Fast Spheres

dc.contributor.authorPatterson, John W.en_US
dc.date.accessioned2014-10-21T07:25:44Z
dc.date.available2014-10-21T07:25:44Z
dc.date.issued1993en_US
dc.description.abstractA new method for generating sphere-like images, using parabolic surfaces delimited by Bresenham s circle- generation algorithm, is presented. In many cases the resultant images are indistinguishable from spheres illuminated from a given single direction. The main form of the algorithm uses first and second integer differences to minimise computation and uses typically not more than one floating-point calculation per sphere. Two variants of the algorithm are given, one optimized for the special case of the light-source being behind the view-point, and one in which values are calculated for a z-buffer hidden-surface algorithm at the same time as the pixel values. The difference formulae can be exploited by differencing hardware or digital signal processors although very little arithmetic, typically five low-weight integer operations, including address calculation operations, is required per pixel on a conventional architecture.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume12en_US
dc.identifier.doi10.1111/1467-8659.1230061en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages61-72en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.1230061en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleFast Spheresen_US
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