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dc.contributor.authorBright, Stephenen_US
dc.contributor.authorLaflin, Susanen_US
dc.date.accessioned2014-10-16T14:03:49Z
dc.date.available2014-10-16T14:03:49Z
dc.date.issued1986en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.1986.tb00282.xen_US
dc.description.abstractThe purpose of any technique for modelling structures is to store a representation of them, and to produce two dimensional images such that a viewer correctly perceives the three dimensional nature of the structures. There are many methods for including three-dimensional visual cues in a two-dimensional image, but probably the most important one is that of shading. The intensity of light at any point on the model depends mainly on the orientation of the surface at that point with respect to the direction of the light source. In solid voxel modelling this information has to be extracted from the model. The discretisation inherent to modelling techniques has to be allowed for if successful shading is to be achieved. This paper considers the problems caused by the discretisation in solid modelling and offers compression and interpolation techniques to reduce them.en_US
dc.publisherBlackwell Publishing Ltd and the Eurographics Associationen_US
dc.titleShading of Solid Voxel Modelsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume5en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.1986.tb00282.xen_US
dc.identifier.pages131-137en_US


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