Eric Haines

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Sphereflake 3D-fractal of Eric Haines Sf0 by snogglethorpe@flickr.jpg
Sphereflake 3D-fractal of Eric Haines

Eric Haines is an American software engineer and expert in computer graphics, specifically image rendering. Currently he is with NVIDIA Corporation as Distinguished Engineer. [2] He is a co-author of the book Real-Time Rendering, currently in its fourth edition. [2]

Eric Haines earned an M.S. in 1986 from Cornell University. His thesis was The Light Buffer: A Ray Tracer Shadow Testing Accelerator. An image created by software based on the thesis was used on the September 1986 cover of the IEEE Computer Graphics and Applications journal. [1]

He created the Massive open online course Interactive 3D Graphics [3] in 2013 with Udacity. As of July 2013 it had 30,000 enrolled, with 1300-1700 students active over a given week. He authored a chapter in the book An Introduction to Ray Tracing by Andrew Glassner (ed), 1989. He published a number articles in computer graphics, some of which are included in the Graphics Gems series. He also maintains the Graphics Gems code repository.

Haines was on the editorial board of the Journal of Graphics Tools until 2012, at which time he helped found the Journal of Computer Graphics Techniques. He was the editor of the online forum of experts in ray tracing, Ray Tracing News (1988-2010) [4] During that time, he coined the term surface acne for the spotty artifacts caused by numerical errors when a small surface area seems to be shadowing itself. [5] [6]

He has pursued multiple personal projects including the Minecraft world mapper and exporter called Mineways. [7]

Related Research Articles

<span class="mw-page-title-main">Rendering (computer graphics)</span> Process of generating an image from a model

Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.

<span class="mw-page-title-main">Ray tracing (graphics)</span> Rendering method

In 3-D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.

<span class="mw-page-title-main">Utah teapot</span> Computer graphics 3D reference and test model

The Utah teapot, or the Newell teapot, is a 3D test model that has become a standard reference object and an in-joke within the computer graphics community. It is a mathematical model of an ordinary Melitta-brand teapot that appears solid with a nearly rotationally symmetrical body. Using a teapot model is considered the 3D equivalent of a "Hello, World!" program, a way to create an easy 3D scene with a somewhat complex model acting as the basic geometry for a scene with a light setup. Some programming libraries, such as the OpenGL Utility Toolkit, even have functions dedicated to drawing teapots.

<span class="mw-page-title-main">Shading</span> Depicting depth through varying levels of darkness

Shading refers to the depiction of depth perception in 3D models or illustrations by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light.

<span class="mw-page-title-main">Texel (graphics)</span> Fundamental unit of a texture map

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The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D and OpenGL, were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.

<span class="mw-page-title-main">Real-time computer graphics</span> Sub-field of computer graphics

Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.

<span class="mw-page-title-main">Shadow mapping</span> Method to draw shadows in computer graphic images

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Eric Lengyel is a computer scientist specializing in game engine development, computer graphics, and geometric algebra. He holds a Ph.D. in computer science from the University of California, Davis and a master's degree in mathematics from Virginia Tech.

<span class="mw-page-title-main">Signed distance function</span> Distance from a point to the boundary of a set

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Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.

<span class="mw-page-title-main">Reflection (computer graphics)</span> Simulation of reflective surfaces

Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces.

<span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

<span class="mw-page-title-main">Andrew Glassner</span> American computer scientist and graphics expert

Andrew S. Glassner is an American expert in computer graphics, well known in computer graphics community as the originator and editor of the Graphics Gems series, An Introduction to Ray Tracing, and Principles of Digital Image Synthesis. His later interests include interactive fiction, writing and directing and consulting in computer game and online entertainment industries. He worked at the New York Institute of Technology Computer Graphics Lab.

<span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

Computer graphics deals with by generating images and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

This is a glossary of terms relating to computer graphics.

Peter Shirley is an American computer scientist and computer graphics researcher. He is a Distinguished Scientist at NVIDIA and adjunct professor at the University of Utah in computer science. He has made extensive contributions to interactive photorealistic rendering. His textbook, Fundamentals of Computer Graphics, is considered one of the leading introductory texts on computer graphics and is currently in the fourth edition.

Enscape is a commercial real-time rendering and virtual reality plugin. It is mainly used in the architecture, engineering, and construction fields and is developed and maintained by Enscape GmbH, founded in 2013 and based in Karlsruhe, Germany with an office in New York, United States. In 2022, Enscape's developer Enscape GmbH merged with Chaos, developer of competing rendering software V-Ray.

References

  1. 1 2 Eric Haines professional webpage at the ACM website
  2. 1 2 Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire Real-Time Rendering, A K Peters/CRC Press, 4th edition: 2018, 1198pp. ISBN   978-1-13862-700-0
    • 3rd edition: Tomas Akenine-Möller, Eric Haines, and Naty Hoffman, Real-Time Rendering, Natick: A.K. Peters Ltd., 3rd edition: 2008, 1045pp. ISBN   978-1-56881-424-7
    • 2nd edition: Tomas Akenine-Möller, Eric Haines, Real-Time Rendering, Natick: A.K. Peters Ltd., 2002, 900pp. ISBN   1-56881-182-9
    • 1st edition: Tomas Möller, Eric Haines, Real-Time Rendering, 1999, 512pp. ISBN   1-56881-101-2
  3. Interactive 3D Graphics Archived 2013-09-15 at the Wayback Machine Udacity course
  4. "Ray Tracing News Guide"
  5. An Introduction to Ray Tracing, p. 46
  6. Surface Acne, by Eric Haines and Jeff Goldsmith, Ray Tracing News, March 8, 1988 Volume 1, Number 4
  7. "Mineways". www.realtimerendering.com. Retrieved 2023-03-19.