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Show 2 reference which suggests using surface perturbations. An article by Peachey {96} showed how to render complex solid objects using a three dimensional texture map. Finally, a method of manipulating pixels during rendering was presented by P rlin {97} who invented a "pixel stream editor" that produced excellent texture on a variety of objects. The generation of texture is another very fruitful topic. Fournier proposed the use of stochastic models to generate texture {20,21}, an idea that has been extensively applied. Haruyama and Barsky also have generated realistic texture using stochastic modeling {27}. Gardner produced a class of realistic mathematical texture functions for generating surface detail {22}. Iterative functions such as fractals are being investigated as a method of producing textured objects. Smith {41} has produced strikingly realistic natural objects using fractals. Demko, Hodges, and Naylor have also used iterative functions to construct realistic objects {14}. An extensive survey of stochastic techniques is found in a thesis by Angerhofer {2}. 1.2 Review of Antialiasing The aliasing problem continues to be an important issue in texture mapping. Because texture attributes are often very small, aliasing effects are especially evident on textured surfaces. Crow originally investigated aliasing problems with computer generated shaded images {12}. A good method of producing antialiased textured images using digital filters was developed by Feibush, Levoy, and Cook {18}. More recently, Norton, Rockwood, and Skolmoski have suggested "clamp- |