overlaying of the Computer Generated Images onto a Background Photograph, Computer Graphics (Proceedings of SIGGRAPH 86), 20 (4),  pp. 207-214 (August 1986, Dallas, Texas). Edited by David C. Evans and Russell J. Athay.

Keyword(s)
scene analysis, depth cues, shadows, display algorithms

Copyright
Copyright © 1986 Association for Computing Machinery

Suggested/Internal Citation Key
Nakamae:1986:AMM

 
 
#4:

Tomoyuki Nishita and Yasuhiro Miyawaki and Eihachiro Nakamae. A Shading Model for Atmospheric Scattering Considering Luminous Intensity Distribution of Light Sources, Computer Graphics (Proceedings of SIGGRAPH 87), 21 (4),  pp. 303-310 (July 1987, Anaheim, California). Edited by Maureen C. Stone.

Keyword(s)
atmospherics

Copyright
Copyright © 1987 Association for Computing Machinery

Suggested/Internal Citation Key
Nishita:1987:ASM

 
 
#5:

Kazufumi Kaneda and Fujiwa Kato and Eihachiro Nakamae and Tomoyuki Nishita and Hideo Tanaka and Takao Noguchi. Three Dimensional Terrain Modeling and Display for Environmental Assessment, Computer Graphics (Proceedings of SIGGRAPH 89), 23 (3),  pp. 207-214 (July 1989, Boston, Massachusetts). Edited by Jeffrey Lane.

Keyword(s)
contour line, terrain model, visual environment, environmental assessment, texture mapping

Copyright
Copyright © 1989 Association for Computing Machinery

Suggested/Internal Citation Key
Kaneda:1989:TDT

 
 
#6:

Tomoyuki Nishita and Thomas W. Sederberg and Masanori Kakimoto. Ray Tracing Trimmed Rational Surface Patches, Computer Graphics (Proceedings of SIGGRAPH 90), 24(4),  pp. 337-345 (August 1990, Dallas, Texas). Edited by Forest Baskett. ISBN 0-201-50933-4.

Keyword(s)
ray tracing, visible surface algorithms, parametric surfaces

Copyright
Copyright © 1990 Association for Computing Machinery

Abstract
This paper presents a new algorithm for computing the points at which a ray intersects a rational Bézier surface patch, and also an algorithm for determining if an intersection point lies within a region trimmed by piecewise Bézier curves. Both algorithms are based on a recent innovation known as Bézier clipping, described herein. The intersection algorithm is faster than previous methods for which published performance data allow reliable comparison. It robustly finds all intersections without requiring special preprocessing.

Suggested/Internal Citation Key
Nishita:1990:RTT

 
 
#7:

Eihachiro Nakamae and Kazufumi Kaneda and Takashi Okamoto and Tomoyuki NishitaA Lighting Model Aiming at Drive Simulators, Computer Graphics (Proceedings of SIGGRAPH 90), 24 (4),  pp. 395-404 (August 1990, Dallas, Texas). Edited by Forest Baskett. ISBN 0-201-50933-4.

Keyword(s)
photo-realistic image rendering, drive simulator, rendering wet roads, rendering puddles, reflection model, streaks of light, refraction, diffraction, optical filter

Copyright
Copyright © 1990 Association for Computing Machinery

Suggested/Internal Citation Key
Nakamae:1990:ALM

 
 
#8:

Tomoyuki Nishita and Takao Sirai and Katsumi Tadamura and Eihachiro Nakamae. Display of the Earth Taking into Account Atmospheric Scattering, Proceedings of SIGGRAPH 93, Computer Graphics Proceedings, Annual Conference Series,  pp. 175-182 (August 1993, Anaheim, California). Edited by James T. Kajiya. ISBN 0-201-58889-7.

URL
http://www.eml.hiroshima-u.ac.jp/~nis/abs_sig.html#sig93

Keyword(s)
Picture/Image Generation, Three-Dimensional Graphics and Realism, Earth, Atmospheric Scattering, Optical Length, Sky light, Color of Water, Photo-realism, Radiative Transfer

Copyright
Copyright © 1993 Association for Computing Machinery

Abstract
A method to display the earth as viewed from outer space (or a spaceship) is proposed. The intention of the paper is application to space flight simulators (e.g., reentry to the atmosphere) and the simulation of surveys of the earth (comparisons with observations from weather satellites and weather simulations); it is not for geometric modeling of terrains and/or clouds viewed from the ground, but for displaying the earth including the surface of the sea viewed from outer space taking into account particles (air molecules and aerosols) in the atmosphere and water molecules in the sea. The major points of the algorithm proposed here are the efficient calculation of optical length and sky light, with lookup tables taking advantage of the facts that the earth is spherical, and that sunlight is parallel.

Suggested/Internal Citation Key
Nishita:1993:DOT

 
 
#9:

Tomoyuki Nishita and Eihachiro Nakamae. Method of Displaying Optical Effects within Water using Accumulation Buffer, Proceedings of SIGGRAPH 94, Computer Graphics Proceedings, Annual Conference Series,  pp. 373-381 (July 1994, Orlando, Florida). ACM Press. Edited by Andrew Glassner. ISBN 0-89791-667-0.

Keyword(s)
Shaft of light, Caustic, Color of Water, accumulation buffer, Optical Length, Photo-realism

Copyright
Copyright © 1994 Association for Computing Machinery

Abstract
A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain.

Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional raytracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary.

The method proposed here can effectively calculate optical effects, shafts of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.

Suggested/Internal Citation Key
Nishita:1994:MOD

 
 
#10:

Tomoyuki Nishita and Eihachiro Nakamae and Yoshinori Dobashi. Display of Clouds and Snow Taking Into Account Multiple Anisotropic Scattering and Sky Light, Proceedings of SIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series,  pp. 379-386 (August 1996, New Orleans, Louisiana). Addison Wesley. Edited by Holly Rushmeier. ISBN 0-201-94800-1.

Copyright
Copyright © 1996 Association for Computing Machinery

Abstract
Methods to display realistic clouds are proposed. To display realistic images, a precise shading model is required: two components should be considered. One is multiple scattering due to particles in clouds, and the other factor to be considered is sky light. For the former, the calculation of cloud intensities has been assumed to be complex due to strong forward scattering. However, this paper proposes an efficient calculation method using these scattering characteristics in a positive way. The latter is a very significant factor when sky light is rather stronger than direct sunlight, such as at sunset/sunrise, even though sky light has been ignored in previous methods. This paper describes an efficient calculation method for light scattering due to clouds taking into account both multiple scattering and sky light, and the modeling of clouds.

Suggested/Internal Citation Key
Nishita:1996:DOC

 
 

GRAPHBIB: Computer Graphics Bibliography Database