Sketches Conference Main
Technical Sketches  
   
Cool Shades

Chair
David S. Ebert
University of Maryland Baltimore County

Animation & Special Effects
Fast Multi-Layer Fog

The standard uniform-density fog model is extended to fog that varies as a function of height. The computation is still performed in constant time, independent of the complexity of the density function.

Justin Legakis
Computer Graphics Group
Laboratory for Computer Science
Massachusetts Institute of Technology
legakis@mit.edu
graphics.lcs.mit.edu/~legakis

Rendering
A Model for Anisotropic Reflections in Open GL

A novel approach for simulating anisotropic reflections on OpenGL-based hardware in real time. Rendering of anisotropic surfaces with one light source is as expensive as traditional texturing and lighting.

Wolfgang Heidrich
Computer Graphics Group
University of Erlangen
Am Weichselgarten 9
91058 Erlangen, Germany
heidrich@informatik.uni-erlangen.de

Rendering
Quadratic Interpolation for Near-Phong Quality Shading

Rendering hardware can easily compute coefficients for a second-order shading functions. This is more efficient than per-pixel Phong shading or Gouraud shading with triangle subdivision at equivalent quality.

Larry Seiler
Mitsubishi Electric ITA
seiler@merl.com
www.merl.com/people/seiler

Modeling
Editing 3D Objects without 3D Geometry

Given a single-source image, this system can perform 3D manipulations directly onto objects in the image without explicitly recovering the underlying 3D geometry.

Rui Yamada, Mitsuharu Ohki
Hashimoto Signal Processing Lab
Media Processing Lab
Sony Corporation
6-7-35, Kitashinagawa Shinagawa-ku
Tokyo, Japan
rui@av.crl.sony.co.jp

Main Comments and questions