#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 Nishita. A 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 Nishita. A 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 | |
|