“Cone-spheres” by Max

  • ©Nelson L. Max

Conference:


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Title:

    Cone-spheres

Session/Category Title: Rendering


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Abstract:


    A cone-sphere consists of two spheres, together with the part of the cylinder or cone tangent to the two spheres and lying between them. Cone-spheres can be rapidly rendered with shading, highlights, texture, or bump maps, and composited to create twisted or branched tubular structures.

References:


    1. Kakimoto, M., Hayashi, N., Ohguchi, T., Santoh, S. and Max, N., “Methods for modeling and mapping branched surfaces using generalized cylinders,” (in Japanese) Information Processing Society of Japan, Computer Graphics and CAD technical report 89-CG-39, Vol. 89, No. 64 (1989) pp 1-8.
    2. Blinn, J. F., “Optimal tubes,” IEEE Computer Graphics and Applications Vol. 6 No. 5 (1989) pp 8-13.
    3. Wijk, J. J. van, “Ray tracing objects defined by sweeping a sphere,” Proceedings of the Eurographics ’84 Conference, North Holland, Amsterdam (1984) pp 73-82. See also Van Wijk, “On new types of Solid Models and their Visualization with Ray tracing,” Delft University Press (1986).
    4. Bronsvoort, W., and Klok, F. “Ray tracing generalized cylinders,” ACM Transactions on Graphics Vol. 4 No. 4 (1985) pp 291- 303 and Corrigendum Vol. 6 No. 3 (1987) pp 238-239.
    5. Smith, A. R., “Paint” in “Tutorial: Computer Graphics” (Beatty, J., and Booth, K., editors) IEEE Computer Society catalog no. EH0194-1 (1982) pp 501-515.
    6. Whitted, T., “Anti-aliased line drawing usirtg brush extrusions,” Computer Graphics Vol. 17 No. 3 (1983) (Siggraph ’83 proceedings) pp 151-156.
    7. Max, N., “Siggraph ’84 Call for Omnimax Films,” Computer Graphics Vol. 17, No. 1 (1983) pp 73-76.
    8. Max, N., “ATOMLLL: ATOMS with shading and highlights,” Computer Graphics Vol. 13 No. 2 (1979) (Siggraph ’79 Proceedings) pp 165-173.
    9. Porter, T., and Duff, T., “Compositing digital images,” Computer Graphics Vol. 14 No. 3 (1984) (Siggraph ’84 Proceedings) pp 253- 259.
    10. Max, N., and Lemer, D., “A two-and-a-half D motion blur algorithm,” Computer Graphics Vol. 19 No. 3 (1985) (Siggraph ’85 Proceedings) pp 85-93.


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