I especially love the reflections. It's not even noticeable unless you look carefully, but you can see reflections of cluttered windows, a light-up sign, and a human silhouette. I'd love to rotate the camera and see what their actual out-of-frame scene looks like.
Yea, it's crazy. My hunch is that they used reflection mapping for those details like the windows. It's hard to believe this was done in '84 when you look at the other graphics being rendered around then. People have redone this image, and it never looks as realistic.
I remember seeing this image in an issue of Scientific American, and for many years could not believe it was computer generated. It was just so out of the ordinary for CG at the time.
What a fun paper, but seems like a cute joke to me. All that the author did was use the basic wave equation with changed variables to simulate Jell-O. The article has algorithm and theory tags, but this is neither.
I wish they had gone into detail about the numerical algorithm used to simulate the wave equation in three dimensions (Runga-Kutta order 4 probably?). As someone with a physics background, this is far from theory, or even original research.
It's interesting that they mention the necessity of Markov Chains for intersection calculations. Would anyone know if better techniques have been devised since the publication of this paper?
Since there seems to be some confusion in the comments, I'll point out that the Jell-O paper is 100% not serious. It's a satire of excessively-mathematical computer graphics papers. (Source: I shared an office with Paul.)
Standard style in scientific literature. Partly due to blind peer review (using the more general 'we' instead of 'I' to mask the identity/identities of the author).
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[ 5.1 ms ] story [ 38.2 ms ] thread1: http://www.eng.utah.edu/~cs6965/papers/p137-cook.pdf
I especially love the reflections. It's not even noticeable unless you look carefully, but you can see reflections of cluttered windows, a light-up sign, and a human silhouette. I'd love to rotate the camera and see what their actual out-of-frame scene looks like.
http://simulationcorner.net/fur.png
The bear looks still so nice. Even nowadays The picture is from this paper from 1989:
http://dl.acm.org/citation.cfm?id=74361
I wish they had gone into detail about the numerical algorithm used to simulate the wave equation in three dimensions (Runga-Kutta order 4 probably?). As someone with a physics background, this is far from theory, or even original research.
It's interesting that they mention the necessity of Markov Chains for intersection calculations. Would anyone know if better techniques have been devised since the publication of this paper?
Since there seems to be some confusion in the comments, I'll point out that the Jell-O paper is 100% not serious. It's a satire of excessively-mathematical computer graphics papers. (Source: I shared an office with Paul.)