Graphics Programming Methods

Jeff Lander · 2003

Animation: simulating and rendering particle systems resolution of the inverse kinematic of an articulated structure using the Jacobian pseudo-inverse real-time animation of trees collision detection of deformable volumetric meshes scripted bodies and spline driven animation creating a real-time facial expression and lip-sync system. Geometry: extending features using Euclidean distance transforms automatic parametrization on the cube an optimal dynamic surface caching algoritm an easy-to-code smoothing algorithm for 3D reconstructed surfaces a fast and simple all integer parametric line a fast all integer ellipse discretization algorithm vector hidden line removal and factional quantitative invisibility building a flexible terrain engine for the future a framework for rapid 3D level design using MAXScript code generation k-d tree face portals with solid geometry higher order surfaces using curved PN triangles visible terrain grid determination using Frustum real-time multi-resolution dynamics of deeply hierarchical bodies. Rendering: illumination-based occlusion culling software rasterization quantization of true-colour images with opacity information global illumination for games sub-surface rendering algorithm antialiasing for bump maps and a fast normalization trick a modified Phong-Blinn light model for shadowed areas fast setup for bi-linear and bi-quadratic interpolation over triangles real-time atmospheric light scattering true volumetric shadows 3D planets metropolis sampling for global illumination rendering with adaptive integration pixel shader optimizations for terrain rendering an effective kd-tree implementation stochastic iteration for non-diffuse global illumination metropolis sampling in global illumination real-time relighting of compressed panoramas IISB Colour Model and its application in dynamic textures uniform density of fog volumes.

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