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John Airey

dblp:48/2966 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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 · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › shading
programmable shading
0.012000
Interactive multi-pass programmable shading · SIGGRAPH 2000
Rendering
real-time rendering
0.012000
Interactive multi-pass programmable shading · SIGGRAPH 2000
Rendering › texture mapping
bump mapping
0.011997
Efficient bump mapping hardware · SIGGRAPH 1997
Rendering › shading
phong shading
0.011997
Efficient bump mapping hardware · SIGGRAPH 1997
Rendering
shading
0.011997
Efficient bump mapping hardware · SIGGRAPH 1997
Rendering
texture mapping
0.011997
Efficient bump mapping hardware · SIGGRAPH 1997

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

scene graph · 0.0multi-pass rendering · 0.0SIMD · 0.0tangent space interpolation · 0.0normal map · 0.0
YearPublicationVenuePosition
2000 Interactive multi-pass programmable shading
abstract
Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline.
Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar
SIGGRAPH3
1997 Efficient bump mapping hardware
abstract
We present a bumpmappingmethod that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly per-pixel steps of reconstructing a tangent space and perturbing the interpolated normal vector by a) interpolating vectors that havebeen transformed into tangent space at polygon vertices and b) storing a precomputed, perturbed normal map as a texture. This represents a considerable savings in hardware or rendering speed compared to a straightforward implementation of bump mapping. CR categories and subject descriptors: I.3.3 [Computer Graphics]: Picture/Image generation
Mark S. Peercy, John Airey, Brian Cabral
SIGGRAPH2