Proceedings Article10.1109/SIBGRA.2000.883917
Ray path categorization
Diego Nehab,Marcelo Gattass +1 more
- 17 Oct 2000
- pp 227-234
TL;DR: An algorithm that divides rays into equivalence classes, or categories is presented, which is generated during the rendering process and used to determine edges in the resulting image.
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Abstract: Edge detection and image segmentation algorithms usually operate on an image to extract geometrical information based on pixel colors. For ray-traced images, the presence of geometrical information on the scene from which the image was rendered allows for a completely different approach. We present an algorithm that divides rays into equivalence classes, or categories. The category information is generated during the rendering process and used to determine edges in the resulting image. Detected edges can later be used to help determine areas subject to aliasing. Little effort is needed to implement the described algorithms over an existing ray tracer. Furthermore, the extra computational and memory requirements are modest.
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Citations
Scene understanding and human intelligence
Dimitri Plemenos,Georgios Miaoulis +1 more
- 01 Jan 2009
TL;DR: A technique is presented, permitting to understand scenes containing mirrors, transparencies or shadows and, for this reason, difficult to understand with methods presented in previous chapters, computing a good viewpoint or exploring a scene.
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Thomas H. Cormen,Charles E. Leiserson,Ronald L. Rivest +2 more
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TL;DR: The updated new edition of the classic Introduction to Algorithms is intended primarily for use in undergraduate or graduate courses in algorithms or data structures and presents a rich variety of algorithms and covers them in considerable depth while making their design and analysis accessible to all levels of readers.
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Introduction to algorithms: 4. Turtle graphics
TL;DR: In this article, a language similar to logo is used to draw geometric pictures using this language and programs are developed to draw geometrical pictures using it, which is similar to the one we use in this paper.
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An improved illumination model for shaded display
Turner Whitted
- 01 Dec 1988
TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
1.9K
An improved illumination model for shaded display
TL;DR: Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.
Stochastic sampling in computer graphics
TL;DR: It is shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.
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