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Jim Foran

dblp:32/6603 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 1994
—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 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › texture mapping
environment mapping
0.011994
Reflection vector shading hardware · SIGGRAPH 1994
Rendering
real-time rendering
0.011994
Reflection vector shading hardware · SIGGRAPH 1994
Rendering › lighting
illumination and shading
0.011992
Fast shadows and lighting effects using texture mapping · SIGGRAPH 1992
Rendering › shadow rendering
shadow mapping
0.011992
Fast shadows and lighting effects using texture mapping · SIGGRAPH 1992
Rendering
texture mapping
0.011992
Fast shadows and lighting effects using texture mapping · SIGGRAPH 1992

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

reflection vector calculation · 0.0perspective-correct texture mapping · 0.0projective texture mapping · 0.0
YearPublicationVenuePosition
1994 Reflection vector shading hardware
abstract
Surface reflections of an environment can be rendered in real time if hardware calculates an unnormalized reflection vector at each pixel. Conventional perspective-correct texture hardware can then be leveraged to draw high-quality reflections of an environment or specular highlights in real time. This fully accommodates area light sources, allows a local viewer to move interactively, and is especially well suited to the inspection of surface orientation and curvature. By emphasizing the richness of the incoming illumination rather than physical surface properties, it represents a new direction for real-time shading hardware.
Douglas Voorhies, Jim Foran
SIGGRAPH2
1992 Fast shadows and lighting effects using texture mapping
abstract
article Free Access Share on Fast shadows and lighting effects using texture mapping Authors: Mark Segal Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CA Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CAView Profile , Carl Korobkin Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CA Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CAView Profile , Rolf van Widenfelt Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CA Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CAView Profile , Jim Foran Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CA Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CAView Profile , Paul Haeberli Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CA Silicon Graphics Computer Systems, 2011 N. Shoreline Blvd., Mountain View, CAView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 26Issue 2July 1992 pp 249–252https://doi.org/10.1145/142920.134071Online:01 July 1992Publication History 266citation2,979DownloadsMetricsTotal Citations266Total Downloads2,979Last 12 Months78Last 6 weeks13 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
Mark Segal, Carl Korobkin, Rolf van Widenfelt, Jim Foran, Paul Haeberli
SIGGRAPH4