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Mark S. Peercy

dblp:69/5832 · DBLP profile ↗
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5ranked-venue papers
5as first author
0since 2021 · last 2000
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 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
3 papers
Rendering · 93% Image and video processing · 7%

Topics — the 8 heaviest of 8, 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
Image and video processing › color image processing
color representation
0.011993
Linear color representations for full speed spectral rendering · SIGGRAPH 1993
Rendering › physically based rendering
spectral rendering
0.011993
Linear color representations for full speed spectral rendering · SIGGRAPH 1993

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 · 0.0point sampling · 0.0linear transform · 0.0characteristic vector analysis · 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
SIGGRAPH1
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
SIGGRAPH1
1995 Interactive Full Spectral Rendering
Mark S. Peercy, Benjamin M. Zhu, Daniel R. Baum
SI3D1
1993 Linear color representations for full speed spectral rendering
abstract
We present a general linear transform method for handling full spectral information in computer graphics rendering.In this framework, any spectral power distribution in a scene is described with respect to a set of fixed orthonormal basis functions.The lighting computations follow simply from this decision, and they can be viewed as a generalization of point sampling.Because any basis functions can be chosen, they can be tailored to the scenes that are to be rendered.We discuss efficient point sampling for scenes with smoothly varying spectra, and we present the use of characteristic vector analysis to select sets of basis functions that deal efficiently with irregular spectral power distributions.As an example of this latter method, we render a scene illuminated with fluorescent light.
Mark S. Peercy
SIGGRAPH1
1993 Dichromatic Color Representations for Complex Display Systems
abstract
New display technologies have begun to provide more innovative and potentially powerful methods to present information to a viewer. However, many of these techniques struggle to deliver accurate full color. In this paper, we address this difficulty by employing the dichromatic theory of color reflection, which implies that many objects can be rendered accurately using only two primaries. Complex display systems with two primaries can be produced with significantly less work than is required for the traditional three primaries. We discuss methods for selecting objects that can be rendered accurately on two-color displays, and we present our experiments with a two-color display using monochromatic primaries.>
Mark S. Peercy, Lambertus Hesselink
IEEE Visualization1