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Ph.D. Dissertation Defense |
Disney Feature Animation
Tuesday, March 14, 2000
Refreshments 3:25pm
Lecture 3:40pm
This lecture will discuss three of my papers that were selected for publication in "Seminal Graphics", published by ACM SIGGRAPH, celebrating 25 years of conferences in 1998.
Shadowing has historically been used to increase the intelligibility of scenes in electron microscopy and aerial survey. Various methods have been published for the determination of shadows in computer synthesized scenes. The display of shadows may make the shape and relative position of objects in such scenes more comprehensible; it is a technique lending vividness and rea1ism to computer animation.
In order to attain good results, the discrete nature of the visible-surface computations must be treated with care. The effects of dither, interpolation, and geometric quantization at different stages of the shadowing algorithm are examined. The special problems posed by self-shadowing surfaces are also described. This paper describes one of the first applications of "jitter sampling" in computer graphics.
The mapping of images onto surfaces may substantially increase the realism and information content of computer-generated imagery. As the projected scale of the surface increases, interpolation between the original samples of the source image is necessary; as the scale is reduced, approximation of multiple samples in the source is required. Thus a constantly changing sampling window of view-dependent shape must traverse the source image. Although the mapping of texture onto surfaces is an excellent example of the process and provided the original motivation for its development, pyramidal parametric data structures admit of wider application. The aliasing of not only surface texture, but also highlights and even the surface representations themselves, may be minimized by pyramidal parametric means.
Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
Presented by: Rich Riesenfeld
The dissertation is available for examination in the Department front office in 3190 MEB.