Eric Haines

Eric Haines  Mail me at I work for Autodesk, Inc. Sorry, your browser doesn't support Java.


My portal page sums up what real-time computer graphics resources I use the most. The ACM TOG resources area is where I put computer graphics research and education related links (though it's very dated...). The Ray Tracing News contains links to all sorts of computer graphics related resources, as does our Real-Time Rendering page (obligatory Amazon link here). I also have a personal page with book and game recommendations, plus wildflower, tree, and bird identification programs (I love Perl). I also like Minecraft, and wrote Mineways, a model exporter for the game.

Current Interests

Here are some resources and whatnot that I work or have worked on:

Slide Sets

Feel free to use/copy/modify these slidesets in a reasonable fashion. Microsoft provides a free PowerPoint viewer if you need it. Talks are listed with most recent first.


You could check my listing at the ACM Digital Library.


Here are a variety of images I've made or was involved with. Click on a thumbnail to see the full-sized version.

plateaus My single pass plateaus shadow algorithm compared to Heckbert and Herf's multipass (256 passes in this case) planar shadow algorithm. Read the paper.

DPG For the 25th anniversary of the Program of Computer Graphics at Cornell, I made a photomosaic of Don Greenberg out of students, teachers, and staff who had been at the lab over the years.

jewelry I worked on the renderers and ray tracer for TriSpectives; see their pages for many more images. The ray tracer was nothing special. It used a hierarchy of grids efficiency scheme, except that it was integrated into the hidden surface renderers to be used on demand - this makes rendering faster than pure ray tracing. Such a rendering system can also be more accurate; subpixel rendering using an A-buffer is usually better than adaptive subsampled eye-ray ray tracing, because small features are caught more often. For example, rendering the spokes of a bicycle wheel can be fully missed by ray tracers, while 4x4 or 8x8 A-buffering can catch these. Click on the image to see renderings of a set of 3D models from one of the TriGallery collections. Most of the jewelry models here were created by Nancy Heinz.

linked rings I made the interlinked rings image for Zap Andersson on the occasion of his wedding. The image is interesting technically in that it was ray traced, with the shadows computed using adaptive radiosity meshes. It used bump mapping for the engraving.

Ronchamp side viewRonchamp front viewRonchamp pew view These are some still images of a model of Ronchamp, a chapel designed by Le Corbusier. To compare, see photos of Ronchamp, which include a similar side view and front view. The 3D model was created by Paul Boudreau and Keith Howie. I used the ArtCore radiosity and ray tracing system we developed for Hewlett-Packard, with some custom add-ins (see "Confessions of a Hacker"), to render the model. There are a number of bugs in the images, which are discussed in "Ronchamp: A Case Study for Radiosity". A minute long walkthrough of the church was shown at the SIGGRAPH '91 film show and is available through SIGGRAPH publications' Video Review. The February 1991 issue of Scientific American includes an introductory article about the rendering techniques used and includes more stills. I believe the SIGGRAPH '91 art slide set also contains stills.

can After reading Takafumi Saito & Tokiichiro Takahashi's article on "Comprehensible Rendering of 3-D Shapes," in SIGGRAPH '90, I tried some experiments with illustrative rendering styles. Here are some old renderings (c. 1991) of a soda can model. The spline surface model is from the University of Utah:

Non-photorealistic rendering is interesting in that it widens the user's range of expressive styles enormously. See Craig Reynold's NPR page for an excellent collection of links. For inspiration (and for just a plain good read), get Scott McCloud's Understanding Comics.

Lenna Paul Haeberli's "Paint by Numbers" was another great article from SIGGRAPH 1990. It inspired me to write a system based on his ideas for my Hewlett Packard workstation (why should people using SGI's have all the fun?). This is a sample creation (made in about 5 minutes), using the famous Lenna image for its basis. Nowadays programs like Fractal Painter have taken these sorts of techniques miles beyond this point.

Here are some images comparing various rendering techniques; feel free to use them for educational purposes.

camshaft This is a camshaft image I rendered with an early version of our ray tracer, created for Hewlett Packard. It was used in HP advertising literature, and has the claim to fame of being one of the physically largest computer graphics images ever displayed, as it was printed on the side of HP's trade show tractor-trailer. The model was created by HP's German CAD group (now CoCreate Gmbh).

Sphereflake This is the version of Sphereflake which was a part of the SIGGRAPH '87 art show. There are 7381 spheres. The model is from the free Standard Procedural Databases software package, available online. The floor plane texture was done with a procedural function.

countertop Countertop ray traced image from my thesis used on the Sept. 1986 cover of IEEE CG&A. The shiny bowl and shadows from ray tracing add some realism, but the extensive use of texture mapping is what gives the image most of its visual interest. Cornell's system was great in that you could see the power of combining a good modeler and good material designer with powerful rendering algorithms. This image was produced around mid-1985.

chessboard A ray trace from my Master's Thesis, the image was produced during December 1984 and used on the SIGGRAPH '86 advanced program. This board position is from Raymond Smullyan's wonderful The Chess Mysteries of the Arabian Knights, Knopf, 1981. White has not castled; is the black pawn which started on b7 still on the board, and if he is, is he still a pawn or promoted?

Eric Haines /

Last change: November 5, 2013