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Eric D. Grant

dblp:31/6502 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 1986
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

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
3 papers
Rendering · 78% Geometric modeling and processing · 22%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › level-of-detail rendering
adaptive rendering
0.011986
Image rendering by adaptive refinement · SIGGRAPH 1986
Rendering › shading
phong shading
0.011986
Image rendering by adaptive refinement · SIGGRAPH 1986
Geometric modeling and processing
procedural modeling
0.011986
Managing geometric complexity with enhanced procedural models · SIGGRAPH 1986
Rendering
shading
0.011986
Image rendering by adaptive refinement · SIGGRAPH 1986
Rendering
hidden surface removal
0.011983
Near real-time shaded display of rigid objects · SIGGRAPH 1983
Rendering
real-time rendering
0.011983
Near real-time shaded display of rigid objects · SIGGRAPH 1983
Rendering
antialiasing
0.011986
Image rendering by adaptive refinement · SIGGRAPH 1986
Geometric modeling and processing
subdivision surfaces
0.011986
Managing geometric complexity with enhanced procedural models · SIGGRAPH 1986
GPUs and heterogeneous computing
graphics accelerator
0.011983
Near real-time shaded display of rigid objects · SIGGRAPH 1983

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

object-space preprocessing · 0.0binary space partitioning · 0.0state transition table · 0.0progressive refinement · 0.0idle-cycle rendering · 0.0constraint propagation · 0.0
YearPublicationVenuePosition
1986 Managing geometric complexity with enhanced procedural models
abstract
We illustrate two enhancements to procedural geometric models which allow autonomous procedures to jointly satisfy mutual constraints. One of the techniques adds communications paths between procedures which may affect one another. Conflicts are resolved by modifying communicating procedures as they execute.The second technique is a generalization of widely used subdivision procedures. The termination test of typical subdivision methods is replaced with a "transition" test. The subdivision procedure is augmented with a "script" in the form of a state transition table which controls the procedures' response to external events as well as to the normal termination conditions.In the examples we show how effective these techniques are building complex geometric models with very sparse input.
Philip Amburn, Eric D. Grant, Turner Whitted
SIGGRAPH2
1986 Image rendering by adaptive refinement
abstract
This paper describes techniques for improving the performance of image rendering on personal workstations by using CPU cycles going idle while the user is examining a static image on the screen. In that spirit, we believe that a renderer's work is never done. Our goal is to convey the most information to the user as early as possible, with image quality constantly improving with time. We do this by first generating a crude image rapidly and then adaptively refining it where necessary as long as the user does not change viewing parameters. The renderer operates in a succession of phases, first displaying only vertices of polygons, next polygon edges, then flat shading polygons, then shadowing polygons, then Gouraud shading polygons, then Phong shading polygons, and finally anti-aliasing. Performance is enhanced by each phase using results from previous phases and trimming the amount of data needed by the next phase. In this way, only a fraction of the pixels in an image may be Phong shaded while the rest may be Gouraud or flat shaded. Similarly anti-aliasing is performed only on pixels around which there is significant color change. The system features fast response to user intervention, encourages user intervention at any moment, and makes useful the idle cycles in a personal computer.
Larry Bergman, Henry Fuchs, Eric D. Grant, Susan Spach
SIGGRAPH3
1983 Near real-time shaded display of rigid objects
abstract
Described is a visible surface algorithm and an implementation that generates shaded display of objects with hundreds of polygons rapidly enough for interactive use — several images per second. The basic algorithm, introduced in [Fuchs, Kedem and Naylor, 1980], is designed to handle rigid objects and scenes by preprocessing the object data base to minimize visibility computation cost. The speed of the algorithm is further enhanced by its simplicity, which allows it to be implemented within the internal graphics processor of a general purpose raster system.
Henry Fuchs, Greg Abram, Eric D. Grant
SIGGRAPH3