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PRACTICAL GRAPHICS FOR 3D COMPUTER ANIMATION

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Author
Wyvill, Brian
Jansonius, Corine
Novacek, Milan
McPheeters, Craig
Pearce, Andrew
Accessioned
2008-02-27T22:45:46Z
Available
2008-02-27T22:45:46Z
Computerscience
1999-05-27
Issued
1985-01-01
Subject
Computer Science
Type
unknown
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Abstract
Presented here are a collection of practical techniques in computer graphics which are reasonably easy to implement and produce an acceptable degree of realism for a small investment in programming time. Most of these techniques are not in themselves particularly complex but refinements on well known algorithms. Taken together they form a collection of ideas which may be of interest to other workers in the field. Research in various aspects of realistic graphics and animation requires a testbed system in which to produce results from experiments with specific areas of interest. For example to test the effectiveness of a volcanic eruption manufactured from particles, it is necessary to have at least rudimentary animation infrastructure available. In this paper we describe some of the ways in which we provide this infrastructure with the limited resources available in a typical university research environment consisting of a VAX 780 running UNIX and a frame buffer. These methods have been developed during the building of a computer animation system called Graphicsland at the University of Calgary.
Notes
We are currently acquiring citations for the work deposited into this collection. We recognize the distribution rights of this item may have been assigned to another entity, other than the author(s) of the work.If you can provide the citation for this work or you think you own the distribution rights to this work please contact the Institutional Repository Administrator at digitize@ucalgary.ca
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University of Calgary
Faculty
Science
Doi
http://dx.doi.org/10.11575/PRISM/31234
Uri
http://hdl.handle.net/1880/46229
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