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F. Kenton Musgrave

dblp:32/2870 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2002
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 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
Image and video processing · 32% Computational photography and imaging · 24% Visual content generation and editing · 18%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › natural phenomena simulation
erosion simulation
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Image and video processing › image statistics › statistical image modeling › noise modeling
noise synthesis
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering › surface rendering
terrain rendering
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering › ray tracing
height field ray tracing
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering
ray tracing
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989

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

empirical photographic data · 0.0stochastic subdivision · 0.0fractional brownian motion · 0.0fourier filtering · 0.0
YearPublicationVenuePosition
2002 An accurate model of wave refraction over shallow water
Manuel N. Gamito, F. Kenton Musgrave
Comput. Graph.2
1997 A model for simulating the photographic development process on digital images
abstract
In this paper we present a model for the simulation of the photographic development process for use on computer generated and other digital images.The model provides us with a tone reproduction operator based on photographic principles that mimics the creation process of black and white photographic prints.We focus on four characteristics of photographic materials: density response, spectral sensitivity, resolution and granularity.These characteristics are described quantitatively using empirical data thus making the simulation of the response of actual photographic materials a straight forward application of the model.The result of the simulation is a device independent image of floating point values between 0 and 1 which represe nt shades of gray on a linear scale.This image can be quantized for display on a given output device.
Joseph Geigel, F. Kenton Musgrave
SIGGRAPH2
1995 Algorithms and the artist (panel session)
Peter Beyls, Stephen Bell, Brian L. Evans, Jean-Pierre Hébert, F. Kenton Musgrave, Roman Verostko
SIGGRAPH5
1989 The synthesis and rendering of eroded fractal terrains
abstract
In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.
F. Kenton Musgrave, Craig E. Kolb, Robert S. Mace
SIGGRAPH1