Real-Time Rendering (1st ed.) Bibliography
This is the bibliography of the First Edition (1999) of the book
Real-Time Rendering. Since many of the
references have web resources associated with them, we have made this hyperlinked
version of the bibliography available. The Second Edition bibliography
is also available.
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Abrash, Michael,
Michael Abrash's Graphics Programming Black Book, Special Edition,
The Coriolis Group, Inc., Scottsdale, Arizona, 1997.
Amazon listing.
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Airey, John M.,
John H. Rohlf, and
Frederick P. Brooks Jr.,
"Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments,"
Computer Graphics (1990 Symposium on Interactive 3D
Graphics),
vol. 24, no. 2, pp. 41-50, March 1990.
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Airey, John M.,
Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set Calculations,
Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science,
University of North Carolina at Chapel Hill, July 1990.
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Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
Computer Graphics (SIGGRAPH '88 Proceedings),
vol. 22, no. 4, pp. 239-246, August 1988.
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Akeley, Kurt,
"The Silicon Graphics 4D/240GTX Superworkstation,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 71-83, July 1989.
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Akeley, K., P. Haeberli, and D. Burns,
tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
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Akeley, Kurt,
"RealityEngine Graphics,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 109-116, August 1993.
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Aliaga, D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C.
Erikson,
"Power Plant Walkthrough: An Integrated System for Massive Model
Rendering,"
Technical Report TR#97-018, Computer Science Department,
University of North Carolina at Chapel Hill, 1997.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, E. Baker, R. Bastos, M. Whitton,
F. Brooks Jr., and D. Manocha,
"A Framework for the Real-Time Walkthrough of Massive Models,"
Technical Report UNC TR#98-013, Computer Science Department,
University of North Carolina at Chapel Hill, 1998.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton,
F. Brooks, and D. Manocha,
"MMR: An Interactive Massive Model Rendering System Using
Geometric and Image-Based Acceleration,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 199-206, April 1999.
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Angel, Edward,
Interactive Computer Graphics--A top-down approach with OpenGL,
Addison-Wesley, Reading, Massachusetts, 1997.
Amazon listing.
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Antonio, Franklin,
"Faster Line Segment Intersection,"
in David Kirk, ed., Graphics Gems III,
Academic Press, Inc., Boston, pp. 199-202, 1992.
http://www.graphicsgems.org/.
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Appel, Andrew W., with Maia Ginsburg,
Modern Compiler Implementation in C,
Cambridge University Press, New York, 1998.
-
Arenberg, Jeff,
"Re: Ray/Triangle Intersection with Barycentric Coordinates,"
in Eric Haines, ed., Ray Tracing News, vol. 1, no. 11,
November 1988.
http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html#art3
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Arvo, James,
"Backward Ray Tracing,"
SIGGRAPH '86 Developments in Ray Tracing course notes,
August 1986.
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Arvo, James,
"A Simple Method for Box-Sphere Intersection Testing,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., Boston, pp. 335-339, 1990.
http://www.graphicsgems.org/.
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Arvo, James, ed.,
Graphics Gems II,
Academic Press Inc., Boston, 1991.
http://www.graphicsgems.org/.
Amazon listing.
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Assarsson, Ulf, and Tomas Möller,
"Optimized View Frustum Culling Algorithms,"
Technical Report 99-3, Department of Computer Engineering,
Chalmers University of Technology, March 1999.
http://www.ce.chalmers.se/staff/uffe
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Badouel, Didier,
An Efficient Ray-Polygon Intersection,
in Graphics Gems, ed. Andrew S. Glassner, Academic Press Inc.,
Boston, pp. 390-393, 1990.
http://www.graphicsgems.org/.
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Ballard, Dana H.,
"Strip Trees: A Hierarchical Representation for Curves,"
Graphics and Image Processing, vol. 24, no. 5, pp. 310-321, May 1981.
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Barad, Haim and Mark Atkins,
"Implementing Mixed Rendering,"
Game Developer, vol. 4, no. 6, pp. 34-42, September
1997.
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Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring,
"Real-Time Procedural Texturing Techniques Using MMX,"
http://www.gamasutra.com/features/programming/19980501/mmxtexturing_01.htm
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Baraff, D.,
"Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation,"
Computer Graphics (SIGGRAPH '90 Proceedings),
vol. 24, no. 4, pp. 19-28, August 1990.
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Baraff, David, and Andrew Witkin,
"Physically Based Modeling,"
Course 13 notes at SIGGRAPH '98, 1998.
http://www.cs.cmu.edu/~baraff/sigcourse/
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Barber, C.B., D.P. Dobkin, and H. Huhdanpaa,
"The Quickhull Algorithm for Convex Hull,"
Geometry Center Technical Report GCG53, July 1993.
http://www.geom.umn.edu/software/qhull/
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Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
Eurographics '96, Eurographics Association, eds. J. Rossignac and F. Sillion, Blackwell Publishers, vol. 15, no. 3, pp. C-387-C-484,
August 1996.
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Barkans, Anthony C.,
"Color Recovery: True-Color 8-Bit Interactive Graphics,"
IEEE Computer Graphics and Applications,
vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
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Barkans, Anthony C.,
"High-Quality Rendering Using the Talisman Architecture,"
in the Proceedings of the 1997 SIGGRAPH/Eurographics Workshop
on Graphics Hardware, Los Angeles, CA, pp. 79-88, August 1997.
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Bastos, Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra,
"Increased Photorealism for Interactive Architectural Walkthroughs,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 183-190, April 1999.
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Baum, Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget,
"Making Radiosity Usable: Automatic Preprocessing and Meshing
Techniques for the Generation of Accurate Radiosity Solutions,"
Computer Graphics (SIGGRAPH '91 Proceedings),
vol. 25, no. 4, pp. 51-60, July 1991.
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de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf,
Computational Geometry--Algorithms and Applications,
Springer-Verlag, Berlin, 1997.
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Bergman, L. D., H. Fuchs, E. Grant, and S. Spach,
"Image Rendering by Adaptive Refinement,"
Computer Graphics (SIGGRAPH '86 Proceedings),
vol. 20, no. 4, pp. 29-37, August 1986.
-
Bier, Eric A., and Kenneth R. Sloan, Jr.,
"Two-Part Texture Mapping,"
IEEE Computer Graphics and Applications,
vol. 6, no. 9, pp. 40-53, September 1986.
-
Bigos, Andrew,
"Avoiding Buffer Clears,"
journal of graphics tools,
vol. 1, no. 1, pp. 19-20, 1996.
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Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz,
"Designing a PC Game Engine,"
IEEE Computer Graphics and Applications,
pp. 46-53, Jan./Feb. 1998.
http://computer.org/cga/cg1998/g1toc.htm
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Blinn, J.F., and M.E. Newell,
"Texture and reflection in computer generated images,"
Communications of the ACM, vol. 19, no. 10, pp. 542-547,
October 1976.
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Blinn, James F.,
"Models of Light Reflection for Computer Synthesized Pictures,"
ACM Computer Graphics (SIGGRAPH '77), vol. 11, no. 2, pp. 192-198,
July 1977.
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Blinn, James,
"Simulation of wrinkled surfaces,"
Computer Graphics (SIGGRAPH '78 Proceedings),
vol. 12, no. 3, pp. 286-292, August 1978.
-
Blinn, Jim,
"Me and My (Fake) Shadow,"
IEEE Computer Graphics and Applications,
vol. 8, no. 1, pp. 82-86, January 1988.
Also collected in [43].
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Blinn, Jim,
"Dirty Pixels,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 100-105, July 1989.
Also collected in [44].
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Blinn, Jim,
"A Trip Down the Graphics Pipeline: Line Clipping,"
IEEE Computer Graphics and Applications, vol. 11, no. 1,
pp. 98-105, January 1991.
Also collected in [43].
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Blinn, Jim,
"Hyperbolic Interpolation,"
IEEE Computer Graphics and Applications, vol. 12, no. 4,
pp. 89-94, July 1992.
Also collected in [43].
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Blinn, Jim,
Jim Blinn's Corner: A Trip Down the Graphics Pipeline,
Morgan Kaufmann Publishers, Inc., San Francisco, 1996.
Amazon listing.
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Blinn, Jim,
Jim Blinn's Corner: Dirty Pixels,
Morgan Kaufmann Publishers, Inc., San Francisco, 1998.
Amazon listing.
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Blinn, Jim,
"W Pleasure, W Fun,"
IEEE Computer Graphics and Applications, vol. 18, no. 3,
pp. 78-82, May/June 1998.
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Bloomenthal, Jules, ed.,
Introduction to Implicit Surfaces,
Morgan Kaufmann Publishers, Inc., San Francisco, 1997.
Amazon listing.
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Booth, Rick,
Inner Loops,
Addison-Wesley, Reading, Massachusetts, 1997.
Amazon listing.
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Bresenham, J.E.,
"Algorithm for Computer Control of a Digital Plotter,"
IBM Systems Journal, vol. 4, no. 1, pp. 25-30, 1965.
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Brittain, Don,
"Don's 3D Studio MAX R2 Page"
http://www.west.net/~brittain/3dsmax2.htm
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Burwell, John M.,
"Redefining High Performance Computer Image Generation,"
Proceedings of the IMAGE Conference, Scottsdale, Arizona, June 1996.
-
Carpenter, Loren,
"The A-buffer, an Antialiased Hidden Surface Method,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 103-108, July 1984.
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Carter, Michael B., and Andreas Johannsen,
"Clustered Backface Culling,"
journal of graphics tools, vol. 3, no. 1, pp. 1-14, 1998.
-
Catmull, Edwin,
"Computer Display of Curved Surfaces,"
Proceedings of the IEEE Conference on Computer Graphics, Pattern
Recognition and Data Structures, Los Angeles, pp. 11-17, May 1975.
-
Chen, S. E.,
"Quicktime VR - An Image-Based Approach to Virtual
Environment Navigation,"
Computer Graphics (SIGGRAPH '95 Proceedings),
pp. 29-38, August 1995.
-
Cignoni, P., C. Montani, and R. Scopigno,
"Triangulating Convex Polygons Having T-Vertices,"
journal of graphics tools, vol. 1, no. 2, pp. 1-4, 1996.
-
Clark, James H.,
"Hierarchical Geometric Models for Visible Surface
Algorithms," Communications of the ACM, vol. 19, no.
10, pp. 547-554, October 1976.
-
Clay, Sharon R.,
"Optimization for Real-Time Graphics Applications,"
Silicon Graphics Inc., February 1996.
http://www.sgi.com/software/performer/presentations/tune_wp.pdf
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Coelho, Rohan, and Maher Hawash,
DirectX, RDX, RSZ, and MMX Technology,
Addison-Wesley, Reading, Massachusetts, 1998.
Includes VTune evaluation version. New chapters 24 and 25 are
available online at http://www.awl.com
Amazon listing.
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Cohen, M.F., and J.R. Wallace,
Radiosity and Realistic Image Synthesis,
Academic Press Professional, Boston, 1993.
Amazon listing.
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Cohen, Jonathan D., Ming C. Lin, Dinesh Manocha, and Madhave Ponamgi,
"I-COLLIDE: An Interactive and Exact Collision Detection System for
Large-Scaled Environments,"
Proceedings 1995 Symposium on Interactive 3D Graphics,
pp. 189-196, 1995.
http://www.cs.unc.edu/~geom/
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Cohen, Jonathan D., Marc Olano, and Dinesh Manocha,
"Appearance-Preserving Simplification,"
Computer Graphics (SIGGRAPH '98 Proceedings),
pp. 115-122, July 1998.
http://www.cs.unc.edu/~geom/APS/
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Cook, Robert L., and Kenneth E. Torrance,
"A reflectance model for computer graphics,"
Computer Graphics (SIGGRAPH '81 Proceedings),
vol. 15, no. 3, pp. 307-316, July 1981.
-
Cook, Robert L., and Kenneth E. Torrance,
"A Reflectance Model for Computer Graphics,"
ACM Transactions on Graphics,
vol. 1, no.1, pp. 7-24, January 1982.
-
Cook, Robert L.,
"Shade Trees,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 223-231, July 1984.
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Cook, Robert L., Loren Carpenter, and Edwin Catmull,
"The Reyes Image Rendering Architecture,"
Computer Graphics (SIGGRAPH '87 Proceedings),
vol. 21, no. 4, pp. 95-102, July 1987.
-
Coorg, S., and S. Teller,
"Temporally Coherent Conservative Visibility,"
Twelfth Annual ACM Symposium on Computational Geometry,
May 1996.
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Coorg, S., and S. Teller,
"Real-Time Occlusion Culling for Models with Large Occluders,"
in Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 83-90, April 1997.
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Cormen, T.H., C.E. Leiserson, and R. Rivest,
Introduction to Algorithms,
MIT Press, Inc., Cambridge, Massachusetts, 1990.
Amazon listing.
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"Cosmo3D--Programmer's Guide,"
Silicon Graphics Inc., 1997.
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Cox, Michael, David Sprague, John Danskin, Rich Ehlers, Brian
Hook, Bill Lorensen, and Gary Tarolli,
"Developing High-Performance Graphics Applications for the PC
Platform," Course 29 notes at SIGGRAPH '98, 1998.
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Cripe, Brian and Thomas Gaskins,
"The DirectModel Toolkit: Meeting the 3D Graphics
Needs of Technical Applications,"
Hewlett-Packard Journal, pp. 19-27, May 1998.
http://www.hp.com/hpj/98may/ma98a3.htm
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Crow, Franklin C.,
"Shadow Algorithms for Computer Graphics,"
Computer Graphics (SIGGRAPH '77 Proceedings),
vol. 11, no. 2, pp. 242-248, July 1977.
-
Crow, Franklin C.,
"Summed-Area Tables for Texture Mapping,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 207-212, July 1984.
-
Cruz-Neira, Carolina, Daniel J. Sandin, and Thomas A. DeFanti,
"Surround-screen Projection-based Virtual Reality: The
Design and Implementation of the CAVE,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 135-142, August 1993.
http://www.ee.iastate.edu/~cruz/sig93.paper.html
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Culler, David E., and Jaswinder Pal Singh, with Anoop Gupta,
Parallel Computer Architecture: A Hardware/Software
Approach, Morgan Kaufmann Publishers Inc., San Francisco,
1998.
Amazon listing.
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Cunningham, Steve,
"3D Viewing and Rotation using Orthonormal Bases,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., Boston, pp. 516-521, 1990.
http://www.graphicsgems.org/.
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Cychosz, J.M. and W.N. Waggenspack Jr.,
"Intersecting a Ray with a Cylinder,"
in Paul S. Heckbert, ed., Graphics Gems IV,
AP Professional, Boston, pp. 356-365, 1994.
http://www.graphicsgems.org/.
-
Cyrus, M., and J. Beck,
"Generalized two- and three-dimensional clipping,"
Computers and Graphics, vol. 3, pp. 23-28, 1978.
-
Dam, Erik B., Martin Koch, and Martin Lillholm,
"Quaternions, Interpolation and Animation,"
Technical Report DIKU-TR-98/5, Department of Computer Science,
University of Copenhagen, July 1998.
http://ftp.diku.dk/students/myth/quat.html
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Decoret, Xavier, Gernot Schaufler, François Sillion, and
Julie Dorsey,
"Multi-layered impostors for accelerated rendering,"
Proceedings of Eurographics '99, vol. 18, no. 3, 1999.
-
Deering, Michael,
"Geometry Compression,"
Computer Graphics (SIGGRAPH '95 Proceedings),
pp. 13-20, August 1995.
-
Diefenbach, Paul J., and Norman I. Badler,
"Multi-Pass Pipeline Rendering: Realism for Dynamic Environments,"
Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 59-70, April 1997.
http://www.openworlds.com/employees/paul/index.html
-
"DirectX 6.0 SDK,"
Microsoft, 1998.
http://www.microsoft.com/directx/default.asp
-
"DirectModel 1.0 Specification,"
Hewlett-Packard, September 1997.
-
Do Carmo, Manfred P.,
Differential Geometry of Curves and Surfaces,
Prentice-Hall, Inc., Englewoods Cliffs, New Jersey, 1976.
Amazon listing.
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Donovan, Walt,
Personal communication, 1999.
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Dorbie, Angus,
Personal communication, 1998-9.
-
Duff, Tom,
"Compositing 3-D Rendered Images,"
Computer Graphics (SIGGRAPH '85 Proceedings),
vol. 19, no. 3, pp. 41-44, July 1985.
-
Durand, Frédo, George Drettakis, and Claude Puech,
"The Visibility Skeleton: A Powerful and Efficient
Multi-Purpose Global Visibility Tool,"
Computer Graphics (SIGGRAPH '97 Proceedings),
pp. 89-100, August 1997.
http://w3imagis.imag.fr/Membres/Fredo.Durand/PUBLI/siggraph97/index.htm
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Durand, Frédo, George Drettakis, and Claude Puech,
"The 3D Visibility Complex: a unified data-structure
for global visibility of scenes of polygons and smooth
objects,"
Canadian Conference on Computational Geometry,
pp. 153-158, August 1997.
-
Eberly, David,
"Dynamic Collision Detection using Oriented Bounding Boxes,"
http://www.magic-software.com/
-
Ebert, David S., F. Kenton Musgrave, Darwyn Peachey, Ken
Perlin, and Steven Worley,
Texturing and Modeling: A Procedural Approach, second
edition, AP Professional, San Diego, 1998.
Amazon listing.
-
Eckel, George,
IRIS Performer Programmer's Guide,
Silicon Graphics Inc., 1997.
http://www.sgi.com/software/performer/manuals.html
-
Elber, Gershon,
"Line illustrations in computer graphics,"
The Visual Computer,
vol. 11, no. 6, pp. 290-296, 1995.
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Erikson, C., "Polygonal Simplification: An Overview," Technical Report TR96-016, UNC Chapel Hill Computer Science Department, 1996. http://www.cs.unc.edu/~eriksonc/Research/Paper/Index.html
-
Ernst, I., D. Jackel, H. Russeler, and O. Wittig,
"Hardware Supported Bump Mapping: A step towards higher quality
real-time rendering,"
in 10th Eurographics Workshop on Graphics Hardware,
pp. 63-70, 1995.
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Ernst, I., H. Russeler, H. Schulz, and O. Wittig,
"Gouraud Bump Mapping,"
Proceedings of the 1998 Eurographics/SIGGRAPH Workshop on Graphics Hardware,
Lisbon, Portugal, pp. 47-53, August 1998.
-
Euclid (original translation by Heiberg, with introduction and
commentary by Sir Thomas L. Heath),
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Second Edition, Revised with Additions, Volume I (Books I, II),
Dover Publications, Inc., New York, 1956.
Amazon listing.
-
Evans, F., S. Skiena, and A. Varshney,
"Stripe: A Software Tool For Efficient Triangle Strips,"
Visual Proceedings (SIGGRAPH '96),
p. 153, August 1996.
http://www.cs.sunysb.edu/~stripe/
-
Evans, F., S. Skiena, and A. Varshney,
"Optimizing Triangle Strips for Fast Rendering,"
Proceedings of the IEEE Visualization'96, eds. Yagel, R. and G.M.
Nielson, San Francisco, pp. 319-326, October 1996.
http://www.cs.sunysb.edu/~stripe/
-
Evans, F., S. Skiena, and A. Varshney,
"Efficiently Generating Triangle Strips for Fast Rendering,"
ACM Transactions of Graphics,
April 1997.
http://www.cs.sunysb.edu/~stripe/
-
Eyles, J., S. Molnar, J. Poulton, T. Greer, A. Lastra, N. England,
and L. Westover,
"PixelFlow: The Realization,"
in the Proceedings of the 1997 SIGGRAPH/Eurographics Workshop
on Graphics Hardware, Los Angeles, CA, pp. 57-68, August 1997.
-
"The Fahrenheit Project," 1997.
http://www.sgi.com/fahrenheit/
-
Farin, Gerald,
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Practical Guide,
Fourth Edition (First Edition, 1988),
Academic Press Inc., San Diego, 1996.
Amazon listing.
-
Farin, Gerald E. and Dianne Hansford,
The Geometry Toolbox for Graphics and Modeling,
A.K. Peters Ltd., Boston, 1998.
http://eros.cagd.eas.asu.edu/~farin/gbook/gbook.html
Amazon listing.
-
Fisher, F., and A. Woo,
"R.E versus N.H Specular Highlights,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, Inc., Boston, pp. 388-400, 1994.
-
Flavell, Andrew,
"Run Time Mip-Map Filtering,"
Game Developer, vol. 5, no. 11, pp. 34-43, November
1998.
http://www.gdmag.com/code.htm
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Foley, J.D., A. van Dam, S.K. Feiner, and J.H. Hughes,
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Second Edition,
Addison-Wesley, Reading, Massachusetts, 1990.
Amazon listing.
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Foley, J.D., A. van Dam, S.K. Feiner, J.H. Hughes, and R.L. Philips,
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Addison-Wesley, Reading, Massachusetts, 1994.
Amazon listing.
-
Fuchs, H., Z.M. Kedem, and B.F. Naylor,
"On Visible Surface Generation by A Priori Tree Structures,"
Computer Graphics (SIGGRAPH '80 Proceedings),
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Fuchs, H., G.D. Abram, and E.D. Grant,
"Near Real-Time Shaded Display of Rigid Objects,"
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Fuchs, H., J. Poulton, J. Eyles, T. Greer, J. Goldfeather,
D. Ellsworth, S. Molnar, G. Turk, B. Tebbs, and L. Israel,
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Processor-Enhanced Memories,"
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Funkhouser, Thomas A., and Carlo H. Séquin,
"Adaptive Display Algorithm for Interactive Frame Rates
During Visualization of Complex Virtual Environments,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 247-254, August 1993.
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-
Funkhouser, Thomas A.,
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Visualization of Architectural Models,
Ph.D. Thesis, University of California, Berkeley, 1993.
http://www.cs.princeton.edu/~funk/
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Garland, Michael, and Paul S. Heckbert,
"Simplifying Surfaces with Color and Texture using Quadric Error
Metrics,"
IEEE Visualization 98, pp. 263-269, July 1998.
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Glassner, Andrew S., ed.,
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Academic Press Inc., London, 1989.
Amazon listing.
-
Glassner, Andrew S., ed.,
Graphics Gems,
Academic Press Inc., 1990.
http://www.graphicsgems.org/.
Amazon listing.
-
Glassner, Andrew S.
"Computing Surface Normals for 3D Models,"
Andrew S. Glassner, ed.,
Graphics Gems,
Academic Press Inc., pp. 562-566, 1990.
-
Glassner, Andrew,
"Building Vertex Normals from an Unstructured Polygon List,"
in Paul S. Heckbert, ed., Graphics Gems IV,
AP Professional, Boston, pp. 60-73, 1994.
-
Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 1, Morgan Kaufmann Publishers Inc., San Francisco, 1995.
Amazon listing.
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Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 2, Morgan Kaufmann Publishers Inc., San Francisco, 1995.
Amazon listing.
-
Glide 3.0 Programming Guide,
3dfx Interactive, Inc., 1998.
http://www.3dfx.com/
-
Goldman, Ronald,
"Intersection of Three Planes,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 305, 1990.
-
Goldman, Ronald,
"Intersection of Two Lines in Three-Space,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 304, 1990.
-
Goldman, Ronald,
"Matrices and Transformations,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 472-475, 1990.
-
Goldman, Ronald,
"Recovering the Data from the Transformation Matrix,"
in James Arvo, ed., Graphics Gems II,
Academic Press, Inc., pp. 324-331, 1991.
-
Goldman, Ronald,
"Decomposing Linear and Affine Transformations,"
in David Kirk, ed., Graphics Gems III,
Academic Press, Inc., pp. 108-116, 1992.
-
Goldsmith, Jeffrey, and John Salmon,
"Automatic Creation of Object Hierarchies for Ray Tracing,"
IEEE Computer Graphics and Applications, vol. 7, no. 5,
pp. 14-20, May 1987.
-
Golub, Gene, and Charles Van Loan,
Matrix Computations, Third Edition,
Johns Hopkins University Press, 1996.
Amazon listing.
-
Gonzalez, Rafael C., Richard E. Woods, and Ralph C. Gonzalez,
Digital Image Processing, Third Edition,
Addison-Wesley, Reading, Massachusetts, 1992.
Amazon listing.
-
Gooch, Amy, Bruce Gooch, Peter Shirley, and Elaine Cohen,
"A Non-Photorealistic Lighting Model for Automatic
Technical Illustration,"
Computer Graphics (SIGGRAPH '98 Proceedings),
pp. 447-452, July 1998.
http://www.cs.utah.edu/~gooch/SIG98/abstract.html
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Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesenfeld
"Interactive Technical Illustration,"
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