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William Dungan Jr.

dblp:171/2835 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 1979
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 68% Computer animation and physical simulation · 32%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › natural phenomena simulation
cloud simulation
0.011979
A terrain and cloud computer image generation model · SIGGRAPH 1979
Rendering › surface rendering
terrain rendering
0.011979
A terrain and cloud computer image generation model · SIGGRAPH 1979
Rendering
texture mapping
0.011978
Texture tile considerations for raster graphics · SIGGRAPH 1978
Rendering
antialiasing
0.011978
Texture tile considerations for raster graphics · SIGGRAPH 1978

Methods — techniques the papers use, named apart from their topics

mipmapping · 0.0filtering · 0.0
YearPublicationVenuePosition
1979 A terrain and cloud computer image generation model
abstract
A method is presented that produces a realistic simulation of terrain using source data from the Defense Mapping Agency (DMA). Spatially compact objects are presently modeled with some success at realism. Because terrain is large in extent it exhibits special problems. These problems include: data base size and generation, masking priority, and shading.
William Dungan Jr.
SIGGRAPH1
1978 Texture tile considerations for raster graphics
abstract
As a technique for rendering texture in images, texture tiles meet the subjective criterion of visual acceptability. A texture tile is a digital array of stored texture information that is replicated on a surface within an image. The purpose is to give the surface a textured appearance. The repetitive pattern inherent in the tiling approach can be suppressed. A texture tile must not exhibit macropatterns to avoid this problem. Properties that the mapping algorithm must include are oriented toward controlling aliasing. The tile is stored and accessed at several different levels-of-detail. The accessing technique is based on the size of the footprint the sample projects onto the surface to be textured. Aliasing is further controlled by a combination of increased sampling per pixel and filtering. Several textured images are presented, produced by the texture tile technique. These images show the realistic effect that is added by texture tiles.
William Dungan Jr., Anthony Stenger, George Sutty
SIGGRAPH1