“Simulation of natural scenes using textured quadric surfaces” by Gardner

  • ©Geoffrey Y. Gardner




    Simulation of natural scenes using textured quadric surfaces



    Because of the high complexity of the real world, realistic
    simulation of natural scenes is very costly in computation. The
    topographical subtlety of common natural features such as trees and
    clouds remains a stumbling block to cost-effective computer
    modeling. A new scene model, composed of quadric surfaces bounded
    with planes and overlaid with texturing, provides an efficient and
    effective means of representing a wide range, of natural features.
    The new model provides a compact and functional data base which
    minimizes the number of scene elements. Efficient hidden surface
    algorithms for quadric surfaces bounded by planes are included. A
    mathematical texturing function represents natural surface detail
    in a statistical manner. Techniques have been developed to simulate
    natural scenes with the artistic efficiency of an impressionist


    1. Blinn, J., Computer display of curved surfaces, PhD Thesis, Computer Science Department, U. of Utah (Dec 1978).
    2. Blinn, J., Voyager 2. SIGGRAPH Video Review, Issue I, May 1980.
    3. Catmull, E., A subdivision algorithm for computer display of curved surfaces. UTEC-CSc-74-133, PhD Thesis, Computer Science Department, U. of Utah (Dec 1974).
    4. Clark, J., Designing surfaces in 3-D. Comm. ACM 19, 8 (Aug 1976), 454-460.
    5. Csuri, C., Hackathorn, R., Parent, W., Carlson, W., and Howard, M. Towards an interactive high visual complexity animation system. Computer Graphics 13, 2 (Aug 1979), 289-299.
    6. Dungan, W., Jr., A terrain and cloud computer image generation model. Computer Graphics 13, 2 (Aug 1979), 143-147.
    7. Fournier, A., Fussell, D., and Carpenter, L., Computer rendering of stochastic models. Comm. ACM 25, 6 (June 1982), 371-384.
    8. Goldstein, R. A., and Nagel, R., 3-D visual simulation. Simulation 16, 1 (Jan 1971), 25-31.
    9. Mandelbrot, B. B., Fractals: Form, Chance and Dimension. Freeman, San Francisco, (1977).
    10. Marshall, R., Wilson, R., and Carlson, W., Procedure models for generating three-dimensional terrain. Computer Graphics 14, 3 (July 1980), 154-159.
    11. Max, N., Vectorized procedural models for natural terrain: waves and islands in the sunset. Computer Graphics 15, 3 (Aug 1981) 317-324.
    12. Mendelsohn, J., and Leib, K. G., Optical correlation module design study. Air Force Systems Command Contract AF 33615-82-C-1727 Final Report (Sept 1983).
    13. Reeves, W. T., Particle systems – a technique for modeling a class of fuzzy objects. Computer Graphics 17, 3 (July 1983), pp 359-376.
    14. Schacter, B. J., Long-crested wave models. Computer Graphics and Image Processing 12 (1980), 187-201.
    15. Schacter, B. J., Computer Image Generation. Wiley-Interscience, New York, 1983.
    16. Spooner, A. M., Breglia, D. R., and Patz, B. W., Realscan – a CIG system with increased image detail. Proc 2nd Interservice/Industry Training Equipment Conf, Salt Lake City, Utah (Nov 1980) 110-116.
    17. Sutherland, I. E., Sproull, R. F., and Schumacker, R. A., A characterization of. ten hidden surface algorithms. ACM Computing Surveys 6, 1 (May 1974), 1-55.
    18. Williams, L., Casting curved shadows on curved surfaces. Computer Graphics 12, 3 (Aug 1978), 270-274.

ACM Digital Library Publication:

Overview Page: