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James T. Kajiya

dblp:43/808 · also Jim Kajiya · DBLP profile ↗
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12ranked-venue papers
8as first author
0since 2021 · last 1996
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 first-authorHuman-computer interaction and ubiquitous computing · 10 · 7 first-authorSystems, architecture and hardware · 1Software engineering, systems software and programming languages · 1

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
11 papers
Rendering · 62% Geometric modeling and processing · 29% Image and video coding · 4%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 70% Processor architecture and microarchitecture · 30%

Topics — the 27 heaviest of 31, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.011996
Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996
GPUs and heterogeneous computing
GPU architecture
0.011996
Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996
Rendering
ray tracing
0.041986
Ray tracing complex scenes · SIGGRAPH 1986
New Techniques for Ray Tracing Procedurally Defined Objects · ACM Trans. Graph. 1983
New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models
0.021989
Rendering fur with three dimensional textures · SIGGRAPH 1989
Anisotropic reflection models · SIGGRAPH 1985
Geometric modeling and processing
procedural modeling
0.011992
Generative modeling: a symbolic system for geometric modeling · SIGGRAPH 1992
Rendering
volume rendering
0.021989
Rendering fur with three dimensional textures · SIGGRAPH 1989
Ray tracing volume densities · SIGGRAPH 1984
Rendering › ray tracing
ray-surface intersection
0.021983
New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983
Ray tracing parametric patches · SIGGRAPH 1982
Image and video coding
image compression
0.011996
Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.011986
Ray tracing complex scenes · SIGGRAPH 1986
Rendering
global illumination
0.011986
The rendering equation · SIGGRAPH 1986
Rendering
monte carlo rendering
0.011986
The rendering equation · SIGGRAPH 1986
Rendering › light transport
rendering equation
0.011986
The rendering equation · SIGGRAPH 1986
Geometric modeling and processing
spatial data structures
0.011986
Ray tracing complex scenes · SIGGRAPH 1986
Geometric modeling and processing
surface mapping
0.011985
Anisotropic reflection models · SIGGRAPH 1985
Processor architecture and microarchitecture › instruction set architecture › high-level language architecture
object-oriented architecture
0.011985
An Object Oriented Architecture · ISCA 1985
Rendering › light transport
light scattering
0.011984
Ray tracing volume densities · SIGGRAPH 1984
Rendering
radiative transfer
0.011984
Ray tracing volume densities · SIGGRAPH 1984
Geometric modeling and processing › solid modeling
parametric surface intersection
0.011982
Ray tracing parametric patches · SIGGRAPH 1982
Rendering
antialiasing
0.011981
Filtering high quality text for display on raster scan devices · SIGGRAPH 1981
Computational photography and imaging
image display
0.011981
Filtering high quality text for display on raster scan devices · SIGGRAPH 1981
Rendering
text rendering
0.011981
Filtering high quality text for display on raster scan devices · SIGGRAPH 1981
Visual content generation and editing
image generation
0.011989
Rendering fur with three dimensional textures · SIGGRAPH 1989
Programming languages and type systems › object-oriented programming
object-oriented languages
0.011985
An Object Oriented Architecture · ISCA 1985
Geometric modeling and processing › shape representation
surface representation
0.011983
New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983
Geometric modeling and processing › computer-aided design › computer-aided geometric design
surfaces of revolution
0.011983
New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983
Geometric modeling and processing › shape modeling › parametric modeling
parametric surfaces
0.011982
Ray tracing parametric patches · SIGGRAPH 1982
Visualization and visual analytics › perception
text legibility
0.011981
Filtering high quality text for display on raster scan devices · SIGGRAPH 1981

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

image compression · 0.0affine transformation · 0.0symbolic system · 0.0texel rendering primitive · 0.0simulation · 0.0strip trees · 0.0variance reduction · 0.0monte carlo integration · 0.0hierarchy traversal · 0.0electromagnetism · 0.0approximate solution of radiative scattering · 0.0
YearPublicationVenuePosition
1996 Talisman: Commodity Realtime 3D Graphics for the PC
abstract
A new 3D graphics and multimedia hardware architecture, codenamed Talisman, is described which exploits both spatial and temporal coherence to reduce the cost of high quality animation.Individually animated objects are rendered into independent image layers which are composited together at video refresh rates to create the final display.During the compositing process, a full affine transformation is applied to the layers to allow translation, rotation, scaling and skew to be used to simulate 3D motion of objects, thus providing a multiplier on 3D rendering performance and exploiting temporal image coherence.Image compression is broadly exploited for textures and image layers to reduce image capacity and bandwidth requirements.Performance rivaling highend 3D graphics workstations can be achieved at a cost point of two to three hundred dollars.
Jay Torborg, James T. Kajiya
SIGGRAPH2
1992 Generative modeling: a symbolic system for geometric modeling
abstract
article Free Access Share on Generative modeling: a symbolic system for geometric modeling Authors: John M. Snyder California Institute of Technology, Pasadena, CA California Institute of Technology, Pasadena, CAView Profile , James T. Kajiya California Institute of Technology, Pasadena, CA California Institute of Technology, Pasadena, CAView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 26Issue 2July 1992 pp 369–378https://doi.org/10.1145/142920.134094Published:01 July 1992Publication History 47citation952DownloadsMetricsTotal Citations47Total Downloads952Last 12 Months38Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
John M. Snyder, James T. Kajiya
SIGGRAPH2
1989 Rendering fur with three dimensional textures
abstract
We present a method for rendering scenes with fine detail via an object called a texel, a rendering primitive inspired by volume densities mixed with anisotropic lighting models. This technique solves a long outstanding problem in image synthesis: the rendering of furry surfaces.
James T. Kajiya, Timothy L. Kay
SIGGRAPH1
1986 The rendering equation
abstract
We present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a monte carlo solution we also present a new form of variance reduction, called Hierarchical sampling and give a number of elaborations shows that it may be an efficient new technique for a wide variety of monte carlo procedures. The resulting rendering algorithm extends the range of optical phenomena which can be effectively simulated.
James T. Kajiya
SIGGRAPH1
1986 Ray tracing complex scenes
abstract
A new algorithm for speeding up ray-object intersection calculations is presented. Objects are bounded by a new type of extent, which can be made to fit convex hulls arbitrarily tightly. The objects are placed into a hierarchy. A new hierarchy traversal algorithm is presented which is efficient in the sense that objects along the ray are queried in an efficient order.Results are presented which demonstrate that our technique is several times faster than other published algorithms. Furthermore, we demonstrate that it is currently possible to ray trace scenes containing hundreds of thousands of objects.
Timothy L. Kay, James T. Kajiya
SIGGRAPH2
1985 An Object Oriented Architecture
abstract
We propose a new machine architecture for high performance execution of late binding object\noriented languages The two principal mechanisms for attaining this goal are a fast context allocation/access\nscheme and an instruction translation lookaside buffer New ideas in this paper include the concept and\nimplementation of abstract instructions, using floating point addresses to solve the small object problem, and a\nnovel context allocation/access mechanism
William J. Dally, James T. Kajiya
ISCA2
1985 Anisotropic reflection models
abstract
We present a new set of lighting models derived from the questions of electromagnetism. These models describe the reflection and refraction of light from surfaces which exhibit anisotropy---surfaces with preferred directions. The model allows a new mapping technique, which we call frame mapping. We also discuss the general relationship between geometric models, surface mapping of all types, and lighting models in the context of rendering images with extreme complexity.
James T. Kajiya
SIGGRAPH1
1984 Ray tracing volume densities
abstract
This paper presents new algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems. We develop the light scattering equations, discuss previous methods of solution, and present a new approximate solution to the full three-dimensional radiative scattering problem suitable for use in computer graphics. Additionally we review dynamical models for clouds used to make an animated movie.
James T. Kajiya, Brian Von Herzen
SIGGRAPH1
1983 New techniques for ray tracing procedurally defined objects
abstract
We present new algorithms for efficient ray tracing of three procedurally defined objects: fractal surfaces, prisms, and surfaces of revolution. The fractal surface algorithm performs recursive subdivision adaptively. Subsurfaces which cannot intersect a given ray are culled from further consideration. The prism algorithm transforms the three dimensional ray-surface intersection problem into a two dimensional ray-curve intersection problem, which is solved by the method of strip trees. The surface of revolution algorithm transforms the three dimensional ray-surface intersection problem into a two dimensional curve-curve intersection problem, which again is solved by strip trees.
James T. Kajiya
SIGGRAPH1
1983 New Techniques for Ray Tracing Procedurally Defined Objects
abstract
We present new algorithms for efficient ray tracing of three procedurally defined objects: fractal surfaces, prisms, and surfaces of revolution.The fractal surface algorithm performs recursive subdivision adaptively.Subsurfaces which cannot intersect a given ray are culled from further consideration.The prism algorithm transforms the three-dimensional ray-surface intersection problem into a twodimensional ray-curve intersection problem, which is solved by the method of strip trees.The surfaceof-revolution algorithm transforms the three-dimensional ray-surface intersection problem into a two-dimensional curve-curve intersection problem, which again is solved by strip trees.
James T. Kajiya
ACM Trans. Graph.1
1982 Ray tracing parametric patches
abstract
This paper describes an algorithm that uses ray tracing techniques to display bivariate polynomial surface patches. A new intersection algorithm is developed which uses ideas from algebraic geometry to obtain a numerical procedure for finding the intersection of a ray and a patch without subdivision. The algorithm may use complex coordinates for the (u, v)-parameters of the patches. The choice of these coordinates makes the computations more uniform, so that there are fewer special cases to be considered. In particular, the appearance and disappearance of silhouette edges can be handled quite naturally. The uniformity of these techniques may be suitable for implementation on either a general purpose pipelined machine, or on special purpose hardware.
James T. Kajiya
SIGGRAPH1
1981 Filtering high quality text for display on raster scan devices
abstract
Recently several investigators have studied the problem of displaying text characters on grey level raster scan displays. Despite arguments suggesting that grey level displays are equivalent to very high resolution bitmaps, the performance of grey level displays has been disappointing. This paper will show that much of the problem can be traced to inappropriate antialiasing procedures. Instead of the classical (sin x)/x filter, the situation calls for a filter with characteristics matched both to the nature of display on CRTs and to the human visual system. We give examples to illustrate the problems of the existing methods and the advantages of the new methods. Although the techniques are described in terms of text, the results have application to the general antialiasing problem—at least in theory if not in practice.
James T. Kajiya, Michael Ullner
SIGGRAPH1