• DocumentCode
    1559988
  • Title

    The floating column algorithm for shaded, parallel display of function surfaces without patches

  • Author

    Gordon, Dan

  • Author_Institution
    Dept. of Comput. Sci., Haifa Univ., Israel
  • Volume
    8
  • Issue
    1
  • fYear
    2002
  • Firstpage
    76
  • Lastpage
    91
  • Abstract
    The floating column algorithm is a new method for the shaded rendering of function surfaces. Derived from the monochromatic floating horizon algorithm, it uses the partial derivatives of the function to compute surface normals, thus enabling intensity or normal-interpolation shading. Current rendering methods require tiling the surface with patches, so higher-resolution patching is required for zoom-in views, interactive modification or time-varying surfaces. The new algorithm requires no patching and uses only constant space, so it can be implemented on graphics cards and hand-held devices. Each pixel column is displayed independently of the others, and this "independent column mode" makes the algorithm inherently parallel in the image space, so it is suitable for multiprocessor workstations and clusters and it is scalable in the resolution size. Furthermore, the sampling frequency of the surface can be controlled locally, matching local surface features, distance or artifact elimination requirements. Space-efficient super-sampling for anti-aliasing is also possible. The new algorithm, which allows orthogonal and perspective projections, produces pixel-wide strips which can be displayed in software or hardware. Various extensions are described, including shadows and texture mapping. These properties, together with the algorithm\´s parallelism, make it potentially useful for the real-time display of functionally-defined textured terrains and the animated display of time-varying surfaces
  • Keywords
    antialiasing; computer animation; computer graphic equipment; image resolution; image texture; interpolation; parallel algorithms; real-time systems; rendering (computer graphics); sampling methods; animated display; antialiasing; artifact elimination requirements; distance requirements; floating column algorithm; function surface shaded rendering; functionally defined textured terrains; graphics cards; graphics hardware; hand-held devices; height fields; image space; independent column mode; independent pixel column display; intensity shading; interactive modification; local surface feature matching; locally controlled surface sampling frequency; mathematical software packages; monochromatic floating horizon algorithm; multiprocessor workstations; normal-interpolation shading; orthogonal projections; parallel algorithm; parallel rendering; partial derivatives; patches; perspective projections; pixel-wide strips; real-time display; resolution scalability; shaded parallel display; shadows; space-efficient super-sampling; surface normals; surface tiling; texture mapping; time-varying surfaces; workstation clusters; zoom-in views; Clustering algorithms; Displays; Frequency; Graphics; Image resolution; Image sampling; Pixel; Rendering (computer graphics); Software algorithms; Workstations;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/2945.981853
  • Filename
    981853