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Item Fast Previewing Techniques in Raster Graphics(The Eurographics Association, 1983) Jansen, F.W.; Wijk, J.J. van; P.J.W. ten HagenThe long processing times inherent in the use of raster graphics techniques for the shading of complex scenes, complicate the design and debugging of a picture. The efficiency of the picture-generating process can, however, be improved by adding several interactive facilities to the system. In particular, fast previewing techniques are valuable for checking the modeling and for getting a good impression in an early stage of the picture-definition process. A discussion of raster graphics system design is followed by examples of fast pre-viewing techniques for the shading and texture mapping of surface models and for the shading of solid models using a raycasting technique.Item A CSG LIST PRIORITY HIDDEN SURFACE ALGORITHM(The Eurographics Association, 1985) Jansen, F.W.; C.E. VandoniSeveral algorithms exist for visualizing geometric models defined by constructive solid geometry (CSG). Each of these algorithms is based on standard hidden surface methods, such as ray tracing, scan-line and z-buffer algorithms. In this paper a CSG list priority algorithm is described that is combined with a ray tracing algorithm in the use of a spatial subdivision technique and a CSG list structure to exploit CSG coherence. The combined algorithm is designed for interactive viewing and high quality rendering of CSG models with faceted primitives.Item Overview of Parallel Photo-realistic Graphics(Eurographics Association, 1998) Reinhard, E.; Chalmers, A.G.; Jansen, F.W.Global illumination is an area of research which tries to develop algorithms and methods to render images of artificial models or worlds as realistically as possible. Such algorithms are known for their unpredictable data accesses and their high computational complexity. Rendering a single high quality image may take several hours, or even days. For this reason parallel processing must be considered as a viable option to compute images in a reasonable time. The nature of data access patterns and often the sheer size of the scene to be rendered, means that a straightforward parallelisation, if one exists, may not always lead to good performance. This holds for all three rendering techniques considered in this report: ray tracing, radiosity and particle tracing.