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Craig E. Kolb

dblp:66/234 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 1997
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 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
Rendering · 73% Computational photography and imaging · 14% Image and video processing · 6%

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

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.031997
Rendering complex scenes with memory-coherent ray tracing · SIGGRAPH 1997
A realistic camera model for computer graphics · SIGGRAPH 1995
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering › rendering optimization › rendering acceleration
out-of-core rendering
0.011997
Rendering complex scenes with memory-coherent ray tracing · SIGGRAPH 1997
Computational photography and imaging
camera model
0.011995
A realistic camera model for computer graphics · SIGGRAPH 1995
Rendering
physically based rendering
0.011995
A realistic camera model for computer graphics · SIGGRAPH 1995
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
global illumination
0.011997
Rendering complex scenes with memory-coherent ray tracing · SIGGRAPH 1997
Rendering › ray tracing
height field ray tracing
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989

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

lazy evaluation · 0.0dynamic reordering · 0.0caching · 0.0lens simulation · 0.0distributed ray tracing · 0.0stochastic subdivision · 0.0fractional brownian motion · 0.0fourier filtering · 0.0
YearPublicationVenuePosition
1997 Rendering complex scenes with memory-coherent ray tracing
abstract
Simulating realistic lighting and rendering complex scenes are usually considered separate problems with incompatible solutions. Accurate lighting calculations are typically performed using ray tracing algorithms, which require that the entire scene database reside in memory to perform well. Conversely, most systems capable of rendering complex scenes use scan-conversion algorithms that access memory coherently, but are unable to incorporate sophisticated illumination. We have developed algorithms that use caching and lazy creation of texture and geometry to manage scene complexity. To improve cache performance, we increase locality of reference by dynamically reordering the rendering computation based on the contents of the cache. We have used these algorithms to compute images of scenes containing millions of primitives, while storing ten percent of the scene description in memory. Thus, a machine of a given memory capacity can render realistic scenes that are an order of magnitude more complex than was previously possible.
Matt Pharr, Craig E. Kolb, Reid Gershbein, Pat Hanrahan
SIGGRAPH2
1995 A realistic camera model for computer graphics
abstract
Most recent rendering research has concentrated on two subproblems: modeling the reflection of light from materials, and calculating the direct and indirect illumination from light sources and other surfaces. Another key component of a rendering system is the camera model. Unfortunately, current camera models are not geometrically or radiometrically correct and thus are not sufficient for synthesizing images from physically-based rendering programs. In this paper we describe a physically-based camera model for computer graphics. More precisely, a physically-based camera model accurately computes the irradiance on the film given the incoming radiance from the scene. In our model a camera is described as a lens system and film backplane. The lens system consists of a sequence of simple lens elements, stops and apertures. The camera simulation module computes the irradiance on the backplane from the scene radiances using distributed ray tracing. This is accomplished by a detailed simulati...
Craig E. Kolb, Don P. Mitchell, Pat Hanrahan
SIGGRAPH1
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
SIGGRAPH2