Abstract
The method of ray tracing with cones is used to area sample objects for properly filtered rendering. Methods for generating anti-aliased reflections and refractions distorted by normal vector perturbation (bump-mapping) are developed to simulate the appearance of rippled water surfaces. The sampling aperture of the cones is distorted to anti-alias the reflections and refractions properly. A calculated texture function is used as a diffusion map for transparent surfaces to simulate the visual effect of diffuse, soft-shadowed cloud layers.
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© 1986 Springer-Verlag Tokyo
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Kirk, D.B. (1986). The Simulation of Natural Features Using Cone Tracing. In: Kunii, T.L. (eds) Advanced Computer Graphics. Springer, Tokyo. https://doi.org/10.1007/978-4-431-68036-9_9
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DOI: https://doi.org/10.1007/978-4-431-68036-9_9
Publisher Name: Springer, Tokyo
Print ISBN: 978-4-431-68038-3
Online ISBN: 978-4-431-68036-9
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