Real-Time Rendering (2nd ed.) Bibliography
This is the bibliography of the Second Edition 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 First Edition bibliography
is also available.
Thanks are due to Nicolai Czempin for sending us all the URLs marked "Added:". Other papers become available or change URLs all the time, so check Citeseer and Google for the title you want.
-
"Wildcat's SuperScene Antialiasing,"
2001.
http://www.3dlabs.com/product/technology/superscene_antialiasing.htm
-
Abrash, Michael,
Michael Abrash's Graphics Programming Black Book, Special Edition,
The Coriolis Group, Inc., Scottsdale, Arizona, 1997.
http://www.ddj.com/articles/2001/0165/0165f/0165f.htm
-
Abrash, Michael,
"Inside Xbox Graphics,"
Dr. Dobb's Journal, pp. 21-26, August 2000.
http://www.ddj.com/documents/s=882/ddj0008a/0008a.htm
-
Agrawala, Maneesh, Ravi Ramamoorthi, Alan Heirich, and Laurent Moll,
"Efficient Image-Based Methods for Rendering Soft Shadows,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 375-384, July 2000.
http://graphics.stanford.edu/papers/shadows/
-
Aila, T., and V. Miettinen,
Umbra Reference Manual, Hybrid Holding Ltd., Helsinki, Finland, October 2000.
http://www.hybrid.fi/umbra/download.html
-
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.
-
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.
-
Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
Computer Graphics (SIGGRAPH '88 Proceedings),
pp. 239-246, August 1988.
-
Akeley, Kurt,
"The Silicon Graphics 4D/240GTX Superworkstation,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 71-83, July 1989.
-
Akeley, K., P. Haeberli, and D. Burns,
tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
-
Akeley, Kurt,
"RealityEngine Graphics,"
Computer Graphics (SIGGRAPH 93 Proceedings),
pp. 109-116, August 1993.
Added: http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Case%20Studies/RealityEngine%20Graphics.pdf
-
Akeley, Kurt, and Pat Hanrahan,
"Real-Time Graphics Architectures",
Course CS448A Notes, Fall 2001.
http://graphics.stanford.edu/courses/cs448a-01-fall/
-
Akenine-Möller, Tomas,
"Fast 3D Triangle-Box Overlap Testing,"
journal of graphics tools, vol. 6, no. 1, pp. 29-33, 2001.
http://jgt.akpeters.com/papers/AkenineMoller01/
-
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 no. 97-018, Computer Science Department,
University of North Carolina at Chapel Hill, 1997.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
-
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 no. 98-013, Computer Science Department,
University of North Carolina at Chapel Hill, 1998.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
-
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.
-
Aliaga, Daniel G., and Anselmo Lastra,
"Automatic Image Placement to Provide A Guaranteed Frame Rate,"
Computer Graphics (SIGGRAPH 1999 Proceedings),
pp. 307-316, August 1999.
-
Aliaga, Daniel, Jonathan Cohen, Thomas Funkhouser, Subodh Kumar, Ming C. Lin, David Luebke,
Dinesh Manocha, and Andrew Wilson,
"Interactive Walkthrough of Large Geometric Datasets,"
Course 18 notes at SIGGRAPH 2000, 2000.
http://www.cs.unc.edu/~geom/SIG00_COURSE/
-
Andújar, Carlos, Carlos Saona-Vázquez, Isabel Navazo, and Pere Brunet,
"Integrating Occlusion Culling and Levels of Detail through Hardly-Visible Sets,"
Proceedings of Eurographics 2000, vol. 19, no. 3, pp. 499-506, 2000.
http://www.lsi.upc.es/~andujar/
-
Ankrum, Dennis R.,
"Viewing Distance at Computer Workstations,"
WorkPlace Ergonomics, pp. 10-12, Sept./Oct. 1996.
http://www.ur-net.com/office-ergo/viewing.htm
-
Antonio, Franklin,
"Faster Line Segment Intersection,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 199-202, 1992.
http://www.graphicsgems.org/
-
Apodaca, Anthony A., and Larry Gritz,
Advanced RenderMan: Creating CGI for Motion Pictures,
Morgan Kaufmann Publishers, Inc., San Francisco, 1999.
-
Appel, Andrew W., with Maia Ginsburg,
Modern Compiler Implementation in C,
Cambridge University Press, 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
-
Arkin, Esther M., Martin Held, Joseph S. B. Mitchell, and Steven S. Skiena,
"Hamiltonian Triangulations for Fast Rendering,"
The Visual Computer, vol. 12, no. 9, pp. 429-444, 1996.
-
Arvo, James,
"Backward Ray Tracing,"
SIGGRAPH '86 Developments in Ray Tracing course notes,
1986.
Added: http://www.cs.caltech.edu/~arvo/Backward.ps.gz
-
Arvo, James,
"A Simple Method for Box-Sphere Intersection Testing,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 335-339, 1990.
http://www.graphicsgems.org/
-
Arvo, James,
"Ray Tracing with Meta-Hierarchies,"
SIGGRAPH `90 Advanced Topics in Ray Tracing course notes, Volume 24, 1990.
http://www.cs.caltech.edu/~arvo/papers.html
-
Arvo, James, ed.,
Graphics Gems II,
Academic Press, 1991.
http://www.graphicsgems.org/
-
Ashdown, Ian,
Radiosity: A Programmer's Perspective,
John Wiley & Sons, Inc., 1994.
-
Ashdown, Ian,
Eigenvector Radiosity,
M.Sc. Thesis, Department of Computer Science, University of British Columbia.
http://www.cs.ubc.ca/labs/imager/th/ashdown.msc.2001.html
-
Ashikhmin, Michael, Simon Premoze, and Peter Shirley,
"A Microfacet-Based BRDF Generator,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 67-74, July 2000.
Added: http://www.cs.utah.edu/vissim/papers/facets/facets.ps.gz
-
Assarsson, Ulf, and Tomas Möller,
"Optimized View Frustum Culling Algorithms for Bounding Boxes,"
journal of graphics tools,
vol. 5, no. 1, pp. 9-22, 2000.
http://www.ce.chalmers.se/staff/uffe
-
ATI developer web site.
http://www.ati.com/na/pages/resource_centre/dev_rel/devrel.html
-
Badouel, Didier,
An Efficient Ray-Polygon Intersection,
in Graphics Gems, ed. Andrew S. Glassner, Academic Press,
pp. 390-393, 1990.
http://www.graphicsgems.org/
-
Baldwin, Dave,
OpenGL 2.0 Shading Language White Paper. Issue 1.2, February 2002.
http://www.3dlabs.com/support/developer/ogl2
-
Ballard, Dana H.,
"Strip Trees: A Hierarchical Representation for Curves,"
Graphics and Image Processing, vol. 24, no. 5, pp. 310-321, May 1981.
-
Banks, David,
"Illumination in Diverse Codimensions,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 327-334, July 1994.
http://www.icase.edu/Dienst/UI/2.0/Describe/ncstrl.icase/TR-94-6
-
Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring,
"Real-Time Procedural Texturing Techniques Using MMX,"
Gamasutra, May 1, 1998.
http://www.gamasutra.com/features/19980501/mmxtexturing_01.htm
-
Baraff, D.,
"Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 19-28, August 1990.
Added: http://www.cs.cmu.edu/~baraff/papers/sig90.pdf
-
Baraff, D., and A. Witkin,
"Dynamic Simulation of Non-Penetrating Flexible Objects,"
Computer Graphics (SIGGRAPH '92 Proceedings),
pp. 303-308, July 1992.
Added: http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1992_1/baraff_david_1992_1.ps.gz
-
Baraff, David, and Andrew Witkin,
"Large Steps in Cloth Simulation,"
Computer Graphics (SIGGRAPH 98 Proceedings), pp. 43-54, July 1998.
Added: http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1998_1/baraff_david_1998_1.pdf
-
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/
-
Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
in Proceedings of Eurographics '96, pp. 387-396, 1996.
-
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.
-
Barkans, Anthony C.,
"High-Quality Rendering Using the Talisman
Architecture,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware
Los Angeles, CA, pp. 79-88, August 1997.
-
Bartels, Richard H., John C. Beatty, and Brian A. Barsky,
An Introduction to Splines for use in Computer Graphics & and Geometric Modeling,
Morgan Kaufmann Publishers, San Mateo, CA, 1987.
-
Bartz, Dirk, James T. Klosowski, and Dirk Staneker,
"K-DOPs as Tighter Bounding Volumes for Better Occlusion Performance,"
Visual Proceedings (SIGGRAPH 2001),
p. 213, August 2001.
-
Bar-Yehuda, Reuven, and Craig Gotsman,
"Time/Space Tradeoffs for Polygon Mesh Rendering,"
ACM Transactions on Graphics, vol. 15, no. 2, pp. 141-152, April 1996.
Added: http://www.cs.unc.edu/~bastos/I3D99/i3d99_plate.pdf
-
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.
-
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),
pp. 51-60, July 1991.
-
Beaudoin, Philippe, and Juan Guardado,
"A Non-Integer Power Function on the Pixel Shader,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Bec, Xavier,
"Faster Refraction Formula, and Transmission Color Filtering,"
in Eric Haines, ed., Ray Tracing News, vol. 10, no. 1, January 1997.
http://www.realtimerendering.com/resources/RTNews/html/rtnv10n1.html
-
Beers, Andrew C., Maneesh Agrawala, and Navin Chaddha,
"Rendering from Compressed Textures,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 373-378, August 1996.
-
Bennebroek K., I. Ernst, H. Rüsseler, and O. Wittig,
"Design principles of hardware-based phong shading and bump-mapping,"
Computers & Graphics, vol. 21 no. 2,
pp. 143-149, March 1997.
-
de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf,
Computational Geometry--Algorithms and Applications, second edition,
Springer-Verlag, Berlin, 2000.
-
Bergman, L. D., H. Fuchs, E. Grant, and S. Spach,
"Image Rendering by Adaptive Refinement,"
Computer Graphics (SIGGRAPH '86 Proceedings),
pp. 29-37, August 1986.
-
Bestimt, Jason, and Bryant Freitag,
"Real-Time Shadow Casting Using Shadow Volumes,"
Gamasutra, Nov. 1999.
http://www.gamasutra.com/features/19991115/bestimt_freitag_03.htm
-
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.
-
Biermann, Henning, Adi Levin, and Denis Zorin,
"Piecewise Smooth Subdivision Surface with Normal Control,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 113-120, July 2000.
-
Bigos, Andrew,
"Avoiding Buffer Clears,"
journal of graphics tools,
vol. 1, no. 1, pp. 19-20, 1996.
-
Bilodeau, Bill, with Mike Songy,
"Real Time Shadows,"
Creativity '99, Creative Labs Inc. sponsored game developer conferences, Los Angeles, California, and Surrey, England, May 1999.
-
Birn, Jeremy,
Digital Lighting & Rendering,
New Riders Publishing, 2000.
http://www.3drender.com/
-
Bischoff, Stephan, Leif P. Kobbelt, and Hans-Peter Seidel,
"Towards Hardware Implementation of Loop Subdivision,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 41-50, 2000.
http://www.mpi-sb.mpg.de/~kobbelt/publist.html
-
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
-
Bittner, Jirí, and Jan Prikryl,
"Exact Regional Visibility using Line Space Partitioning,"
Technical Report TR-186-2-01-06, Institute of Computer Graphics and Algorithms,
Vienna University of Technology, March 2001
-
Bittner, Jirí, Peter Wonka, and Michael Wimmer,
"Visibility Preprocessing for Urban Scenes using Line Space Subdivision,"
Pacific Graphics 2001, pp. 276-284, October 2001.
-
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.
-
Blinn, James F.,
"Models of Light Reflection for Computer Synthesized Pictures,"
ACM Computer Graphics (SIGGRAPH '77 Proceedings),
pp. 192-198,
July 1977.
-
Blinn, James,
"Simulation of wrinkled surfaces,"
Computer Graphics (SIGGRAPH '78 Proceedings),
pp. 286-292, August 1978.
-
Blinn, James F.,
"A Generalization of Algebraic Surface Drawing,"
ACM Transactions on Graphics, vol. 1, no. 3, pp. 235-256, 1982.
-
Blinn, Jim,
"Me and My (Fake) Shadow,"
IEEE Computer Graphics and Applications,
vol. 8, no. 1, pp. 82-86, January 1988.
Also collected in Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
-
Blinn, Jim,
"Dirty Pixels,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 100-105, July 1989.
Also collected in Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
-
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 Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
-
Blinn, Jim,
"Hyperbolic Interpolation,"
IEEE Computer Graphics and Applications, vol. 12, no. 4,
pp. 89-94, July 1992.
Also collected in Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
-
Blinn, Jim,
Jim Blinn's Corner: A Trip Down the Graphics Pipeline,
Morgan Kaufmann Publishers, Inc., San Francisco, 1996.
-
Blinn, Jim,
Jim Blinn's Corner: Dirty Pixels,
Morgan Kaufmann Publishers, Inc., San Francisco, 1998.
-
Blinn, Jim,
"A Ghost in a Snowstorm,"
IEEE Computer Graphics and Applications, vol. 18, no. 1,
pp. 79-84, Jan/Feb 1998. Also collected in
Jim Blinn's Corner: Notation, Notation, Notation, chapter 9.
-
Blinn, Jim,
"W Pleasure, W Fun,"
IEEE Computer Graphics and Applications, vol. 18, no. 3,
pp. 78-82, May/June 1998. Also collected in
Jim Blinn's Corner: Notation, Notation, Notation, chapter 10.
-
Blinn, Jim,
"Optimizing C++ Vector Expressions,"
IEEE Computer Graphics & Applications, vol. 20, no. 4, pp. 97-103, 2000.
Also collected in
Jim Blinn's Corner: Notation, Notation, Notation, chapter 18.
-
Bloom, Charles,
"The Genesis Terrain Renderer Technology," Dec. 1999.
http://www.cbloom.com/3d
-
Bloom, Charles,
"Algorithm for Fast Animating Subdivision Surfaces," May 2000.
http://www.cbloom.com/3d
-
Bloom, Charles,
"The Poly Pipeline," July 2000.
http://www.cbloom.com/3d
-
Bloom, Charles,
"View Independent Progressive Meshes (VIPM)," June 2000.
http://www.cbloom.com/3d
-
Bloom, Charles,
"VIPM Advanced Topics," Oct. 2000.
http://www.cbloom.com/3d
-
Bloom, Charles,
"Advanced Techniques in Shadow Mapping," June 2001.
http://www.cbloom.com/3d
-
Bloomenthal, Jules,
"Polygonization of Implicit Surfaces,"
Computer-Aided Geometric Design, vol. 5, no. 4, pp. 341-355, 1988.
http://www.unchainedgeometry.com/jbloom/papers/index.html
-
Bloomenthal, Jules, "An Implicit Surface Polygonizer,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 324-349, 1994.
http://www.unchainedgeometry.com/jbloom/papers/index.html|
http://www.graphicsgems.org/
-
Bloomenthal, Jules, ed.,
Introduction to Implicit Surfaces,
Morgan Kaufmann Publishers, Inc., San Francisco, 1997.
-
Blow, Jonathan,
"Implementing a Texture Caching System,"
Game Developer, vol. 5, no. 4, pp. 46-56, April 1998.
-
Blow, Jonathan,
"Terrain Rendering at High Levels of Detail,"
Game Developers Conference, San Jose, March 2000.
http://www.bolt-action.com/dl_papers.html
-
Blow, Jonathan,
"Mipmapping, Part 1,"
Game Developer, vol. 8, no. 12, pp. 13-17, Dec. 2001.
http://www.gdmag.com/code.htm
-
Blow, Jonathan,
"Mipmapping, Part 2,"
Game Developer, vol. 9, no. 1, pp. 16-19, Jan. 2002.
http://www.gdmag.com/code.htm
-
Bobic, Nick,
"Advanced Collision Detection Techniques,"
Gamasutra, March 2000.
http://www.gamasutra.com/features/20000330/bobic_01.htm
-
Bogomjakov, Alexander, and Craig Gotsman,
"Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes,"
Graphics Interface 2001, Ottawa, Canada, pp. 81-90, June 2001.
http://www.graphicsinterface.org/
-
Bolz, Jeffrey, and Peter Schröder,
"Rapid Evaluation of Catmull-Clark Subdivision Surfaces,"
7th International Conference on 3D Web Technology, February 2002.
http://multires.caltech.edu/pubs/fastsubd
-
Booth, Rick,
Inner Loops,
Addison-Wesley, Reading, Massachusetts, 1997.
-
Brennan, Chris,
"Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Brennan, Chris,
"Diffuse Cube Mapping,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Brennan, Chris,
"Shadow Volume Extrusion using a Vertex Shader,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Bresenham, J.E.,
"Algorithm for Computer Control of a Digital Plotter,"
IBM Systems Journal, vol. 4, no. 1, pp. 25-30, 1965.
-
Brickhill, David,
"Practical Implementation Techniques for Multiresolution Subdivision Surfaces,"
Game Developers Conference, pp. 131-135, March 2001.
http://www.gdconf.com/archives/proceedings/2001/prog_papers.html
-
Brinkmann, Ron,
The Art and Science of Digital Compositing,
Morgan Kaufmann Publishers Inc., San Francisco, 1999.
-
Brotman, Lynne Shapiro, and Norman Badler,
"Generating Soft Shadows with a Depth Buffer Algorithm,"
IEEE Computer Graphics & Applications, vol. 4, no. 10, pp. 71-81, 1984
-
Buchanan, J.W., and M.C. Sousa,
"The edge buffer: A Data Structure for Easy Silhouette Rendering,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR), pp. 39-42, June 2000.
http://www.red3d.com/cwr/npr/
-
Burwell, John M.,
"Redefining High Performance Computer Image Generation,"
Proceedings of the IMAGE Conference, Scottsdale, Arizona, June 1996.
-
Bushnell, Jim, and Jason L. Mitchell,
"Advanced Mulitexturing Practice with DirectX 6 and OpenGL,"
Game Developers Conference, March, 1999.
http://www.users.qwest.net/~jlmitchell1/
-
Cabral, Brian, Marc Olano, and Phillip Nemec,
"Reflection Space Image Based Rendering,"
Computer Graphics (SIGGRAPH 99 Proceedings),
pp. 165-170, August 1999.
http://www.sgi.com/software/clearcoat/tech_info.html
-
cacheprof,
http://www.cacheprof.org/
-
Calver, Dean,
"Vertex Decompression Using Vertex Shaders,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Cameron, S.,
"Enhancing GJK: Computing Minimum and Penetration Distance Between Convex Polyhedra,"
International Conference on Robotics and Automation, pp. 3112-3117, 1997.
http://users.comlab.ox.ac.uk/stephen.cameron/distances.html
-
Card, Drew, and Jason L. Mitchell,
"Non-Photorealistic Rendering with Pixel and Vertex Shaders,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Carpenter, Loren,
"The A-buffer, an Antialiased Hidden Surface Method,"
Computer Graphics (SIGGRAPH '84 Proceedings),
pp. 103-108, July 1984.
-
Catmull, E., and R. Rom,
"A Class of Local Interpolating Splines,"
Computer Aided Geometric Design, edited by R. Barnhill and R. Riesenfeld,
Academic Press, pp. 317-326, 1974.
-
Catmull, E. E.,
A Subdivision Algorithm for Computer Display of Curved Surfaces,
Ph.D. Thesis, University of Utah, December 1974.
-
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.
-
Catmull, E., and J. Clark, "Recursively Generated B-Spline Surfaces
on Arbitrary Topological Meshes,"
Computer-Aided Design, vol. 10, no. 6, pp. 350-355, September 1978.
-
Chaikin, G., "An Algorithm for High Speed Curve Generation,"
Computer Graphics and Image Processing, vol. 4, no. 3, 1974.
-
Chang, Chun-Fa, Gary Bishop, Anselmo Lastra,
"LDI Tree: A Hierarchical Representation for Image-based Rendering,"
Computer Graphics (SIGGRAPH 99 Proceedings), pp. 291-298, August, 1999.
-
Chambers, Mike,
"Occlusion Culling,"
nV News web site, July 2001.
http://www.nvnews.net/previews/geforce3/occlusion_culling.shtml
-
Chen, S. E.,
"Quicktime VR - An Image-Based Approach to Virtual
Environment Navigation,"
Computer Graphics (SIGGRAPH 95 Proceedings),
pp. 29-38, August 1995.
-
Chhugani, Jatin, and Subodh Kumar,
"View-dependent Adaptive Tessellation of Spline Surfaces,"
Proceedings 2001 Symposium on Interactive 3D Graphics,
pp. 59-62 March 2001.
-
Chow, Mike M.,
"Using Strips for Higher Game Performance,"
Presentation at Meltdown X99.
-
Chung, A.J., and A.J. Field,
"A Simple Recursive Tessellator for Adaptive Surface Triangulation,"
journal of graphics tools, vol. 5, no. 3, pp. 1-9, 2000.
-
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
-
CodeAnalyst,
AMD Corporation,
http://www.amd.com/
-
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
-
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/
-
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/
-
Cohen, Jonathan, Chris Tchou, Tim Hawkins, and Paul Debevec,
"Real-time High Dynamic Range Texture Mapping,"
12th Eurographics Workshop on Rendering, pp. 309-316, June 2001.
http://www.debevec.org/~debevec/Publications/
-
Cohen, Michael F., and John R. Wallace,
Radiosity and Realistic Image Synthesis,
Academic Press Professional, Boston, 1993.
-
Cohen-Or, Daniel, Yiorgos Chrysanthou, Frédo Durand, Ned Greene, Vladlen Kulton, and Cláudio T. Silva,
"Visibility, Problems, Techniques and Applications,"
Course 30 notes at SIGGRAPH 2001, 2001.
-
Cohen-Or, Daniel, Yiorgos Chrysanthou, Cláudio T. Silva, and Frédo Durand,
"A Survey of Visibility for Walkthrough Applications," accepted for publication,
IEEE Transactions on Visualization and Computer Graphics, 2002.
-
Cok, Keith, Roger Corron, Bob Kuehne, Thomas True,
"Developing Efficient Graphics Software: The Yin and Yang of Graphics,"
Course 6 notes at SIGGRAPH 2000, 2000.
http://www.sgi.com/software/opengl/advanced00/notes/00_yin_yang.pdf
-
Columbia-Utrecht Reflectance and Texture Database (CUReT).
http://www.cs.columbia.edu/CAVE/curet/
-
Cook, Robert L., and Kenneth E. Torrance,
"A Reflectance Model for Computer Graphics,"
Computer Graphics (SIGGRAPH '81 Proceedings),
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),
pp. 223-231, July 1984.
-
Cook, Robert L.,
"Stochastic Sampling in Computer Graphics,"
ACM Transactions on Graphics,
vol. 5, no. 1, pp. 51-72, January 1986.
-
Cook, Robert L., Loren Carpenter, and Edwin Catmull,
"The Reyes Image Rendering Architecture,"
Computer Graphics (SIGGRAPH '87 Proceedings),
pp. 95-102, July 1987.
-
Coorg, S., and S. Teller,
"Real-Time Occlusion Culling for Models with Large Occluders,"
Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 83-90, April 1997.
-
Cornell University Program of Computer Graphics Measurement Data.
http://www.graphics.cornell.edu/online/measurements/
-
Cormen, T.H., C.E. Leiserson, and R. Rivest,
Introduction to Algorithms,
MIT Press, Inc., Cambridge, Massachusetts, 1990.
-
Courshesnes, Martin, Pascal Volino, and Nadia Magnenat Thalmann,
"Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects,"
Computer Graphics (SIGGRAPH 95 Proceedings), pp. 137-144, August 1995.
-
Cox, Michael, and Pat Hanrahan,
"Pixel Merging for Object-Parallel Rendering:
a Distributed Snooping Algorithm",
ACM SIGGRAPH Symposium on Parallel Rendering, pp. 49-56, Nov. 1993.
-
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.
-
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.hpl.hp.com/hpjournal/98may/may98a3.htm
-
Crow, Franklin C.,
"Shadow Algorithms for Computer Graphics,"
Computer Graphics (SIGGRAPH '77 Proceedings),
pp. 242-248, July 1977.
-
Crow, Franklin C.,
"Summed-Area Tables for Texture Mapping,"
Computer Graphics (SIGGRAPH '84 Proceedings),
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
-
Culler, David E., and Jaswinder Pal Singh, with Anoop Gupta,
Parallel Computer Architecture: A Hardware/Software
Approach, Morgan Kaufmann Publishers Inc., San Francisco,
1998.
-
Cunnif, R.,
"Visualize fx Graphics Scalable Architechture,"
Hot3D Proceedings,
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, Switzerland, August 2000.
-
Cunningham, Steve,
"3D Viewing and Rotation using Orthonormal Bases,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 516-521, 1990.
http://www.graphicsgems.org/
-
Curtis, Cassidy,
"Loose and Sketchy Animation,"
SIGGRAPH 98 Technical Sketch, p. 317, 1998.
http://www.cs.washington.edu/homes/cassidy/loose/
-
Cychosz, J.M. and W.N. Waggenspack Jr.,
"Intersecting a Ray with a Cylinder,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, 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
-
Davis, Douglass, William Ribarsky, T.Y. Kiang, Nickolas Faust, and Sean Ho,
"Real-Time Visualization of Scalably Large Collections of Heterogeneous Objects,"
IEEE Visualization, pp. 437-440, 1999.
-
Dawson, Bruce,
"What Happened to My Colours!?!"
Game Developers Conference, pp. 251-268, March 2001.
http://www.gdconf.com/archives/proceedings/2001/prog_papers.html
-
Debevec, Paul E.,
"Rendering Synthetic Objects into Real Scenes: Bridging Traditional and
Image-Based Graphics with Global Illumination and High Dynamic Range Photography,"
Computer Graphics (SIGGRAPH 98 Proceedings), pp. 189-198, July 1998.
http://www.debevec.org/~debevec/Research/IBL/
-
Decaudin, Philippe,
"Cartoon-Looking Rendering of 3D-Scenes,"
Technical Report INRIA 2919, Université de Technologie de Compiègne, France, June 1996.
-
Decoret, Xavier, Gernot Schaufler, François Sillion, and
Julie Dorsey,
"Multi-layered Impostors for Accelerated Rendering,"
Proceedings of Eurographics '99, vol. 18, no. 3, pp. 61-72, 1999.
-
Deering, Michael F., and Scott R. Nelson,
"Leo: A System for Cost Effective 3D Shaded Graphics,"
Computer Graphics (SIGGRAPH 93 Proceedings),
pp. 101-108, August 1993.
-
Deering, Michael,
"Geometry Compression,"
Computer Graphics (SIGGRAPH 95 Proceedings),
pp. 13-20, August 1995.
-
DeLoura, Mark A.,
"An In-Depth Look at Bicubic Bézier Surfaces",
Gamasutra, October 1999.
http://www.gamasutra.com/features/19991027/deloura_01.htm
-
DeLoura, Mark, ed.,
Game Programming Gems,
Charles River Media, 2000.
Added: http://www.gameprogramminggems.com/
-
DeLoura, Mark, ed.,
Game Programming Gems II,
Charles River Media, 2001.
Added: http://www.gameprogramminggems.com/
-
DeLoura, Mark, ed.,
Game Programming Gems III,
Charles River Media, 2002.
Added: http://www.gameprogramminggems.com/
-
DeRose, T., M. Kass, and T. Truong,
"Subdivision Surfaces in Character Animation,"
Computer Graphics (SIGGRAPH 98 Proceedings), pp. 85-94, July 1998.
-
Diefenbach, Paul J.,
"Pipeline Rendering: Interaction and Realism through Hardware-based Multi-pass Rendering,"
Ph.D. Thesis, University of Pennsylvania, 1996.
http://www.cis.upenn.edu/~diefenba/home.html
-
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.cis.upenn.edu/~diefenba/home.html
-
Dietrich, Sim,
"Attenuation Maps,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 543-548, 2000.
-
Dietrich, Sim,
"Hardware Bump Mapping,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 555-561, 2000.
-
Dietrich, D. Sim, Jr.,
"Practical Priority Buffer Shadows,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 481-487, 2001.
-
Dingliana, John, and Carol O'Sullivan,
"Graceful Degradation of Collision Handling in Physically Based Animation,"
Computer Graphics Forum (Proceedings of Eurographics 2000), vol. 19, no. 3, pp. 239-247, 2000.
-
Dingliana, John, and Carol O'Sullivan,
"Collisions and Adaptive Level of Detail,"
Visual Proceedings (SIGGRAPH 2001),
p. 156, August 2001.
-
Dippé, Mark A. Z., and Erling Henry Wold,
"Antialiasing Through Stochastic Sampling,"
Computer Graphics (SIGGRAPH '85 Proceedings),
pp. 69-78, July 1985.
-
"DirectX 8.1 SDK,"
Microsoft, 2001.
http://msdn.microsoft.com/directx
-
Do Carmo, Manfred P.,
Differential Geometry of Curves and Surfaces,
Prentice-Hall, Inc., Englewoods Cliffs, New Jersey, 1976.
-
Dobashi, Yoshinori, Kazufumi Kaneda, Hideo Yamashita, Tsuyoshi Okita, and Tomoyuki Nishita,
"A Simple, Efficient Method for Realistic Animation of Clouds,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 19-28, July 2000.
-
Doo, D., and M. Sabin,
"Behaviour of Recursive Division Surfaces Near Extraordinary Points,"
Computer-Aided Design,
vol. 10, no. 6, pp. 356-360, September 1978.
-
Dougan, Carl,
"The Parallel Transport Frame,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 215-219, 2001.
-
Downs, Laura, Tomas Möller, and Carlo Séquin,
"Occlusion Horizons for Driving through Urban Scenery,"
Proceedings 2001 Symposium on Interactive 3D Graphics, pp. 121-124, March 2001.
-
Duchaineau, Mark A., Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, and Mark B. Mineev-Weinstein,
"ROAMing Terrain: Real-time Optimally Adapting Meshes,"
IEEE Visualization '97, pp. 81-88, 1997.
-
Duff, Tom,
"Compositing 3-D Rendered Images,"
Computer Graphics (SIGGRAPH '85 Proceedings),
pp. 41-44, July 1985.
-
Dumont, Reynald, Fabio Pellacini, and James A. Ferwerda,
"A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering,"
12th Eurographics Workshop on Rendering, pp. 246-253, June 2001.
http://www.graphics.cornell.edu/pubs/2001/DPF01.html
-
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://graphics.lcs.mit.edu/~fredo/
-
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.
http://graphics.lcs.mit.edu/~fredo/
-
Durand, Frédo,
3D Visibility: Analytical Study and Applications,
Ph.D. Thesis, Université Joseph Fourier, Grenoble, July 1999.
-
Durand, Frédo, and Julie Dorsey,
"Interactive Tone Mapping,"
11th Eurographics Workshop on Rendering, pp. 219-230, 2000.
http://graphics.lcs.mit.edu/~fredo/
-
Durand, Frédo, George Drettakis, Joëlle Thollot, and Claude Puech,
"Conservative Visibility Preprocessing Using Extended Projections,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 239-248, July 2000.
-
Dutré, Philip,
Global Illumination Compendium, 1999.
http://www.graphics.cornell.edu/~phil/GI/
-
Dutré, Philip, Kavita Bala, and Philippe Bekaert,
Advanced Global Illumination.
A K Peters Ltd., 2002.
-
Duttweiler, Craig R.,
"Mapping Texels to Pixels in D3D,"
NVIDIA White Paper, April 2000.
http://developer.nvidia.com/view.asp?IO=Mapping_texels_Pixels
-
Dyn, Nira, David Levin, and John A. Gregory,
"A 4-point Interpolatory Subdivision Scheme for Curve Design,"
Computer Aided Geometric Design,
vol. 4, no. 4, pp. 257-268, 1987.
-
Dyn, Nira, David Levin, and John A. Gregory,
"A Butterfly Subdivision Scheme for Surface Interpolation
with Tension Control," ACM Transactions on Graphics,
vol. 9, no. 2, pp. 160-169, April 1990.
-
Eberly, David,
3D Game Engine Design: A Practical Approach to Real-Time Computer
Graphics,
Morgan Kaufmann Publishers Inc., San Francisco, 2000.
http://www.magic-software.com/
-
Eberly, David,
"Testing for Intersection of Convex Objects: The Method of Separating Axes,"
Technical Report, Magic Software, 2001.
http://www.magic-software.com/Documentation/MethodOfSeparatingAxes.pdf
-
Ebert, David S., John Hart, Bill Mark, F. Kenton Musgrave, Darwyn Peachey, Ken
Perlin, and Steven Worley,
Texturing and Modeling: A Procedural Approach, third
edition, Morgan-Kaufmann, 2002.
-
Eccles, Allen,
"The Diamond Monster 3Dfx Voodoo 1," Gamespy Hall of Fame, 2000.
http://www.gamespy.com/halloffame/october00/voodoo1/
-
Eckel, George,
IRIS Performer Programmer's Guide,
Silicon Graphics Inc., 1997.
http://www.sgi.com/software/performer/manuals.html
-
Eckstein, Ilya, Vitaly Surazhsky, Craig Gotsman,
"Texture Mapping with Hard Constraints,"
Computer Graphics Forum, (Proceedings of Eurographics 2001), vol. 20, no. 3, pp. 95-104, 2001.
www.cs.technion.ac.il/~gotsman/AmendedPubl/TextureMapping/TextureMapping.pdf
-
Ehmann, Stephen A., and Ming C. Lin,
"Accelerated Proximity Queries Between Convex Polyhedra Using Multi-Level Voronoi Marching,"
IEEE/RSJ International Conference on Intelligent Robots and Systems 2000,
pp. 2101-2106, 2000.
http://www.cs.unc.edu/~geom/SWIFT
-
Ehmann, Stephen A., and Ming C. Lin,
"Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition,"
Computer Graphics Forum (Proceedings of Eurographics 2001), vol. 20, no. 3, pp. C500-C510, 2001.
http://www.cs.unc.edu/~geom/SWIFT++
-
Eldridge, Matthew, Homan Igehy, and Pat Hanrahan,
"Pomegranate: A Fully Scalable Graphics Architecture,"
Computer Graphics (SIGGRAPH 2001 Proceedings),
pp. 443-454, July 2000.
vol. 11, no. 6, pp. 290-296, 1995.
-
Eldridge, Matthew,
Designing Graphics Architectures around Scalability and Communication,
Ph.D. Thesis, Stanford University, June 2001.
Added: http://graphics.stanford.edu/papers/eldridge_thesis/
-
Elinas, Pantelis, and Wolfgang Stuerzlinger,
"Real-time Rendering of 3D Clouds,"
journal of graphics tools, vol. 5, no. 4, pp. 33-45, 2000.
-
Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Eriksson, Carl, Dinesh Manocha, William V. Baxter III,
Proceedings 2001 Symposium on Interactive 3D Graphics, pp. 111-120, March 2001.
-
Ernst, I., D. Jackel, H. Russeler, and O. Wittig,
"Hardware Supported Bump Mapping: A step towards higher quality
real-time rendering,"
10th Eurographics Workshop on Graphics Hardware,
pp. 63-70, 1995.
-
Ernst, I., H. Russeler, H. Schulz, and O. Wittig,
"Gouraud Bump Mapping,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 47-53, August 1998.
-
Euclid (original translation by Heiberg, with introduction and
commentary by Sir Thomas L. Heath),
The Thirteen Books of EUCLID'S ELEMENTS,
Second Edition, Revised with Additions, Volume I (Books I, II),
Dover Publications, Inc., 1956.
-
Everitt, Cass,
"One-Pass Silhouette Rendering with GeForce and GeForce2,"
NVIDIA White Paper, June 2000.
http://developer.nvidia.com
-
Everitt, Cass,
"Interactive Order-Independent Transparency,"
NVIDIA White Paper, May 2001.
http://developer.nvidia.com
-
Everitt, Cass, Ashu Rege, and Cem Cebenoyan,
"Hardware Shadow Mapping,"
NVIDIA White Paper, December 2001.
http://developer.nvidia.com
-
Everitt, Cass, and Mark Kilgard,
"Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering,"
NVIDIA White Paper, March 2002.
http://developer.nvidia.com
-
Ewins, Jon P., Marcus D. Waller, Martin White, and Paul F. Lister,
"MIP-Map Level Selection for Texture Mapping,"
IEEE Transactions on Visualization and Computer Graphics, vol. 4, no. 4,
pp. 317-329, Oct.-Dec. 1998.
-
Eyles, J., S. Molnar, J. Poulton, T. Greer, A. Lastra, N. England,
and L. Westover,
"PixelFlow: The Realization,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware
Los Angeles, CA, pp. 57-68, August 1997.
-
Fairchild, Mark D. and David R. Wyble,
"Colorimetric Characterization of the Apple Studio Display (Flat Panel LCD),"
Technical Report, RIT Munsell Color Science Laboratory,
July, 1998.
http://www.cis.rit.edu/research/mcsl/research/reports.shtml
-
Falby, John S., Michael J. Zyda, David R. Pratt, and Randy L. Mackey,
"NPSNET: Hierarchical Data Structures for Real-Time Three-Dimensional Visual Simulation,"
Computers & Graphics, vol. 17, no. 1, pp 65--69, 1993.
-
Farin, Gerald,
"Triangular Bernstein-Bézier Patches,"
Computer Aided Geometric Design,
vol. 3, no. 2, pp. 83-127, 1986.
-
Farin, Gerald,
Curves and Surfaces for Computer Aided Geometric Design--A
Practical Guide,
Fourth Edition (First Edition, 1988),
Academic Press Inc., 1996.
-
Farin, Gerald E., and Dianne Hansford,
The Geometry Toolbox for Graphics and Modeling,
A K Peters Ltd., 1998.
http://eros.cagd.eas.asu.edu/~farin/gbook/gbook.html
-
Farin, Gerald E.,
NURBS: From Projective Geometry to Practical Use, 2nd edition,
A K Peters Ltd., 1999.
-
Farin, Gerald, and Dianne Hansford,
The Essentials of CAGD,
A K Peters Ltd., 2000.
-
Fedkiw, Ronald, Jos Stam, and Henrik Wann Jensen,
"Visual Simulation of Smoke,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 15-22,
August 2001.
http://www.dgp.toronto.edu/people/stam/reality/Research/pub.html
-
Fernando, Randima, Sebastian Fernandez, Kavita Bala, and Donald P. Greenberg,
"Adaptive Shadow Maps,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 387-390,
August 2001.
http://www.graphics.cornell.edu/pubs/2001/FFBG01.html
-
Ferwerda, James,
"Elements of early vision for computer graphics,"
IEEE Computer Graphics and Applications,
vol. 21, no. 5, pp. 22-33, September/October 2001.
http://www.graphics.cornell.edu/~jaf/publications/publications.html
-
de Figueiredo, L.H.,
"Adaptive Sampling of Parametric Curves,"
in Alan Paeth, ed., Graphics Gems V,
Academic Press, pp. 173-178, 1995.
http://www.graphicsgems.org/
-
Fisher, F., and A. Woo,
"R.E versus N.H Specular Highlights,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, 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
-
Foley, J.D., A. van Dam, S.K. Feiner, J.H. Hughes, and R.L. Philips,
Introduction to Computer Graphics,
Addison-Wesley, Reading, Massachusetts, 1994.
-
Foley, J.D., A. van Dam, S.K. Feiner, and J.H. Hughes,
Computer Graphics: Principles and Practice, Second Edition in C,
Second Edition,
Addison-Wesley, Reading, Massachusetts, 1996.
-
Forsyth, Tom,
"Comparison of VIPM Methods,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 363-376, 2001.
-
Forsyth, Tom,
"Impostors: Adding Clutter,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 488-496, 2001.
-
Fosner, Ron,
"All Aboard Hardware T & L,"
Game Developer, vol. 7, no. 4, pp. 30-41, April 2000.
-
Freitas, Jorge,
"Simulated Real-Time Lighting Using Vertex Color Interpolation,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 535-542, 2000.
-
Frisken, Sarah, Ronald N. Perry, Alyn P. Rockwood, and Thouis R. Jones,
"Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 249-254, July 2000.
Added: http://www.merl.com/papers/docs/TR2001-11.pdf
-
Frisken, Sarah, and Ronald N. Perry,
"A Computationally Efficient Framework for Modeling Soft Body Impact,"
Visual Proceedings (SIGGRAPH 2001),
p. 160, August 2001.
-
Fuchs, H., Z.M. Kedem, and B.F. Naylor,
"On Visible Surface Generation by A Priori Tree Structures,"
Computer Graphics (SIGGRAPH '80 Proceedings),
pp. 124-133, July 1980.
-
Fuchs, H., G.D. Abram, and E.D. Grant,
"Near Real-Time Shaded Display of Rigid Objects,"
Computer Graphics (SIGGRAPH '89 Proceedings),
pp. 65-72, July 1983.
-
Fuchs, H., J. Poulton, J. Eyles, T. Greer, J. Goldfeather,
D. Ellsworth, S. Molnar, G. Turk, B. Tebbs, and L. Israel,
"Pixel-Planes 5: A Heterogeneous Multiprocessor Graphics System Using
Processor-Enhanced Memories,"
Computer Graphics (SIGGRAPH '89 Proceedings),
pp. 79-88, July 1989.
-
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.
http://www.cs.princeton.edu/~funk/
-
Funkhouser, Thomas A.,
Database and Display Algorithms for Interactive
Visualization of Architectural Models,
Ph.D. Thesis, University of California, Berkeley, 1993.
http://www.cs.princeton.edu/~funk/
-
Game Development Algorithms mailing list archives.
http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list/
-
Ganovelli, Fabio, John Dingliana, and Carol O'Sullivan,
"BucketTree: Improving Collision Detection between Deformable Objects,"
Spring Conference in Computer Graphics (SCCG2000), pp. 156-163, 2000.
-
Garland, Michael, and Paul S. Heckbert,
"Fast Polygonal Approximation of Terrains and Height Fields,"
Technical Report CMU-CS-95-181, Carnegie Mellon University, 1995.
http://graphics.cs.uiuc.edu/~garland/papers.html
-
Garland, Michael, and Paul S. Heckbert,
"Surface Simplification Using Quadric Error Metrics,"
Proceedings of SIGGRAPH 97, pp. 209-216, August 1997.
http://graphics.cs.uiuc.edu/~garland/papers.html
-
Garland, Michael, and Paul S. Heckbert,
"Simplifying Surfaces with Color and Texture using Quadric Error
Metrics,"
IEEE Visualization 98, pp. 263-269, July 1998.
http://graphics.cs.uiuc.edu/~garland/papers.html
-
Garland, Michael,
"Quadric-Based Polygonal Surface Simplification,"
Ph.D. thesis, Technical Report CMU-CS-99-105, Carnegie Mellon
University, 1999.
http://graphics.cs.uiuc.edu/~garland/papers.html
-
Geczy, George,
"2D Programming in a 3D World: Developing a 2D Game Engine Using DirectX 8 Direct3D,"
Gamasutra, June 2001.
http://www.gamasutra.com/features/20010629/geczy_01.htm
-
Gershbein, Reid, and Pat Hanrahan,
"A Fast Relighting Engine for Interactive Cinematic Lighting
Design,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 353-358, July 2000.
http://graphics.stanford.edu/papers/fastlight/
-
Giegl, Markus, and Michael Wimmer,
"Unpopping: Solving the Image-Space Blend Problem",
submitted to journal of graphics tools, Special Issue on Hardware-Accelerated Rendering Techniques, 2002.
-
Gigus, Z., J. Canny, and R. Seidel,
"Efficiently Computing and Representing Aspect Graphs of Polyedral Objects,"
IEEE Transactions On Pattern Analysis and Machine Intelligence,
vol. 13, no. 6, pp. 542-551, 1991.
-
Gilbert, E., D. Johnson, and S. Keerthi,
"A Fast Procedure for Computing the Distance between Complex Objects in Three-Dimensional Space,"
IEEE Journal of Robotics and Automation, vol. 4, no. 2, pp. 193-203, April 1988.
-
Ginsburg, Dan, and Dave Gosselin,
"Dynamic Per-Pixel Lighting Techniques,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 452-462, 2001.
-
Girshick, Ahna, Victoria Interrante, Steve Haker, and Todd
Lemoine,
"Line Direction Matters: An Argument for the Use of Principal Directions in 3D Line
Drawings,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR),
pp. 43-52, June 2000.
http://www.cs.umn.edu/Research/graphics/
-
Glassner, Andrew S., ed.,
An Introduction to Ray Tracing,
Academic Press Inc., London, 1989.
-
Glassner, Andrew S., ed.,
Graphics Gems,
Academic Press, 1990.
http://www.graphicsgems.org/
-
Glassner, Andrew S.,
"Computing Surface Normals for 3D Models,"
Andrew S. Glassner, ed.,
Graphics Gems,
Academic Press, pp. 562-566, 1990.
-
Glassner, Andrew,
"Building Vertex Normals from an Unstructured Polygon List,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 60-73, 1994.
-
Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 1,
Morgan Kaufmann Publishers Inc., San Francisco, 1995.
-
Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 2,
Morgan Kaufmann Publishers Inc., San Francisco, 1995.
-
Goldman, Ronald,
"Intersection of Three Planes,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, p. 305, 1990.
-
Goldman, Ronald,
"Intersection of Two Lines in Three-Space,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, p. 304, 1990.
-
Goldman, Ronald,
"Matrices and Transformations,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 472-475, 1990.
-
Goldman, Ronald,
"Some Properties of Bézier Curves,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 587-593, 1990.
-
Goldman, Ronald,
"Recovering the Data from the Transformation Matrix,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 324-331, 1991.
-
Goldman, Ronald,
"Decomposing Linear and Affine Transformations,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 108-116, 1992.
-
Goldman, Ronald,
"Identities for the Univariate and Bivariate Bernstein Basis Functions,"
in Alan Paeth, ed., Graphics Gems V,
Academic Press, pp. 149-162, 1995.
http://www.graphicsgems.org/
-
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.
-
Gomez, Miguel,
"Simple Intersection Tests for Games,"
Gamasutra, October 1999.
http://gamasutra.com/features/19991018/Gomez_1.htm
-
Gomez, Miguel,
"Compressed Axis-Aligned Bounding Box Trees,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 388-393, 2001.
-
Gonzalez, Rafael C., and Richard E. Woods,
Digital Image Processing, Third Edition,
Addison-Wesley, Reading, Massachusetts, 1992.
-
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/npr/utah_papers.html
-
Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesenfeld,
"Interactive Technical Illustration,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 31-38, April 1999.
http://www.cs.utah.edu/npr/utah_papers.html
-
Gooch, Bruce or Amy, and Amy or Bruce Gooch,
Non-Photorealistic Rendering, A K Peters Ltd., 2001.
http://www.cs.utah.edu/~gooch/book.html
-
Gordon, Dan, and Shuhong Chen,
"Front-to-back display of BSP trees,"
IEEE Computer Graphics and Applications,
vol. 11, no. 5, pp. 79-85, September 1991.
-
Gortler, Steven J., Radek Grzeszczuk, Richard Szeliski, and Michael F. Cohen,
"The Lumigraph,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 43-54, August, 1996.
http://www.research.microsoft.com/~cohen/
-
Gottschalk, S., M.C. Lin, and D. Manocha,
"OBBTree: A Hierarchical Structure for Rapid Interference Detection,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 171-180, August, 1996.
http://www.cs.unc.edu/~geom/OBB/OBBT.html
-
Gottschalk, Stefan,
Collision Queries using Oriented Bounding Boxes,
Ph.D. Thesis, Department of Computer Science,
University of North Carolina at Chapel Hill, 1999.
-
Gouraud, H.,
"Continuous shading of curved surfaces,"
IEEE Transactions on Computers, vol. C-20,
pp. 623-629, June 1971.
-
Green, D., and D. Hatch,
"Fast Polygon-Cube Intersection Testing,"
in Alan Paeth, ed., Graphics Gems V,
Academic Press, pp. 375-379, 1995.
http://www.graphicsgems.org/
-
Greene, Ned,
"Environment Mapping and Other Applications of World Projections,"
IEEE Computer Graphics and Applications, vol. 6, no. 11, pp. 21-29, November 1986.
-
Greene, Ned, Michael Kass, and Gavin Miller,
"Hierarchical Z-Buffer Visibility,"
Computer Graphics (SIGGRAPH 93 Proceedings),
pp. 231-238, August 1993.
-
Greene, Ned,
"Detecting Intersection of a Rectangular Solid and a Convex
Polyhedron,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 74-82, 1994.
-
Greene, Ned, and Michael Kass,
"Error-Bounded Antialiased Rendering of Complex
Environments,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 59-66, July 1994.
-
Greene, Ned,
Hierarchical Rendering of Complex Environments,
Ph.D. Thesis, University of California at Santa Cruz,
Report No. UCSC-CRL-95-27, June 1995.
-
Greene, Ned,
"Hierarchical Polygon Tiling with Coverage Masks,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 65-74, August 1996.
-
Greene, Ned,
"Occlusion Culling with Optimized Hierarchical Z-Buffering,"
appears in Course 30 notes at SIGGRAPH 2001:
Visibility, Problems, Techniques and Applications, 2001.
-
Gregory, Arthur, Ming C. Lin, Stefan Gottschalk, and Russell Taylor,
"H-Collide: A Framework for Fast and Accurate Collision Detection for Haptic Interaction,"
Proceedings of Virtual Reality Conference 1999,
pp. 38-45, 1999.
-
Gribb, Gil, and Klaus Hartmann,
"Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix,"
June 2001.
http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
-
Guenter, Brian, Todd Knoblock, and Erik Ruf,
"Specializing Shaders,"
Computer Graphics (SIGGRAPH 95 Proceedings),
pp. 343-350, August 1995.
http://research.microsoft.com/~guenter/
-
Gumhold, Stefan, and Wolfgang Straßer,
"Real Time Compression of Triangle Mesh Connectivity,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 133-140, August 1998.
-
Guymon, Mel,
"Pyro-Techniques: Playing with Fire,"
Game Developer, vol. 7, no. 2, pp. 23-27, Feb. 2000.
-
Hadap, Sunil, and Nadia Magnenat-Thalmann,
"Modeling Dynamic Hair as a Continuum,"
Computer Graphics Forum (Proceedings of Eurographics 2001), vol. 20, no. 3, pp. 329-338, 2001.
Added: http://www.miralab.unige.ch/papers/40.pdf
-
Haeberli, P., and K. Akeley,
"The Accumulation Buffer: Hardware Support for High-Quality Rendering,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 309-318, August 1990.
Added: http://graphics.stanford.edu/courses/cs248-02/haeberli-akeley-accumulation-buffer-sig90.pdf
-
Haeberli, Paul, and Mark Segal,
"Texture Mapping as a Fundamental Drawing Primitive,"
4th Eurographics Workshop on Rendering, pp.
259-266, 1993.
http://www.sgi.com/grafica/texmap/index.html
-
Hagen, Margaret A.,
"How to Make a Visually Realistic 3D Display,"
Computer Graphics, vol. 25, no. 2, pp. 76-81, April 1991.
-
Hahn, James K.,
"Realistic Animation of Rigid Bodies,"
Computer Graphics (SIGGRAPH '88 Proceedings),
pp. 299-308, 1988.
Added: http://graphics.stanford.edu/courses/cs448-01-spring/papers/hahn.pdf
-
Haines, Eric, ed.,
The Ray Tracing News.
http://www.raytracingnews.org
-
Haines, Eric,
"Essential Ray Tracing Algorithms,"
Chapter 2 in Andrew Glassner, ed.,
An Introduction to Ray Tracing,
Academic Press Inc., London, 1989.
-
Haines, Eric,
"Fast Ray-Convex Polyhedron Intersection,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 247-250, 1991.
http://www.graphicsgems.org/
-
Haines, Eric,
"Point in Polygon Strategies,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 24-46, 1994.
http://www.erichaines.com/ptinpoly/
-
Haines, Eric, and John Wallace,
"Shaft Culling for Efficient Ray-Traced Radiosity,"
in P. Brunet and F.W. Jansen, eds.,
Photorealistic Rendering in Computer Graphics
(Proceedings of the Second Eurographics Workshop on Rendering),
Springer-Verlag, pp. 122-138, 1994.
http://www.erichaines.com/
-
Haines, Eric, and Steven Worley,
"Fast, Low-Memory Z-buffering when Performing Medium-Quality
Rendering," journal of graphics tools, vol. 1, no. 3,
pp. 1-6, 1996.
-
Haines, Eric,
"The Curse of the Monkey's Paw,"
in Eric Haines, ed., Ray Tracing News, vol. 10, no. 2, June 1997.
http://www.realtimerendering.com/resources/RTNews/html/rtnv10n2.html
-
Haines, Eric,
"A Shaft Culling Tool,"
journal of graphics tools, vol. 5, no. 1, pp. 23-26, 2000.
http://jgt.akpeters.com/papers/Haines00/
-
Haines, Eric,
"Soft Planar Shadows Using Plateaus,"
journal of graphics tools, vol. 6, no. 1, pp. 19-27, 2001.
http://jgt.akpeters.com/papers/Haines01/
-
Hakura, Ziyad S., and Anoop Gupta,
"The Design and Analysis of a Cache Architecture for Texture Mapping,"
24th International Symposium of Computer Architecture (ISCA), pp. 108-120, June 1997.
-
Hakura, Ziyad S., John M. Snyder, and Jerome E. Lengyel,
"Parameterized Environment Maps,"
Proceedings 2001 Symposium on Interactive 3D Graphics, pp. 203-208, March 2001.
-
Hakura, Ziyad S., and John M. Snyder,
"Realistic Reflections and Refractions on Graphics Hardware With
Hybrid Rendering and Layered Environment Maps,"
12th Eurographics Workshop on Rendering, pp. 286-297, 2001.
http://graphics.stanford.edu/papers/hybridrendering/
-
Hall, Roy,
Illumination and Color in Computer Generated Imagery,
Springer-Verlag, 1989.
-
Hall, Tim,
"A how to for using OpenGL to Render Mirrors,"
comp.graphics.api.opengl newsgroup, August 1996.
-
Halstead, Mark, Michal Kass, and Tony DeRose,
"Efficient, Fair Interpolation using Catmull-Clark Surfaces,"
Computer Graphics (SIGGRAPH 93 Proceedings), pp. 35-44, August 1994.
-
Hanrahan, Pat,
"A Survey of Ray-Surface Intersection Algorithms,"
Chapter 3 in Andrew Glassner, ed.
An Introduction to Ray Tracing,
Academic Press Inc., London, 1989.
-
Hanrahan, P., and P. Haeberli,
"Direct WYSIWYG Painting and Texturing on 3D Shapes,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 215-223, August 1990.
-
Hapke, B.,
"A Theoretical Photometric Function for the Lunar Surface,"
J. Geophysical Research, vol. 68, no. 15, 1 August 1963.
-
Harris, Mark J., and Anselmo Lastra,
"Real-Time Cloud Rendering,"
Proceedings of Eurographics 2001, Vol. 20, No. 3, pp. 76-84, September 2001.
http://www.cs.unc.edu/~harrism/clouds/
-
Hart, Evan, Dave Gosselin, and John Isidoro,
"Vertex Shading with Direct3D and OpenGL,"
Game Developers Conference, San Jose, March 2001.
http://www.ati.com/na/pages/resource_centre/dev_rel/techpapers.html
-
Hart, John C., Nate Carr, Masaki Kameya, Stephen A. Tibbitts, and Terrance J. Coleman,
"Antialiased Parameterized Solid Texturing Simplified for Consumer-Level
Hardware Implementation,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 45-53, Aug. 1999.
http://graphics.cs.uiuc.edu/~jch/papers/apst.pdf
-
Hart, John C.,
"Perlin Noise Pixel Shaders,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 87-94, August 2001.
http://graphics.cs.uiuc.edu/~jch/papers/pixelnoise.pdf
-
He, Taosong,
"Fast Collision Detection Using QuOSPO Trees,"
Proceedings 1999 Symposium on Interactive 3D Graphics, pp. 55-62, April 1999.
-
He, Xiao D., Kenneth E. Torrance, François X. Sillion, and Donald P. Greenberg,
"A Comprehensive Physical Model for Light Reflection,"
Computer Graphics (SIGGRAPH '91 Proceedings),
pp. 175-186, July 1991.
Added: http://www-imagis.imag.fr/Publications/fxs/HTSG91.pdf
-
Hearn, Donald, and M. Pauline Baker,
Computer Graphics, Second Edition,
Prentice-Hall, Inc., Englewoods Cliffs, New Jersey, 1994.
-
Heckbert, Paul,
"Survey of Texture Mapping,"
IEEE Computer Graphics and Applications,
vol. 6, no. 11, pp. 56-67, November 1986.
http://www.cs.cmu.edu/~ph/
-
Heckbert, Paul S.,
"Fundamentals of Texture Mapping and Image Warping,"
Report No. 516, Computer Science Division, University of
California, Berkeley, June 1989.
http://www.cs.cmu.edu/~ph/
-
Heckbert, Paul S.,
"Adaptive Radiosity Textures for Bidirectional Ray Tracing,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 145-154, August 1990.
-
Heckbert, Paul S., and Henry P. Moreton,
"Interpolation for Polygon Texture Mapping and Shading,"
State of the Art in Computer Graphics: Visualization and Modeling,
Springer-Verlag, pp. 101-111, 1991.
-
Heckbert, Paul S., ed.,
Graphics Gems IV,
Academic Press, 1994.
http://www.graphicsgems.org/
-
Heckbert, Paul S.,
"A Minimal Ray Tracer,"
Heckbert, Paul S., ed.,
Graphics Gems IV,
Academic Press, pp. 375-381, 1994.
http://www.graphicsgems.org/
-
Heckbert, Paul S., and Michael Herf,
Simulating Soft Shadows with Graphics Hardware,
Technical Report CMU-CS-97-104, Carnegie Mellon University, January 1997.
http://www.cs.cmu.edu/~ph/shadow.html
-
Hecker, Chris,
"More Compiler Results, and What To Do About It,"
Game Developer, pp. 14-21, August/September 1996.
http://www.d6.com/users/checker/misctech.htm
-
Hecker, Chris,
"Physics, The Next Frontier,"
Game Developer, pp. 12-20, October/November 1996.
http://www.d6.com/users/checker/dynamics.htm
-
Hecker, Chris,
"Physics, Part 2: Angular Effects,"
Game Developer, pp. 14-22, December/January 1997.
http://www.d6.com/users/checker/dynamics.htm
-
Hecker, Chris,
"Physics, Part 3: Collision Response,"
Game Developer, pp. 11-18, February/March 1997.
http://www.d6.com/users/checker/dynamics.htm
-
Hecker, Chris,
"Physics, Part 4: The Third Dimension,"
Game Developer, pp. 15-26, June 1997.
http://www.d6.com/users/checker/dynamics.htm
-
Heidmann, Tim,
"Real Shadows Real Time,"
Iris Universe,
No. 18, pp. 28-31, Silicon Graphics Inc., November 1991. http://developer.nvidia.com/attach/6833
-
Heidrich, Wolfgang, and Hans-Peter Seidel,
"View-independent Environment Maps,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 39-45, August 1998.
-
Heidrich, Wolfgang, and Hans-Peter Seidel,
"Efficient Rendering of Anisotropic Surfaces Using
Computer Graphics Hardware,"
Image and Multi-dimensional Digital Signal Processing Workshop (IMDSP),
1998.
http://www.cs.ubc.ca/~heidrich/Papers/
-
Heidrich, Wolfgang, Rüdifer Westermann, Hans-Peter Seidel,
and Thomas Ertl,
"Applications of Pixel Textures in Visualization and
Realistic Image Synthesis,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 127-134, April 1999.
http://www.cs.ubc.ca/~heidrich/Papers/
-
Heidrich, Wolfgang, and Hans-Peter Seidel,
"Realistic, Hardware-accelerated Shading and Lighting,"
Computer Graphics (SIGGRAPH 99 Proceedings),
pp. 171-178, August 1999.
http://www.cs.ubc.ca/~heidrich/Papers/
-
Heidrich, Wolfgang, Stefan Brabec, and Hans-Peter Seidel,
"Soft Shadow Maps for Linear Lights,"
11th Eurographics Workshop on Rendering, pp. 269-280, 2000.
http://www.cs.ubc.ca/~heidrich/Papers/
-
Heidrich, Wolfgang, Katja Daubert, Jan Kautz, and Hans-Peter Seidel,
"Illuminating Micro Geometry Based on Precomputed Visibility,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 455-464, July 2000.
http://www.cs.ubc.ca/~heidrich/Papers/
-
Held, M., J.T. Klosowski, and J.S.B. Mitchell,
"Speed Comparison of Generalized Bounding Box Hierarchies,"
Technical Report, Department of Applied Math, SUNY Stony Brook, 1995.
-
Held, M., J.T. Klosowski, and J.S.B. Mitchell,
"Evaluation of Collision Detection Methods for Virtual Reality
Fly-Throughs,"
Proceedings of the 7th Canadian Conference on Computational Geometry,
pp. 205-210, 1995.
-
Held, M., J.T. Klosowski, and J.S.B. Mitchell,
"Real-Time Collision Detection for Motion Simulation within Complex
Environments,"
Visual Proceedings (SIGGRAPH 96),
p. 151, August 1996.
-
Held, Martin,
"ERIT--A Collection of Efficient and Reliable Intersection Tests,"
journal of graphics tools, vol. 2, no. 4, pp. 25-44, 1997.
http://jgt.akpeters.com/papers/Held97
-
Held, Martin,
"FIST: Fast Industrial-Strength Triangulation,"
submitted for publication, 1998.
http://www.cosy.sbg.ac.at/~held/publications.html
-
Helman, James L.,
"Architecture and Performance of Entertainment Systems,"
SIGGRAPH 94 Course Notes: Designing Real-Time Graphics for Entertainment, July 1994.
-
Hennessy, John L., and David A. Patterson,
Computer Architecture: A Quantitative Approach, Second Edition,
Morgan Kaufmann Publishers, 1996.
-
Herf, M., and P.S. Heckbert,
"Fast Soft Shadows,"
Visual Proceedings (SIGGRAPH 96),
p. 145, August 1996.
-
Herrell, Russ, Joe Baldwin, and Chris Wilcox,
"High-Quality Polygon Edging,"
IEEE Computer Graphics and Applications,
vol. 15, no. 4,
pp. 68-74, July 1995.
-
Hertzmann, Aaron,
"Introduction to 3D Non-Photorealistic Rendering: Silhouettes and Outlines,"
SIGGRAPH 99 Non-Photorealistic Rendering course notes, 1999.
http://www.mrl.nyu.edu/~hertzman/hertzmann-intro3d.pdf
-
Hill, Steve,
"A Simple Fast Memory Allocator,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 49-50, 1992.
http://www.graphicsgems.org/
-
Hill, F.S., Jr.,
"The Pleasures of `Perp Dot' Products,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 138-148, 1994.
-
Hoff., Kenneth E., III,
"A Faster Overlap Test for a Plane and a Bounding Box," 1996.
http://www.cs.unc.edu/~hoff/research/vfculler/boxplane.html
-
Hoff, Kenneth E., III, Andrew Zaferakis, Ming Lin, and Dinesh Manocha,
"Fast and Simple 2D Geometric Proximity Queries Using Graphics Hardware,"
Proceedings 2001 Symposium on Interactive 3D Graphics,
pp. 145-148, March 2001.
-
Hoffman, Naty, and Kenny Mitchell,
"Photorealistic Terrain Lighting in Real Time,"
Game Developer, vol. 8, no. 7, pp. 32-41, July 2001.
More detailed version in Game Developers Conference, pp. 357-367, March 2001.
http://www.gdconf.com/archives/proceedings/2001/prog_papers.html
-
Hook, Brian,
"Multipass Rendering and the Magic of Alpha Blending,"
Game Developer, vol. 4, no. 5, pp. 12-19, August 1997.
-
Hoppe, H., T. DeRose, T. Duchamp, M. Halstead, H. Jin,
J. McDonald, J. Schweitzer, and W. Stuetzle,
"Piecewise Smooth Surface Reconstruction,"
Computer Graphics (SIGGRAPH 94 Proceedings), pp. 295-302, July 1994.
-
Hoppe, Hugues,
"Progressive Meshes,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 99-108, August 1996.
http://research.microsoft.com/~hoppe/
-
Hoppe, Hugues,
"View-Dependent Refinement of Progressive Meshes,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 189-198, August 1997.
http://research.microsoft.com/~hoppe/
-
Hoppe, Hugues,
"Efficient Implementation of Progressive Meshes,"
Computers and Graphics, vol. 22, no. 1, pp. 27-36, 1998.
http://research.microsoft.com/~hoppe/
-
Hoppe, Hugues,
"Smooth View-Dependent Level-of-Detail Control and Its Application
to Terrain Rendering,"
IEEE Visualization 1998, pp. 35-42, Oct. 1998.
http://research.microsoft.com/~hoppe/
-
Hoppe, Hugues,
"Optimization of Mesh Locality for Transparent Vertex Caching,"
Computer Graphics (SIGGRAPH 99 Proceedings),
pp. 269-276, August 1999.
http://research.microsoft.com/~hoppe/
-
Hoppe, Hugues,
"New Quadric Metric for Simplifying Meshes with Appearance Attributes,"
IEEE Visualization 1999, pp. 59-66, October 1999.
http://research.microsoft.com/~hoppe/
-
Hoschek, Josef, and Dieter Lasser,
Fundamentals of Computer Aided Geometric Design,
A.K. Peters Ltd., 1993.
-
Hourcade, J.C., and A. Nicolas,
"Algorithms for Antialiased Cast Shadows,"
Computers and Graphics,
vol. 9, no. 3, pp. 259-265, 1985.
-
Hubbard, Philip M.,
"Approximating Polyhedra with Spheres for Time-Critical
Collision Detection,"
ACM Transactions on Graphics, vol. 15, no. 3, pp. 179-210, 1996.
-
Huddy, Richard,
"The Efficient Use of Vertex Buffers,"
NVIDIA White Paper, November 2000.
http://developer.nvidia.com
-
Hudson, T., M. Lin, J. Cohen, S. Gottschalk, and D. Manocha,
"V-COLLIDE: Accelerated collision detection for VRML,"
Proceedings of VRML '97, Monterey, California, February 1997.
-
Hughes, M., M. Lin, D. Manocha, and C. Dimattia,
"Efficient and Accurate Interference Detection for Polynomial Deformation,"
Proceedings of Computer Animation, Geneva, Switzerland, pp. 155-166, 1996.
-
Hughes, John F., and Tomas Möller,
"Building an Orthonormal Basis from a Unit Vector,"
journal of graphics tools, vol. 4, no. 4, pp. 33-35, 1999.
http://jgt.akpeters.com/papers/HughesMoller99/
-
Humphreys, Greg, Matthew Eldridge, Ian Buck, Gordon Stoll, Matthew Everett, and Pat Hanrahan
"WireGL: A Scalable Graphics System for Clusters,"
Computer Graphics (SIGGRAPH 2001 Proceedings),
pp. 129-140, August 2001.
http://graphics.stanford.edu/software/wiregl/
-
Hutson, V., and J.S. Pym,
Applications of Functional Analysis and Operator Theory,
Academic Press, London, 1980.
-
Igehy, Homan, Gordon Stoll, and Pat Hanrahan,
"The Design of a Parallel Graphics Interface,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 141-150, July 1998.
http://graphics.stanford.edu/papers/parallel_api/
-
Igehy, Homan, Matthew Eldridge, and Kekoa Proudfoot,
"Prefetching in a Texture Cache Architecture,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 133-142, August 1998.
-
Igehy, Homan, Matthew Eldridge, and Pat Hanrahan,
"Parallel Texture Caching,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 95-106, August 1999.
-
Ikedo, T., and J. Ma,
"The Truga001: A Scalable Rendering Processor,"
IEEE Computer Graphics and Applications,
vol. 18, no. 2, pp. 59-79, March/April 1998.
http://computer.org/cga/cg1998/g2toc.htm
-
Streaming SIMD Extensions--Inverse of 4x4 Matrix,
Order Number 245043-001, Intel Corporation, March 1999.
http://developer.intel.com/vtune/compilers/cpp/matrix_lib.htm
-
Iris Graphics Library Programming Guide,
Silicon Graphics Inc., 1991.
-
Isidoro, John, Alex Vlachos, and Chris Brennan,
"Rendering Ocean Water,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Isidoro, John, and Chris Brennan,
"Per-Pixel Strand Based Anisotropic Lighting,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Ivanov, D., and Ye. Kuzmin,
"Color Distribution - A New Approach to Texture Compression,"
Proceedings of Eurographics 2000, vol. 19, no. 3, pp. C283-C289, 2000.
-
James, Adam,
Binary Space Partitioning for Accelerated Hidden Surface Removal and Rendering of Static Environments,
Ph.D. Thesis, University of East Anglia, August 1999.
Added: http://www.sys.uea.ac.uk/~aj/PHD/Postscripts/bsp.pdf
-
James, Greg,
"Operations for Hardware Accelerated Procedural Texture Animation,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 497-509, 2001.
-
Jaquays, Paul, and Brian Hook,
Quake 3: Arena Shader Manual, Revision 12, December 1999.
http://graphics.stanford.edu/courses/cs448-00-spring/readings.html
-
Jensen, Henrik Wann,
Realistic Image Synthesis Using Photon Mapping,
A.K. Peters Ltd., 2001.
-
Jensen, Henrik Wann, Stephen R. Marschner, Marc Levoy, and Pat Hanrahan,
"A Practical Model for Subsurface Light Transport,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 511-518,
August 2001.
-
Jensen, Lasse Staff, and Robert Golias,
"Deep-Water Animation and Rendering,"
Gamasutra, Sept. 2001.
http://www.gamasutra.com/gdce/jensen/jensen_03.htm
-
Jiménez, P., and Thomas C. Torras,
"3D Collision Detection: A Survey,"
Computers & Graphics, vol. 25, pp. 269-285, 2001.
-
Johannsen, Andreas, and Michael B. Carter,
"Clustered Backface Culling,"
journal of graphics tools, vol. 3, no. 1, pp. 1-14, 1998.
-
Jouppi, Norman P., and Chun-Fa Chang,
"Z^3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 85-93, August 1999.
http://research.compaq.com/wrl/people/jouppi/Z3.html
-
Joy, Kenneth I., On-Line Geometric Modeling Notes,
http://graphics.cs.ucdavis.edu/CAGDNotes/
-
Junkins, Stephen, and Allen Hux,
"Subdividing Reality: Employing Subdivision Surfaces for
Real-Time Scalable 3D,"
Game Developers Conference proceedings, 2000.
-
Kajiya, James T.,
"Anisotropic Reflection Models,"
Computer Graphics (SIGGRAPH '85 Proceedings),
pp. 15-21, July 1985.
-
Kajiya, James T.,
"The Rendering Equation,"
Computer Graphics (SIGGRAPH '86 Proceedings),
pp. 143-150, August 1986.
-
Kaplan, Matthew, Bruce Gooch, and Elaine Cohen,
"Interactive Artistic Rendering,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR),
pp. 67-74, June 2000.
http://www.cs.utah.edu/npr/utah_papers.html
-
Karkanis, Tasso, and A. James Stewart,
"Curvature-Dependent Triangulation of Implicit Surfaces,"
IEEE Computer Graphics and Applications, vol. 22, no. 2, pp. 60-69, March 2001.
-
Karypis, George, and Vipin Kumar,
"A Fast and High Quality Multilevel Scheme for Partitioning Irregular Graphs,"
SIAM Journal on Scientific Computing, vol. 20, no. 1, pp. 359-392, 1998.
http://www-users.cs.umn.edu/~karypis/metis/
-
Kautz, Jan, and M.D. McCool,
"Interactive Rendering with Arbitrary BRDFs using Separable Approximations,"
10th Eurographics Workshop on Rendering, pp. 281-292, June 1999.
http://www.mpi-sb.mpg.de/~jnkautz/publications
-
Kautz, Jan, and M.D. McCool,
"Approximation of Glossy Reflection with Prefiltered Environment Maps,"
Graphics Interface 2000, pp. 119-126, May 2000.
http://www.mpi-sb.mpg.de/~jnkautz/publications
-
Kautz, Jan, P.-P. Vázquez, W. Heidrich, and H.-P. Seidel,
"A Unified Approach to Prefiltered Environment Maps,"
11th Eurographics Workshop on Rendering, pp. 185-196, June 2000.
http://www.mpi-sb.mpg.de/~jnkautz/publications
-
Kautz, Jan, and Hans-Peter Seidel,
"Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 51-58, 2000.
http://www.mpi-sb.mpg.de/~jnkautz/projects/anisobumpmaps/
-
Kautz, Jan, Chris Wynn, Jonathan Blow, Chris Blasband, Anis Ahmad, and Michael McCool,
"Achieving Real-Time Realistic Reflectance, Part 1"
Game Developer,
vol. 8, no. 1, pp. 32-37, January 2001.
-
Kautz, Jan, Chris Wynn, Jonathan Blow, Chris Blasband, Anis Ahmad, and Michael McCool,
"Achieving Real-Time Realistic Reflectance, Part 2"
Game Developer,
vol. 8, no. 2, pp. 38-44, February 2001.
http://www.gdmag.com/code.htm
-
Kautz, Jan, and Hans-Peter Seidel,
"Hardware Accelerated Displacement Mapping for Image Based Rendering,"
Graphics Interface 2001, pp. 61-70, May 2001.
-
Kawachi, Katsuaki, and Hirosama Suzuki,
"Distance Computation between Non-convex Polyhedra at Short Range Based on Discrete Voronoi Regions,"
IEEE Geometric Modeling and Processing, pp. 123-128, April 2000.
-
Kay, T.L., and J.T. Kajiya,
"Ray Tracing Complex Scenes,"
Computer Graphics (SIGGRAPH '86 Proceedings),
pp. 269-278, August 1986.
-
Keating, Brett,
"Efficient Shadow Antialiasing using an A-buffer,"
journal of graphics tools, vol. 4, no. 3, pp. 23-33, 1999.
-
Keller, Alexander, and Wolfgang Heidrich,
"Interleaved Sampling,"
12th Eurographics Workshop on Rendering, pp. 266-273, 2001.
http://www.cs.ubc.ca/labs/imager/tr/keller.2001a.html
-
Kelley, Michael, Kirk Gould, Brent Pease, Stephanie Winner, and Alex Yen,
"Hardware Accelerated Rendering of CSG and Transparency,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 177-184, July 1994.
-
Kempf, Renate, and Jed Hartman,
OpenGL on Silicon Graphics Systems,
Silicon Graphics Inc., 1998.
-
Kershaw, Kathleen, A Generalized Texture-Mapping Pipeline,
M.S. Thesis, Program of Computer Graphics, Cornell
University, Ithaca, New York, 1992.
-
Kilgard, Mark,
"Fast OpenGL-rendering of Lens Flares,"
http://www.opengl.org/developers/code/mjktips/lensflare/
-
Kilgard, Mark J.,
"Realizing OpenGL: Two Implementations of One Architecture,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,
Los Angeles, California, pp. 45-55, August 1997.
-
Kilgard, Mark J.,
"Creating Reflections and Shadows Using Stencil Buffers,"
Game Developers Conference, NVIDIA slideset, 1999.
http://developer.nvidia.com
-
Kilgard, Mark J.,
"A Practical and Robust Bump-mapping Technique for Today's GPUs,"
Game Developers Conference, NVIDIA White Paper, 2000.
http://developer.nvidia.com
-
Kilgard, Mark J.,
"Shadow Mapping with Today's OpenGL Hardware,"
Game Developers Conference, 2001.
http://developer.nvidia.com
-
Kilgard, Mark J.,
"More Advanced Hardware Rendering Techniques,"
Game Developers Conference, 2001.
http://developer.nvidia.com
-
Kilgard, Mark J.,
"Shadow Mapping with Today's OpenGL Hardware,"
CEDEC, 2001.
http://developer.nvidia.com
-
Kim, Dong-Jin, Leonidas J. Guibas, and Sung-Yong Shin,
"Fast Collision Detection Among Multiple Moving Spheres,"
IEEE Transactions on Visualization and Computer Graphics,
vol. 4, no. 3., July/September 1998.
-
King, Yossarian,
"Never Let 'Em See You Pop--Issues in Geometric Level of Detail Selection,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 432-438, 2000.
-
King, Yossarian,
"2D Lens Flare,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 515-518, 2000.
-
King, Yossarian,
"Ground-Plane Shadows,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 562-566, 2000.
-
Kirk, David B., and Douglas Voorhies,
"The Rendering Architecture of the DN-10000VS,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 299-307, August 1990.
-
Kirk, David, ed.,
Graphics Gems III,
Academic Press, 1992.
http://www.graphicsgems.org/
-
Klein, Allison W., Wilmot Li, Michael M. Kazhdan, Wagner T. Corrêa, Adam Finkelstein, and Thomas A. Funkhouser,
"Non-Photorealistic Virtual Environments,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 527-534, July 2000.
-
Klosowski, J.T., M. Held, J.S.B. Mitchell, H. Sowizral, and K. Zikan,
"Efficient Collision Detection Using Bounding Volume Hierarchies
of
k-DOPs," IEEE Transactions on Visualization
and Computer Graphics, vol. 4, no. 1, 1998.
-
Klosowski, James T.,
Efficient Collision Detection for Interactive 3D Graphics and Virtual Environments,
Ph.D. Thesis, State University of New York at Stony Brook, May 1998.
Added: http://ams.sunysb.edu/pub/geometry/jklosow/klosowski.ps.gz
-
Klosowski, James T., and Cláudio T. Silva,
"The Prioritized-Layered Projection Algorithm for Visible Set Estimation,"
IEEE Transactions on Visualization and Computer Graphics, vol. 6, no. 2, pp. 108-123, April/June 2000.
-
Klosowski, James T., and Cláudio T. Silva,
"Efficient Conservative Visibility Culling Using The Prioritized-Layered Projection Algorithm,"
IEEE Transactions on Visualization and Computer Graphics, vol. 7, no. 4, pp. 365-379, 2001.
-
Knuth, Donald E.,
The Art of Computer Programming: Sorting and Searching,
vol. 3, Second Edition,
Addison-Wesley, Reading, Massachusetts, 1998.
Added: http://www-cs-faculty.stanford.edu/~knuth/taocp.html
-
Kobbelt, Leif,
"sqrt(3)-Subdivision,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 103-112, July 2000.
-
Kochanek, Doris H.U., and Richard H. Bartels,
"Interpolating Splines with Local Tension, Continuity,
and Bias Control,"
Computer Graphics (SIGGRAPH '84 Proceedings),
pp. 33-41, July 1984.
-
Koltun, Vladlen, Yiorgos Chrysanthou, and Daniel Cohen-Or,
"Virtual Occluders: An Efficient Intermediate PVS representation,"
11th Eurographics Workshop on Rendering, pp. 59-70, 2000.
-
Koltun, Vladlen, Yiorgos Chrysanthou, and Daniel Cohen-Or,
"Hardware-Accelerated From-Region Visibility using a Dual Ray Space,"
12th Eurographics Workshop on Rendering, pp. 204-214, 2001.
http://www.math.tau.ac.il/~vladlen/
-
Konecnÿ, Petr,
Bounding Volumes in Computer Graphics,
M.S. Thesis, Faculty of Informatics,
Masaryk University, Brno, April 1998.
http://www.fi.muni.cz/~pekon/
-
Kovach, Peter,
"Inside Direct3D: Stencil Buffers,"
Gamasutra, August 2000.
http://www.gamasutra.com/features/20000807/kovach_01.htm
-
Krishnamurthy, V., and M. Levoy,
"Fitting Smooth Surfaces to Dense Polygon Meshes,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 313-324, August, 1996.
-
Krishnan, S., A. Pattekar, M.C. Lin, and D. Manocha,
"Spherical Shell: A Higher Order Bounding Volume for Fast
Proximity Queries,"
Proceedings of Third International Workshop on
Algorithmic Foundations of Robotics, pp. 122-136, 1998.
http://www.cs.unc.edu/~dm/
-
Krishnan, S., M. Gopi, M. Lin, D. Manocha, and A. Pattekar,
"Rapid and Accurate Contact Determination between Spline Models using ShellTrees,"
Proceedings of Eurographics '98, vol. 17, no. 3, pp. C315-C326, 1998.
http://www.cs.unc.edu/~dm/
-
Kumar, Subodh, and Dinesh Manocha,
"Hierarchical Visibility Culling for Spline Models,"
Graphics Interface 96, Toronto, Canada, pp. 142-150, May 1996.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
-
Kumar, S., D. Manocha, B. Garrett, and M. Lin,
"Hierarchical Back-Face Computation,"
Proceedings of Eurographics Rendering Workshop 1996,
pp. 235-244, June 1996.
-
Labsik, U., and G. Greiner,
"Interpolatory sqrt(3)-Subdivision,"
Computer Graphics Forum (Proceedings of Eurographics 2000),
vol. 19, no. 3, pp. 131-138, 2000.
-
Lacroute, Philippe, and Marc Levoy,
"Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing
Transformation,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 451-458, July 1994.
http://www-graphics.stanford.edu/papers/shear/
-
Lafortune, Eric P. F., Sing-Choong Foo, Kenneth E. Torrance, and Donald P. Greenberg,
"Non-Linear Approximation of Reflectance Functions,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 117-126, August 1997.
http://www.graphics.cornell.edu/pubs/1997/LFTG97.html
-
Laidlaw, D.H., W.B. Trumbore, and J. Hughes,
"Constructive Solid Geometry for Polyhedral Objects,"
Computer Graphics (SIGGRAPH '86 Proceedings),
pp. 161-168, August 1986.
-
Lake, Adam, Carl Marshall, Mark Harris, and Marc Blackstein,
"Stylized Rendering Techniques for Scalable Real-time Animation,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR), pp. 13-20, June 2000.
http://developer.intel.com/ial/3dsoftware/doc.htm
-
Lake, Adam,
"Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 444-451, 2001.
-
Lake, Adam,
"Programmable Vertex Shader Compiler,"
in Mark DeLoura, ed., Game Programming Gems 3,
Charles River Media, 2002.
-
Lambert, J. H.,
Photometria, 1760. English translation by D. L. DiLaura,
Illuminating Engineering Society of North America, 2001.
-
Lander, Jeff,
"Slashing Through Real-Time Character Animation,"
Game Developer,
vol. 5, no. 4, pp. 13-15, April 1998.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"Skin Them Bones: Game Programming for the Web Generation,"
Game Developer,
vol. 5, no. 5, pp. 11-16, May 1998.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"The Ocean Spray in Your Face,"
Game Developer,
vol. 5, no. 7, pp. 13-19, July 1998.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"Collision Response: Bouncy, Trouncy, Fun,"
Game Developer,
vol. 6, no. 3, pp. 15-19, March 1999.
http://www.gamasutra.com/features/20000208/lander_01.htm
-
Lander, Jeff,
"Physics on the Back of a Cocktail Napkin,"
Game Developer,
vol. 6, no. 9, pp. 17-21, September 1999.
http://www.gamasutra.com/features/20000516/lander_01.htm
-
Lander, Jeff,
"Under the Shade of the Rendering Tree,"
Game Developer Magazine,
vol. 7, no. 2, pp. 17-21, Feb. 2000.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"Shades of Disney: Opaquing a 3D World,"
Game Developer Magazine,
vol. 7, no. 3, pp. 15-20, March 2000.
-
Lander, Jeff,
"Return to Cartoon Central,"
Game Developer Magazine,
vol. 7, no. 8, pp. 9-14, August 2000.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"That's a Wrap: Texture Mapping Methods,"
Game Developer Magazine,
vol. 7, no. 10, pp. 21-26, October 2000.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"Haunted Trees for Halloween,"
Game Developer Magazine,
vol. 7, no. 11, pp. 17-21, November 2000.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"Graphics Programming and the Tower of Babel,"
Game Developer,
vol. 8, no. 3, pp. 13-16, March 2001.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"A Heaping Pile of Pirate Booty,"
Game Developer,
vol. 8, no. 4, pp. 22-30, April 2001.
-
Lander, Jeff,
"Images from Deep in the Programmer's Cave,"
Game Developer,
vol. 8, no. 5, pp. 23-28, May 2001.
http://www.gdmag.com/code.htm
-
Lander, Jeff,
"The Era of Post-Photorealism,"
Game Developer,
vol. 8, no. 6, pp. 18-22, June 2001.
-
Larsen, E., S. Gottschalk, M. Lin, and D. Manocha,
"Fast proximity queries with swept sphere volumes,"
Technical Report TR99-018, Department of Computer Science,
University of North Carolina, 1999.
http://www.cs.unc.edu/~geom/SSV
-
Larsson, Thomas, and Tomas Akenine-Möller,
"Collision Detection for Continuously Deforming Bodies,"
Eurographics 2001, short presentation, pp. 325-333, September 2001.
-
Lastra, Anselmo, Steven Molnar, Marc Olano, and Yulan Wang,
"Real-Time Programmable Shading,"
Proceedings 1995 Symposium on Interactive 3D Graphics,
pp. 59-66, April 1995.
Added: http://www.cs.unc.edu/~lastra/Publications/Shading95.ps
-
Lathrop, Olin, David Kirk, and Doug Voorhies,
"Accurate Rendering by Subpixel Addressing,"
IEEE Computer Graphics and Applications,
vol. 10, no. 5, pp. 45-53, September 1990.
-
Laur, David, and Pat Hanrahan,
"Hierarchical Splatting: A Progressive Refinement Algorithm
for Volume Rendering,"
Computer Graphics (SIGGRAPH '91 Proceedings),
pp. 285-288, July 1991.
-
Law, Fei-Ah, and Tiow-Seng Tan,
"Preprocessing Occlusion for Real-Time Selective Refinement,"
Proceedings 1999 Symposium on Interactive 3D Graphics,
pp. 47-53, April 1999.
-
Lawson, Terry,
Linear Algebra,
John Wiley & Sons, Inc., 1996.
-
Lax, Peter D.,
Linear Algebra,
John Wiley & Sons, Inc., 1997.
-
Lee, Aaron, Henry Moreton, and Hugues Hoppe,
"Displaced Subdivision Surfaces,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 85-94, July 2000.
-
Lee, Aaron,
"Building Your Own Subdivision Surfaces,"
Gamasutra,
September 8, 2000.
http://www.gamasutra.com/features/20000908/lee_01.htm
-
Leed, Yuan-Chung, and Chein-Wei Jen,
"Improved Quadratic Normal Vector Interpolation for Realistic Shading,"
The Visual Computer, vol. 17, no. 6, pp. 337-352, 2001.
-
Legakis, Justin,
"Fast Multi-Layer Fog,"
Conference Abstracts and Applications (SIGGRAPH 98),
p. 266, July 1998.
-
LeGrand, Scott,
"Compendium of Vertex Shader Tricks,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Lengyel, Eric,
"A Fast Cylinder-Frustum Intersection Test,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 380-389, 2000.
-
Lengyel, Jed, and John Snyder,
"Rendering With Coherent Layers,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 233-242, August 1997.
http://www.research.microsoft.com/~jedl/
-
Lengyel, Jerome,
"The Convergence of Graphics and Vision,"
Computer, pp. 46-53, July 1998.
http://www.research.microsoft.com/~jedl/
-
Lengyel, Jerome,
"Real-Time Fur,"
11th Eurographics Workshop on Rendering, pp. 243-256, June 2000.
http://www.research.microsoft.com/~jedl/
-
Lengyel, Jed, Emil Praun, Adam Finkelstein, and Hugues Hoppe,
"Real-Time Fur over Arbitrary Surfaces,"
Proceedings 2001 Symposium on Interactive 3D Graphics,
pp. 59-62 March 2001.
http://www.research.microsoft.com/~jedl/
-
Levoy, Marc, and Turner Whitted,
The Use of Points as a Display Primitive,
Technical Report 85-022, Computer Science Department,
University of North Carolina at Chapel Hill, January, 1985.
-
Levoy, Marc, and Pat Hanrahan,
"Light Field Rendering,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 31-42, August, 1996.
http://www-graphics.stanford.edu/papers/light/
-
Levoy, Marc, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller,
Lucas Pereira, Matt Ginzton, Sean Anderson, James Davis, Jeremy Ginsberg, and Jonathan Shade,
"The Digital Michelangelo Project: 3D scanning of large statues,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 131-144, July 2000.
-
Lewis, J.P., Matt Cordner, and Nickson Fong,
"Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 165-172, July 2000.
-
Li, Tsai-Yen, and Jin-Shin Chen,
"Incremental 3D Collision Detection with Hierarchical Data Structures,"
Virtual Reality Software and Technology'98 (VRST'98), pp. 139-144, November 1998.
-
Lien, Sheue-Ling, Michael Shantz, and Vaughan Pratt,
"Adaptive Forward Differencing for Rendering Curves and Surfaces,"
Computer Graphics (SIGGRAPH '87 Proceedings), pp. 111-118, July 1987.
-
Lin, M.C., and J. Canny,
"Efficient algorithms for incremental distance computation,"
IEEE Conference on Robotics and Automation,
pp. 1008-1014, 1991.
-
Lin, M.C.,
Efficient Collision Detection for Animation and Robotics,
Ph.D. Thesis, University of California, Berkeley, 1993.
-
Lin, M.C., D. Manocha, J. Cohen, and S. Gottschalk,
"Collision Detection: Algorithms and Applications,"
Proceedings of Algorithms for Robotics Motion and Manipulation,
Jean-Paul Laumond and M. Overmars, eds., A.K. Peters Ltd.,
pp. 129-142, 1996.
-
Lin, M.C., and S. Gottschalk,
"Collision Detection between Geometric Models: A Survey,"
Proceedings of IMA Conference on Mathematics of Surfaces, 1998.
http://www.cs.unc.edu/~dm/
-
Lindholm, Erik, Mark Kilgard, and Henry Moreton,
"A User-Programmable Vertex Engine,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 149-158,
August 2001.
Added: http://terra.cs.nps.navy.mil/DistanceEducation/online.siggraph.org/2001/Papers/cd/papers/lindholm/lindholm.pdf
-
Lindstrom, P., D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner,
"Real-Time, Continuous Level of Detail Rendering of Height Fields,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 109-118, August 1996.
-
Lindstrom, Peter, and Greg Turk,
"Image-Driven Simplification,"
ACM Transactions on Graphics, vol. 19, no. 3, pp.
204-241, July 2000.
http://www.cc.gatech.edu/gvu/people/peter.lindstrom/
-
Lokovic, Tom, and Eric Veach,
"Deep Shadow Maps,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 385-392, July 2000.
http://graphics.stanford.edu/papers/deepshadows/
-
Loop, C., Smooth Subdivision Based on Triangles,
Master's Thesis, Department of Mathematics, University of Utah, August 1987.
http://www.research.microsoft.com/~cloop/
-
Lorensen, William E., and Harvey E. Cline,
"Marching Cubes: A High Resolution 3D Surface Construction Algorithm,"
Computer Graphics (SIGGRAPH '87 Proceedings),
pp. 163-169, July 1987.
-
Luebke, David P., and Chris Georges,
"Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible
Sets," Proceedings 1995 Symposium on Interactive 3D Graphics,
pp. 105-106, April 1995.
-
Luebke, David P.,
"A Developer's Survey of Polygonal Simplification Algorithms,"
IEEE Computer Graphics & Applications,
vol. 21, no. 3, pp. 24-35, May/June 2001.
http://www.cs.virginia.edu/~luebke/publications/pdf/cg+a.2001.pdf
-
Luebke, David, Martin Reddy, Jonathan Cohen, Amitabh Varshney, Benjamin Watson, and Robert Huebner,
"Advanced Issues in Level of Detail,"
Course 41 notes at SIGGRAPH 2001, 2001.
-
Maciel, P., and P. Shirley,
"Visual Navigation of Large Environments Using Textured Clusters,"
Proceedings 1995 Symposium on Interactive 3D Graphics, pp. 96-102, 1995.
ftp://ftp.cs.indiana.edu/pub/shirley/interactive95.ps.Z
-
Macri, Dean,
"Fast AGP Writes for Dynamic Vertex Data,"
Game Developer, pp. 36-42, May 2001.
-
Magnenat-Thalmann, Nadia, Richard Laperrière, and Daniel Thalmann,
"Joint-Dependent Local Deformations for Hand Animation and Object Grasping",
Graphics Interface '88, pp. 26-33, June 1988.
-
Maillot, Patrick-Giles,
"Using Quaternions for Coding 3D Transformations,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 498-515, 1990.
http://www.graphicsgems.org/
-
Maillot, Jérôme, and Jos Stam,
"A Unified Subdivision Scheme for Polygonal Modeling,"
Proceedings of Eurographics 2001, Vol. 20, No. 3, pp. 471-479, September 2001.
http://www.dgp.utoronto.ca/people/stam/reality/Research/pub.html
-
Malzbender, Tom, Dan Gelb, and Hans Wolters,
"Polynomial Texture Maps,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 519-528,
August 2001.
-
Mammen, Abraham,
"Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique,"
IEEE Computer Graphics & Applications,
vol. 9, no. 4, pp. 43-55, July 1989.
-
Mark, Bill,
"Background and Future of Real-Time Procedural Shading,"
in Approaches for Procedural Shading on Graphics Hardware,
SIGGRAPH 2000 course 27 notes, July 2000.
-
Mark, William R., and Kekoa Proudfoot,
"The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 57-63, August 2001.
http://graphics.stanford.edu/projects/shading/pubs/hwws2001-fbuffer/
-
Markosian, Lee, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev,
Daniel Goldstein, and John F. Hughes,
"Real-Time Nonphotorealistic Rendering,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 415-420, August 1997.
http://www.cs.brown.edu/research/graphics/research/npr/home.html
-
Markosian, Lee, Barbara J. Meier, Michael A. Kowalski, Loring S. Holden, J.D. Northrup, and John F. Hughes,
"Art-based Rendering with Continuous Levels of Detail,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR),
pp. 59-66, June 2000.
http://www.cs.brown.edu/research/graphics/research/art/graftal/
-
Marschner, Stephen R., Stephen H. Westin, Eric P.F. Lafortune, and Kenneth E. Torrance,
"Image-based Bidirectional Reflectance Distribution Function Measurement,"
Applied Optics, vol. 39, no. 16, June 2000.
http://www.graphics.cornell.edu/pubs/2000/MWLT00.html
-
Marselas, Herbert,
"Optimizing Vertex Submission for OpenGL,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 353-360, 2000.
-
Marshall, Carl S.,
"Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 436-443, 2001.
-
Mason, Ashton E. W., and Edwin H. Blake,
"Automatic Hierarchical Level Of Detail Optimization in Computer Animation,"
Computer Graphics Forum, vol. 16, no. 3, pp. 191-199, 1997.
-
Maughan, Chris, and Matthias Wloka,
"Vertex Shader Introduction,"
NVIDIA White Paper, May 2001.
http://developer.nvidia.com
-
Maughan, Chris,
"Texture Masking for Faster Lens Flare,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 474-480, 2001.
-
Max, Nelson,
"Weights for Computing Vertex Normals from Facet Normals,"
journal of graphics tools, vol. 4, no. 2, pp. 1-6, 1999.
-
"Maxima for Symbolic Computation Program,"
http://www.ma.utexas.edu/maxima.html
-
McCabe, Dan, and John Brothers,
"DirectX 6 Texture Map Compression,"
Game Developer,
vol. 5, no. 8, pp. 42-46, August 1998.
http://www.gdmag.com/code.htm
-
McCloud, Scott,
Understanding Comics: The Invisible Art,
Harper Perennial, 1994.
Added: http://www.scottmccloud.com/
-
McCool, Michael D.,
"SMASH: A Next-Generation API for Programmable Graphics Accelerators,"
Technical Report CS-2000-14, University of Waterloo, August 2000.
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/smash.pdf
-
McCool, Michael D., Jason Ang, and Anis Ahmad,
"Homomorphic Factorization of BRDFs for High-performance Rendering,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 171-178,
August 2001.
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/
-
McCormack, Joel, Bob McNamara, Christopher Gianos, Larry
Seiler, Norman P. Jouppi, Ken Corell, Todd Dutton, and John
Zurawski,
"Implementing Neon: A 256-Bit Graphics Accelerator,"
IEEE Micro, vol. 19, no. 2, pp. 58-69, March/April 1999.
http://www.research.digital.com/wrl/publications/abstracts/98.1.html
-
McCormack, Joel, Ronald Perry, Keith I. Farkas, and Norman P. Jouppi,
"Feline: Fast Elliptical Lines for Anisotropic Texture Mapping,"
Computer Graphics (SIGGRAPH 99 Proceedings),
pp. 243-250, August 1999.
http://www.research.compaq.com/wrl/techreports/abstracts/99.1.html
-
McCormack, Joel, and Robert McNamara,
"Tiled Polygon Traversal Using Half-Plane Edge Functions,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 15-22, 2000.
-
McCuskey, Mason,
"Using 3D Hardware for 2D Sprite Effects,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 519-523, 2000.
-
McMillan, Leonard, and Gary Bishop,
"Plenoptic Modeling: An Image-Based Rendering System,"
Computer Graphics (SIGGRAPH 95 Proceedings),
pp. 39-46, August 1995.
http://graphics.lcs.mit.edu/~mcmillan/Publications/plenoptic.html
-
McReynolds, Tom, David Blythe, Brad Grantham, and Scott Nelson,
SIGGRAPH 99 Advanced Graphics Programming Techniques Using OpenGL course notes, 1999.
www.opengl.org/developers/code/sig99/index.html
-
McVoy, Larry, and Carl Staelin,
"lmbench: Portable tools for performance analysis,"
Proceedings of the USENIX 1996 Annual Technical Conference,
San Diego, pp. 120-133, January 1996.
http://www.bitmover.com/lmbench/
-
Meißner, Michael, Dirk Bartz, Tobias Hüttner, Gordon Müller, and Jens Einighammer,
Generation of Subdivision Hierarchies for Efficient Occlusion Culling of Large Polygonal Models,
Technical Report WSI-99-13, WSI/GRIS, University of Tübingen, 1999
-
Meißner, M., D. Bartz, R. Günther, W. Straßer,
"Visibility Driven Rasterization,"
Computer Graphics Forum, Vol. 20, No. 4, pp 283-293, 2001.
-
Melax, Stan,
"A Simple, Fast, and Effective Polygon Reduction Algorithm,"
Game Developer, vol. 5, no. 11,
pp. 44-49, November 1998.
http://www.melax.com/polychop/
-
Melax, Stan,
"The Shortest Arc Quaternion,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 214-218, 2000.
-
Melax, Stan,
"Dynamic Plane Shifting BSP Traversal,"
Graphics Interface 2000, Canada, pp. 213-220, May 2000.
http://www.graphicsinterface.org/
-
Melax, Stan,
"BSP Collision Detection as Used in MDK2 and NeverWinter Nights,"
Gamasutra, March 2001.
http://www.gamasutra.com/features/20010324/melax_01.htm
-
Meyer, Alexandre, and Fabrice Neyret,
"Interactive Volumetric Textures,"
9th Eurographics Workshop on Rendering, pp. 157-168, July 1998.
http://www-imagis.imag.fr/Membres/Fabrice.Neyret/publis/EWR98-eng.html
-
Meyer, Alexandre, Fabrice Neyret, and Pierre Poulin,
"Interactive Rendering of Trees with Shading and Shadows,"
12th Eurographics Workshop on Rendering, pp. 182-195, June 2001.
http://www-imagis.imag.fr/Publications/2001/MNP01/index.gb.html
-
Miano, John,
Compressed Image File Formats: JPEG, PNG, GIF, XBM, BMP,
Addison-Wesley, Reading, Massachusetts, 1999.
-
Microsoft Corp.,
"Advanced Shading and Lighting,"
Meltdown 2001, July 2001.
http://www.microsoft.com/mscorp/corpevents/meltdown2001/presentations.asp
-
Miller, Gene S., and C. Robert Hoffman,
"Illumination and Reflection Maps: Simulated Objects in Simulated and Real Environments,"
SIGGRAPH '84 Advanced Computer Graphics Animation course notes, 1984.
http://www.debevec.org/ReflectionMapping
-
Miller, Gavin, Mark Halstead, and Michael Clifton,
"On-the-Fly Texture Computation for Real-Time Surface Shading,"
IEEE Computer Graphics and Applications,
vol. 18, no. 2, pp. 44-58, March/April 1998.
http://computer.org/cga/cg1998/g2toc.htm
-
Miné, Antoine, and Fabrice Neyret,
"Perlin Textures in Real Time using OpenGL,"
Technical Report RR-3713, INRIA, France, June 1999.
http://www-imagis.imag.fr/Publications/1999/MN99/
-
Mirtich, Brian, and John Canny,
"Impulse-Based Simulation of Rigid-Bodies,"
Proceedings 1995 Symposium on Interactive 3D Graphics, pp. 181-188, 1995.
-
Mirtich, Brian,
"Fast and Accurate Computation of Polyhedral Mass Properties,"
journal of graphics tools, vol. 1, no. 2, pp. 31-50, 1996.
http://jgt.akpeters.com/papers/Mirtich96/
-
Mirtich, Brian,
"V-Clip: fast and robust polyhedral collision detection,"
ACM Transactions on Graphics, vol. 17, no. 3, July 1998.
http://www.merl.com/projects/vclip/
-
Mitchell, Jason L.,
"Optimizing Direct3D Applications for Hardware Acceleration,"
Gamasutra,
December 5, 1997.
http://www.gamasutra.com/features/19971205/mitchell_01.htm
-
Mitchell, Jason L., Michael Tatro, and Ian Bullard,
"Multitexturing in DirectX 6,"
Game Developer, vol. 5, no. 9, pp. 33-37, September 1998.
http://www.gamasutra.com/features/programming/19981009/multitexturing_01.htm
-
Mitchell, Jason L.,
"Advanced Vertex and Pixel Shader Techniques,"
European Game Developers Conference, London, September 2001.
http://www.users.qwest.net/~jlmitchell1/
-
Mitchell, Jason L.
"Image Processing with Pixel Shaders in Direct3D,"
in Engel, Wolfgang, ed.,
ShaderX, Wordware, May 2002.
http://www.shaderx.com/
-
Mitchell, Kenny,
"Real-Time Full Scene Anti-Aliasing for PCs and Consoles,"
Game Developers Conference, pp. 537-543, March 2001.
http://www.gdconf.com/archives/proceedings/2001/prog_papers.html
-
Mohr, Alex, and Michael Gleicher,
"Non-Invasive, Interactive, Stylized Rendering,"
Proceedings 2001 Symposium on Interactive 3D Graphics,
pp. 59-62 March 2001.
http://www.cs.wisc.edu/graphics/Gallery/Stylized/
-
Möller, Tomas, and Ben Trumbore,
"Fast, Minimum Storage Ray-Triangle Intersection,"
journal of graphics tools, vol. 2, no. 1, pp. 21-28, 1997.
http://jgt.akpeters.com/papers/MollerTrumbore97/
-
Möller, Tomas,
"A Fast Triangle-Triangle Intersection Test,"
journal of graphics tools, vol. 2, no. 2, pp. 25-30, 1997.
http://jgt.akpeters.com/papers/Moller97/
-
Möller, Tomas,
Real-Time Algorithms and Intersection Test Methods for Computer Graphics,
Ph.D. Thesis, Technology, Technical Report No. 341, Department of Computer Engineering,
Chalmers University of Technology,
October 1998.
-
Möller, Tomas, and John F. Hughes,
"Efficiently Building a Matrix to Rotate One Vector to Another,"
journal of graphics tools, vol. 4, no. 4, pp. 1-4, 1999.
http://jgt.akpeters.com/papers/MollerHughes99/
-
Molnar, Steven,
"Efficient Supersampling Antialiasing for High-Performance Architectures,"
TR91-023, Department of Computer Science, The University of North Carolina at Chapel Hill, 1991.
http://www.cs.unc.edu/Research/tech-report.html
-
Molnar, S., J. Eyles, and J. Poulton,
"PixelFlow: High-Speed Rendering Using Image Composition,"
Computer Graphics (SIGGRAPH '92 Proceedings),
pp. 231-240, July 1992.
-
Molnar, S., M. Cox, D. Ellsworth, and H. Fuchs,
"A Sorting Classification of Parallel Rendering,"
IEEE Computer Graphics and Applications,
vol. 14, no. 4, pp. 23-32, July 1994.
-
Molnar, S.,
"The PixelFlow Texture and Image Subsystem,"
in the Proceedings of the 10th Eurographics Workshop on
Graphics Hardware, Maastricht, Netherlands, pp. 3-13, August 28-29, 1995.
-
Montrym, J., D. Baum, D. Dignam, and C. Migdal,
"InfiniteReality: A Real-Time Graphics System,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 293-302, August 1997.
-
Moore, Matthew, and Jane Wilhelms,
"Collision Detection and Response for Computer Animation,"
Computer Graphics (SIGGRAPH '88 Proceedings),
pp. 289-298, August 1988.
-
Morein, Steve,
"ATI Radeon HyperZ Technology,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, Hot3D Proceedings, Switzerland, August 2000.
-
Moreton, Henry P., and Carlo H. Séquin,
"Functional Optimization for Fair Surface Design,"
Computer Graphics (SIGGRAPH '92 Proceedings),
pp. 167-176, July 1992.
-
Moreton, Henry,
"Watertight Tessellation using Forward Differencing,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 25-132, August 2001.
-
Mortenson, Michael E.,
Geometric Modeling, Second Edition,
John Wiley & Sons, 1997.
-
Muchnick, Steven,
Advanced Compiler Design and Implementation,
Morgan Kaufmann Publishers, San Francisco, 1997.
-
Mueller, Carl,
"Architectures of Image Generators for Flight Simulators,"
TR95-015, Department of Computer Science, The University of North Carolina at Chapel Hill, 1995.
http://www.cs.unc.edu/Research/tech-report.html
-
Müller, Kerstin, and Sven Havemann,
"Subdivision Surface Tesselation on the Fly using a versatile Mesh Data Structure,"
Computer Graphics Forum (Proceedings of Eurographics 2000), Vol. 19, No. 3, pp. 151-159, 2000.
http://www.cg.cs.tu-bs.de/v3d2/pubs
-
Murray, James D., and William VanRyper,
Encyclopedia of Graphics File Formats, Second Edition,
O'Reilly & Associates, 1996.
http://www.ora.com/centers/gff/index.htm
-
Myer, T.H., and I.E. Sutherland,
"On the Design of Display Processors,"
Communications of the ACM, vol. 11, no. 6, pp. 410-414,
June 1968.
-
Nagy, Gabor,
"Real-Time Shadows on Complex Objects,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 567-580, 2000.
-
Nagy, Gabor,
"Convincing-Looking Glass for Games,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 586-593, 2000.
-
Narkhede, Atul, and Dinesh Manocha,
"Fast Polygon Triangulation Based on Seidel's Algorithm,"
Paeth, Alan W., ed.,
Graphics Gems V,
Academic Press, pp. 394-397, 1995. Improved code at:
http://www.cs.unc.edu/~dm/CODE/GEM/chapter.html
-
Naylor, B., J. Amanatides, and W. Thibault,
"Merging BSP Trees Yield Polyhedral Modeling Results,"
Computer Graphics (SIGGRAPH '89 Proceedings),
pp. 115-124, July 1989.
-
Nelson, Scott R.,
"Twelve characteristics of correct antialiased lines,"
journal of graphics tools,
vol. 1, no. 4, pp. 1-20, 1996.
http://jgt.akpeters.com/papers/Nelson96/
-
Nelson, Scott R.,
"High quality hardware line antialiasing,"
journal of graphics tools,
vol. 2, no. 1, pp. 29-46, 1997.
http://jgt.akpeters.com/papers/Nelson97/
-
Nicodemus, F.E., J.C. Richmond, J.J. Hsia, I.W. Ginsberg, and T. Limperis,
"Geometric Considerations and Nomenclature for Reflectance,"
National Bureau of Standards (US), October 1977.
-
Nielsen, Kasper Høy,
Real-Time Hardware-Based Photorealistic Rendering,
Master's Thesis, Informatics and Mathematical Modeling, The Technical University of Denmark, 2000.
-
Nishita, Tomoyuki, Thomas W. Sederberg, and Masanori Kakimoto,
"Ray Tracing Trimmed Rational Surface Patches,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 337-345, August 1990.
-
Nguyen, Hubert,
"Casting Shadows on Volumes,"
Game Developer, vol. 6, no. 3, pp. 44-53, March 1999.
-
Northrup, J.D., and Lee Markosian,
"Artistic Silhouettes: A Hybrid Approach,"
Proceedings of the First International Symposium on Non-photorealistic Animation and Rendering (NPAR), pp. 31-37, June 2000.
http://www.cs.brown.edu/research/graphics/research/art/artistic-sils/
-
NVIDIA developer web site.
http://developer.nvidia.com/
-
NVIDIA Corporation,
"HRAA: High-Resolution Antialiasing through Multisampling,"
Technical Brief, 2001.
http://www.nvidia.com/docs/IO/83/ATT/HRAA.pdf
-
NVIDIA Corporation,
"NVIDIA Accuview Technology: High-Resolution Antialiasing Subsystem,"
Technical Brief, 2002.
http://www.nvidia.com/docs/lo/1451/SUPP/accuview.final.pdf
-
Ofek, E., and A. Rappoport,
"Interactive Reflections on Curved Objects,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 333-342, July 1998.
-
Olano, Marc, and Michael North,
"Normal Distribution Mapping,"
UNC Chapel Hill Computer Science Technical Report 97-041, 1997.
http://www.cs.unc.edu/~olano/papers/ndm/
-
Olano, Marc, and Anselmo Lastra,
"A Shading Language on Graphics Hardware: The PixelFlow Shading System,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 159-168, July 1998.
http://www.cs.unc.edu/~pxfl/papers/pxflshading.pdf
-
Olano, Marc, John Hart, Wolfgang Heidrich, and Michael McCool,
Real-Time Shading,
A K Peters Ltd., 2002.
-
Oliveira, Gustavo,
"Refractive Texture Mapping, Part Two,"
Gamasutra, November 2000.
http://www.gamasutra.com/features/20001117/oliveira_01.htm
-
Oliveira, Manuel M., Gary Bishop, and David McAllister,
"Relief Texture Mapping,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 359-368, July 2000.
-
Omohundro, Stephen M.,
"Five Balltree Construction Algorithms,"
Technical Report no. 89-063,
International Computer Science Institute, 1989.
http://www.icsi.berkeley.edu/techreports/
-
OpenGL Architecture Review Board, J. Neider, T. Davis, and M. Woo,
OpenGL Programming Guide, Third Edition,
Addison-Wesley, Reading, Massachusetts, 1999.
-
OpenGL Architecture Review Board,
OpenGL Reference Manual, Third Edition,
Addison-Wesley, Reading, Massachusetts, 1999.
-
OpenGL Optimizer Programmer's Guide: An Open API for
Large-Model Visualization,
Silicon Graphics Inc., 1997.
http://www.sgi.com/software/optimizer/
-
OpenGL Volumizer Programmer's Guide,
Silicon Graphics Inc., 1998.
http://www.sgi.com/software/volumizer/tech_info.html
-
Oren, Michael, and Shree K. Nayar,
"Generalization of Lambert's Reflectance Model,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 239-246, July 1994.
http://www.cs.columbia.edu/~oren/
-
O'Rourke, Joseph,
Computational Geometry in C, Second Edition,
Cambridge University Press, Cambridge, 1998.
ftp://cs.smith.edu/pub/compgeom/
-
O'Sullivan, Carol, and John Dingliana,
"Real vs. Approximate Collisions: When Can We Tell the Difference?,"
Visual Proceedings (SIGGRAPH 2001),
p. 249, August 2001.
-
O'Sullivan, Carol, and John Dingliana,
"Collisions and Perception,"
ACM Transactions on Graphics, vol. 20, no. 3, pp. 151-168, 2001.
-
O'Sullivan, Carol, John Dingliana, Fabio Ganovelli, and Garet Bradshaw,
"T6: Collision Handling for Virtual Environments,"
Eurographics 2001 Tutorial proceedings, 2001
-
Owens, John D., William J. Dally, Ujval J. Kapasi, Scott Rixner, Peter Mattson, Ben Mowery,
"Polygon Rendering on a Stream Architecture,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 23-32, 2000.
-
Paeth, Alan W., ed.,
Graphics Gems V,
Academic Press, 1995.
http://www.graphicsgems.org/
-
Pagán, Tito,
"Efficient UV Mapping of Complex Models,"
Game Developer, vol. 8, no. 8, pp. 28-34, August 2001.
-
Pallister, Kim,
"`Ups and Downs' of Bump Mapping with DirectX 6,"
Gamasutra, June 1999.
http://www.gamasutra.com/features/19990604/bump_01.htm
-
Pallister, Kim,
"Rendering to Texture Surfaces Using DirectX7,"
Gamasutra, November 1999.
http://www.gamasutra.com/features/19991112/pallister_01.htm
-
Pallister, Kim, and Dean Macri,
"Building Scalable 3D Games for the PC,"
Gamasutra, November 1999.
http://www.gamasutra.com/features/19991124/pallistermacri_01.htm
-
Pallister, Kim,
"Generating Procedural Clouds Using 3D Hardware,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 463-473, 2001.
-
Pattanaik, S., J. Tumblin, H. Yee, and D. Greenberg,
"Time-Dependent Visual Adaptation for Fast, Realistic Image Display,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 47-54, July 2000.
-
Paul, Richard P.C.,
Robot Manipulators: Mathematics, Programming, and Control,
MIT Press, Cambridge, Mass., 1981.
-
Peercy, M., J. Airey, and B. Cabral,
"Efficient Bump Mapping Hardware,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 303-306, August 1997.
-
Peercy, Mark S., Marc Olano, John Airey, and P. Jeffrey Ungar,
"Interactive Multi-Pass Programmable Shading,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 425-432, July 2000.
-
Pfister, Hans-Peter, Matthias Zwicker, Jeroen van Barr, and Markus Gross,
"Surfels: Surface Elements as Rendering Primitives,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 335-342, July 2000.
-
Phong, Bui Tuong,
"Illumination for Computer Generated Pictures,"
Communications of the ACM, vol. 18, no. 6, pp. 311-317, June 1975.
-
Poulin, P., and A. Fournier,
"A Model for Anisotropic Reflection,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 273-282, August 1990.
-
Proudfoot, Kekoa,
"Version 5 Real-Time Shading Language Description,"
Game Developers Conference, pp. 131-135, March 2001.
http://www.gdconf.com/archives/proceedings/2001/prog_papers.html
-
Proudfoot, Kekoa, William R. Mark, Svetoslav Tzvetkov, and Pat Hanrahan,
"A Real-Time Procedural Shading System for Programmable Graphics Hardware,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 159-170,
August 2001.
http://graphics.stanford.edu/projects/shading/pubs/sig2001/
-
Piegl, L., and W. Tiller,
The NURBS Book,
Springer-Verlag, Berlin/ Heidelberg,
Second Edition, 1997.
-
Pineda, Juan,
"A Parallel Algorithm for Polygon Rasterization,"
Computer Graphics (SIGGRAPH '88 Proceedings),
pp. 17-20, August 1988.
-
Piponi, Dan, and George Borshukov,
"Seamless Texture Mapping of Subdivision Surfaces by Model Pelting
and Texture Blending,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 471-478, July 2000.
-
Pletinckx, Daniel,
"Quaternion calculus as a basic tools in computer graphics,"
The Visual Computer, vol. 5, pp. 2-13, 1989.
-
Popescu, Voicu, John Eyles, Anselmo Lastra, Joshua Steinhurst, Nick England, and Lars Nyland,
"The WarpEngine: An Architecture for the Post-Polygonal Age,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 433-442, July 2000.
http://www.cs.unc.edu/~ibr/projects/HQWarping/HighQualityWarping.html
-
Porter, Thomas, and Tom Duff,
"Compositing digital images,"
Computer Graphics (SIGGRAPH '84 Proceedings),
pp. 253-259, July 1984.
-
Poynton, Charles,
A Technical Introduction to Digital Video,
John Wiley & Sons, Inc., pp. 91-114, 1996.
http://www.inforamp.net/~poynton/Poynton-colour.html
-
Praun, Emil, Adam Finkelstein, and Hugues Hoppe,
"Lapped Textures,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 465-470, July 2000.
-
Praun, Emil, Hugues Hoppe, Matthew Webb, and Adam Finkelstein,
"Real-time Hatching,"
Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 581-586, August 2001.
-
Preparata, F.P., and M.I. Shamos,
Computational Geometry: An Introduction,
Springer-Verlag, 1985.
-
Press, William H., Saul A. Teukolsky, William T. Vetterling,
and
Brian P. Flannery,
"Numerical Recipes in C,"
Cambridge University Press, Cambridge, 1992.
http://www.nr.com
-
Proakis, John G., and Dimitris G. Manolakis,
Digital Signal Processing: Principles, Algorithms, and Applications,
Third Edition, Macmillan Publishing Co.,
1995.
-
Pulli, Kari, and Mark Segal,
"Fast Rendering of Subdivision Surfaces,"
7th Eurographics Workshop on Rendering,
pp. 61-70, June 1996.
-
Purcell, Timothy J., Ian Buck, William R. Mark, and Pat Hanrahan,
"Ray Tracing on Programmable Graphics Hardware,"
Computer Graphics (SIGGRAPH 2002 Proceedings), July 2002.
-
Quinlan, S.,
"Efficient distance computation between non-convex objects,"
IEEE Conference on Robotics and Automation, pp. 3324-3329, 1994.
-
Rafferty, Matthew, Daniel Aliaga, Voicu Popescu, and Anselmo Lastra,
"Images for Accelerating Architectural Walkthroughs,"
IEEE Computer Graphics and Applications,
vol. 18, no. 6, pp. 38-45, Nov./Dec. 1998.
-
Ramamoorthi, Ravi, and Pat Hanrahan,
"An Efficient Representation for Irradiance Environment Maps,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 497-500,
August 2001.
http://graphics.stanford.edu/papers/envmap/
-
Ranck, Steven,
"Motif-Based Static Lighting,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 524-534, 2000.
-
Raskar, Ramesh, and Michael Cohen,
"Image Precision Silhouette Edges,"
Proceedings 1999 Symposium on Interactive 3D Graphics,
pp. 135-140, April 1999.
http://www.cs.unc.edu/~raskar/NPR/
-
Raskar, Ramesh,
"Hardware Support for Non-photorealistic Rendering,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 41-46, 2001.
http://www.cs.unc.edu/~raskar/HWWS/
-
Ratcliff, John W.,
"Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 384-387, 2001.
-
Reddy, Martin,
Perceptually Modulated Level of Detail for Virtual Environments,
Ph.D. Thesis, University of Edinburgh, 1997
-
Reeves, William T.,
"Particle Systems--A Technique for Modeling a Class of
Fuzzy Objects,"
ACM Transactions on Graphics,
vol. 2, no. 2, pp. 91-108, April 1983.
-
Reeves, William T., and Ricki Blau,
"Approximate and Probabilistic Algorithms for Shading and Rendering Structured Particle Systems,"
Computer Graphics (SIGGRAPH '85 Proceedings),
pp. 313-322, July 1985.
-
Reeves, William T., David H. Salesin, and Robert L. Cook,
"Rendering Antialiased Shadows with Depth Maps,"
Computer Graphics (SIGGRAPH '87 Proceedings),
pp. 283-291, July 1987.
-
Reif, Ulrich,
"A Unified Approach to Subdivision Algorithms Near Extraordinary Vertices,"
Computer Aided Geometric Design, vol. 12, no. 2, pp. 153-174, 1995.
-
Reynolds, Craig,
Stylized Depiction in Computer Graphics web site.
http://www.red3d.com/cwr/npr/
-
Rhodes, Graham,
"Fast, Robust Intersection of 3D Line Segments,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 191-204, 2001.
-
Ritter, Jack,
"An Efficient Bounding Sphere,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 301-303, 1990.
http://www.graphicsgems.org/
-
Rockwood, Alyn, and Peter Chambers,
"Interactive Curves and Surfaces: A Multimedia Tutorial on CAGD,"
Morgan Kaufmann Publishers, Inc., San Francisco, 1996
-
Roettger, Stefan, Alexander Irion, and Thomas Ertl,
"Shadow Volumes Revisited,"
10th International Conference in Central Europe on
Computer Graphics, Visualization and
Computer Vision 2002 (WSCG), pp. 373-379.
http://wwwvis.informatik.uni-stuttgart.de/ger/research/pub/pub2002/roettgerWSCG02.pdf
-
Rogers, David F.,
Mathematical Elements for Computer Graphics, Second
Edition, McGraw-Hill, 1989.
-
Rogers, David F.,
Procedural Elements for Computer Graphics, Second
Edition, McGraw-Hill, 1998.
-
Rogers, David F.,
An Introduction to NURBS: With Historical Perspective,
Morgan Kaufmann Publishers, 2000.
-
Rohlf, J., and J. Helman,
"IRIS Performer: A High Performance Multiprocessing Toolkit for
Real-Time 3D Graphics,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 381-394, July 1994.
-
Rokne, Jon,
"The Area of a Simple Polygon,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 5-6, 1991.
-
Rossignac, J., and M. van Emmerik, M.,
"Hidden contours on a frame-buffer,"
Proceedings 7th Eurographics Workshop on Computer Graphics Hardware, pp. 188-204, 1992.
-
Rule, Keith,
3D Graphics File Formats: A Programmer's Reference,
Addison-Wesley, Reading, Massachusetts, 1996.
http://www.europa.com/~keithr/
-
Rundberg, Peter,
An Optimized Collision Detection Algorithm,
M.S. Thesis, Department of Computer Engineering,
Chalmers University of Technology, Gothenburg, 1999.
http://www.ce.chalmers.se/staff/biff/exjobb/
-
Rusinkiewicz, Szymon,
"A Survey of BRDF Representation for Computer Graphics,"
written for CS348C, Stanford University, 1997.
http://www.cs.princeton.edu/~smr/
-
Rusinkiewicz, Szymon, and Marc Levoy,
"QSplat: A Multiresolution Point Rendering System for Large Meshes,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 343-352, July 2000.
http://www.cs.princeton.edu/~smr/
-
"S3TC DirectX 6.0 Standard Texture Compression,"
S3 Inc., 1998.
http://www.s3.com/savage3d/s3tc.htm
-
Sagan, Hans,
Space-Filling Curves,
Springer-Verlag, 1994.
-
Saito, Takafumi, and Tokiichiro Takahashi,
"Comprehensible Rendering of 3-D Shapes,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 197-206, August 1990.
-
Samet, Hanan,
Applications of Spatial Data Structures:
Computer Graphics, Image Processing and GIS,
Addison-Wesley, Reading, Massachusetts, 1989.
-
Samet, Hanan,
The Design and Analysis of Spatial Data Structures,
Addison-Wesley, Reading, Massachusetts, 1989.
-
Samosky, Joseph,
SectionView: A system for interactively specifying and
visualizing sections through three-dimensional medical image data,
M.S. Thesis, Department of Electrical Engineering and Computer
Science, Massachusetts Institute of Technology, 1993.
-
Sander, Pedro V., Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, and John Snyder,
"Silhouette Clipping,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 327-334, July 2000.
-
Sander, Pedro V., John Snyder, Steven J. Gortler, and Hugues Hoppe,
"Texture Mapping Progressive Meshes,"
Computer Graphics (SIGGRAPH 2001 Proceedings),
pp. 409-416, August 2001.
-
Schaufler, Gernot,
"Dynamically Generated Impostors,"
GI Workshop on "Modeling - Virtual Worlds - Distributed Graphics,"
D.W. Fellner, ed., Infix Verlag, pp. 129-135, November 1995.
http://www.gup.uni-linz.ac.at:8001/staff/schaufler/papers/
-
Schaufler, G., and W. Stürzlinger,
"A Three Dimensional Image Cache for Virtual Reality,"
in Proceedings of Eurographics '96, pp. 227-236, 1996.
http://www.gup.uni-linz.ac.at:8001/staff/schaufler/papers/
-
Schaufler, Gernot,
"Exploiting Frame to Frame Coherence in a Virtual Reality System,"
VRAIS '96, Santa Clara, California, pp. 95-102, April 1996.
http://www.gup.uni-linz.ac.at:8001/staff/schaufler/papers/
-
Schaufler, Gernot,
"Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes,"
Eurographics Rendering Workshop 1997,
pp. 151-162, 1997.
http://www.gup.uni-linz.ac.at:8001/staff/schaufler/papers/
-
Schaufler, Gernot,
"Per-Object Image Warping with Layered Impostors,"
9th Eurographics Workshop on Rendering,
pp. 145-156, June-July 1998.
http://www.gup.uni-linz.ac.at:8001/staff/schaufler/papers/
-
Schaufler, Gernot, Julie Dorsey, Xavier Decoret, and François Sillion,
"Conservative Volumetric Visibility with Occluder Fusion,"
Computer Graphics (SIGGRAPH 2000 Proceedings),
pp. 229-238, July 2000.
-
Scheib, Vincent,
"Introduction to Demos & The Demo Scene,"
Gamasutra, February 2001.
http://www.gamasutra.com/features/20010216/scheib_01.htm
-
Schilling, Andreas, and Wolfgang Straßer,
"EXACT: Algorithm and Hardware Architecture for an
Improved A-buffer,"
Computer Graphics (SIGGRAPH 93 Proceedings),
pp. 85-92, August 1993.
-
Schilling, Andreas, G. Knittel, and Wolfgang Straßer,
"Texram: A Smart Memory for Texturing,"
IEEE Computer Graphics and Applications,
vol. 16, no. 3, pp. 32-41, May 1996.
-
Schlag, John,
"Using Geometric Constructions to Interpolate Orientations with
Quaternions,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 377-380, 1991.
-
Schlag, John,
"Fast Embossing Effects on Raster Image Data,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 433-437, 1994.
http://www.graphicsgems.org/
-
Schlick, Christophe,
"A Fast Alternative to Phong's Specular Model,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 385-387, 1994.
-
Schlick, Christophe,
"An Inexpensive BDRF Model for Physically based Rendering,"
Eurographics'94, published in
Computer Graphics Forum, vol. 13, no. 3, Sept. 1994, pp. 149-162.
http://dept-info.labri.u-bordeaux.fr/~schlick/DOC/eur2.html
-
Schmalstieg, Dieter, and Robert F. Tobler,
"Fast Projected Area Computation for Three-Dimensional Bounding Boxes,"
journal of graphics tools, vol. 4, no. 2, pp. 37-43, 1999.
-
Schneider, Philip, and David Eberly,
Geometry Tools for Computer Graphics (tentative title), Morgan-Kaufmann Press, 2002.
-
Schorn, Peter and Frederick Fisher,
"Testing the Convexity of Polygon,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 7-15, 1994.
http://www.graphicsgems.org/
-
Schroeder, Tim,
"Collision Detection Using Ray Casting,"
Game Developer, vol. 8, no. 8, pp. 50-56, August
2001.
http://www.gdmag.com/code.htm
-
Schumacher, Dale A.,
"General Filtered Image Rescaling,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 8-16, 1992.
http://www.graphicsgems.org/
-
Scott, N., D. Olsen, and E. Gannett,
"An Overview of the VISUALIZE fx Graphics Accelerator Hardware,"
Hewlett-Packard Journal, pp. 28-34, May 1998.
http://www.hp.com/hpj/98may/ma98a4.htm
-
Sears, Chris,
"The Elements of Cache Programming Style,"
Proceedings of the 4th Annual Linux Showcase and Conference,
October 2000.
http://www.usenix.org/publications/library/proceedings/als2000/full_papers/sears/sears_html/
-
Segal, M., C. Korobkin, R. van Widenfelt, J. Foran, and P. Haeberli,
"Fast Shadows and Lighting Effects Using Texture Mapping,"
Computer Graphics (SIGGRAPH '92 Proceedings),
pp. 249-252, July 1992.
-
Segal, Mark, and Kurt Akeley,
The OpenGL Graphics System: A Specification (Version 1.2.1),
Editor (v1.1): Chris Frazier, Editor (v1.2): Jon Leech,
March 1998.
http://www.opengl.org/
-
Shade, J., D. Lischinski, D. Salesin, T. DeRose, and J. Snyder,
"Hierarchical Image Caching for Accelerated Walkthroughs of Complex
Environments,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 75-82, August 1996.
http://www.cs.washington.edu/research/grail/pub/abstracts.html
-
Shade, J., Steven Gortler, Li-Wei He, and Richard Szeliski,
"Layered Depth Images,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 231-242, July 1998.
http://www.research.microsoft.com/MSRSIGGRAPH/1998/ldi.htm
-
Shankel, Jason,
"Rendering Distant Scenery with Skyboxes,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 416-420, 2001.
-
Sharp, Brian,
"Implementing Curved Surface Geometry,"
Game Developer, vol. 6, no. 6, pp. 42-53, June 1999.
-
Sharp, Brian,
"Subdivision Surface Theory,"
Game Developer, vol. 7, no. 1, pp. 34-42, January 2000.
http://www.gamasutra.com/features/20000411/sharp_01.htm
-
Sharp, Brian,
"Implementing Subdivision Surface Theory,"
Game Developer, vol. 7, no. 2, pp. 40-45, February 2000.
http://www.gamasutra.com/features/20000425/sharp_01.htm
-
Shene, Ching-Kuang,
"Computing the Intersection of a Line and a Cylinder,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 353-355, 1994.
-
Shene, Ching-Kuang,
"Computing the Intersection of a Line and a Cone,"
in Alan Paeth, ed., Graphics Gems V,
Academic Press, pp. 227-231, 1995.
-
Shirley, Peter,
Physically Based Lighting Calculations for Computer Graphics,
Ph.D. Thesis, University of Illinois at Urbana Champaign, December 1990.
http://www.cs.utah.edu/~shirley/papers/thesis/
-
Shirley, Peter,
Realistic Ray Tracing,
A.K. Peters Ltd., 2000.
-
Shirman, Leon A., and Salim S. Abi-Ezzi,
"The Cone of Normals Technique for Fast Processing of Curved Patches,"
Proceedings of Eurographics '93, vol. 12, no. 3, pp. 261-272, 1993.
-
Shoemake, Ken,
"Animating Rotation with Quaternion Curves,"
Computer Graphics (SIGGRAPH '85 Proceedings),
pp. 245-254, July 1985.
-
Shoemake, Ken,
"Quaternions and 4x4 Matrices,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 351-354, 1991.
-
Shoemake, Ken,
"Polar Matrix Decomposition,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 207-221, 1994.
http://www.graphicsgems.org/
-
Shoemake, Ken,
"Euler Angle Conversion,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, pp. 222-229, 1994.
http://www.graphicsgems.org/
-
Sillion, François, and Claude Puech,
Radiosity and Global Illumination,
Morgan Kaufmann Publishers, Inc., San Francisco, 1994.
-
Sillion, François, G. Drettakis, and B. Bodelet,
"Efficient Impostor Manipulation for Real-Time
Visualization of Urban Scenery,"
Computer Graphics Forum,
vol. 16, no. 3, pp. 207-218, 1997.
-
Skiena, Steven,
The Algorithm Design Manual,
Springer Verlag, 1997.
http://www.cs.sunysb.edu/~algorith/
-
Sloan, Peter-Pike, Michael F. Cohen, and Steven J. Gortler,
"Time Critical Lumigraph Rendering,"
Proceedings 1997 Symposium on Interactive 3D Graphics, pp. 17-23, April 1997.
-
Sloan, Peter-Pike J., and Michael F. Cohen,
"Interactive Horizon Mapping,"
11th Eurographics Workshop on Rendering, pp. 281-286, June 2000.
http://research.microsoft.com/~cohen/
-
Smith, Alvy Ray,
Digital Filtering Tutorial for Computer Graphics,
Technical Memo 27, revised March 1983.
http://www.alvyray.com/
-
Smith, Alvy Ray,
"A Pixel is Not a Little Square, a Pixel is Not a Little Square, a Pixel is
Not a Little Square! (And a Voxel is Not a Little Cube),"
Technical Memo 6, Microsoft Research, July 1995.
http://www.alvyray.com/
-
Smith, Alvy Ray, and James F. Blinn,
"Blue Screen Matting,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 259-268, August 1996.
http://www.alvyray.com/
-
Smith, Alvy Ray,
"The Stuff of Dreams,"
Computer Graphics World, pp. 27-29, July 1998.
http://www.alvyray.com/
-
Smith, Andrew, Yoshifumi Kitamura, Haruo Takemura, and Fumio Kishino,
"A Simple and Efficient Method for Accurate Collision Detection Among Deformable
Polyhedral Objects in Arbitrary Motion,"
IEEE Virtual Reality Annual International Symposium, pp. 136-145, 1995.
-
Smits, Brian,
"Efficiency Issues for Ray Tracing,"
journal of graphics tools, vol. 3, no. 2,
pp. 1-14, 1998.
http://www.cs.utah.edu/~bes/papers/fastRT/paper.html
-
Snook, Greg,
"Simplified Terrain Using Interlocking Tiles,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 377-383, 2001.
-
Snyder, John, Ronen Barzel, and Steve Gabriel,
"Motion Blur on Graphics Workstations,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 374-382, 1992.
http://www.graphicsgems.org/
-
Snyder, John, and Jed Lengyel,
"Visibility Sorting and Compositing without Splitting for
Image Layer Decompositions,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 219-230, July 1998.
http://www.research.microsoft.com/~jedl/
-
Soler, Cyril, and François Sillion,
"Fast Calculation of Soft Shadow Textures Using Convolution,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 321-332, July 1998.
http://www-imagis.imag.fr/Membres/Francois.Sillion/Papers/Index.html
-
Spencer, Greg, Peter Shirley, Kurt Zimmerman, and Donald
Greenberg,
"Physically-Based Glare Effects for Digital Images,"
Computer Graphics (SIGGRAPH 95 Proceedings),
pp. 325-334, August 1995.
http://www.cs.utah.edu/~shirley/papers.html
-
Stam, Jos,
"Exact Evaluation of Catmull-Clark Subdivision Surfaces at
Arbitrary Parameter Values,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 395-404, July 1998.
-
Stam, Jos,
"Diffraction Shaders,"
Computer Graphics (SIGGRAPH 99 Proceedings),
pp. 101-110, August 1999.
-
Stamminger, M., J. Haber, H. Schirmacher, and H.-P. Seidel,
"Walkthroughs with Corrective Texturing,"
11th Eurographics Workshop on Rendering, pp. 377-390, 2000.
http://www.mpi-sb.mpg.de/~mcstammi/corrtex.html
-
Stewart, A.J., and M.S. Langer,
"Towards Accurate Recovery of Shape from Shading Under Diffuse Lighting,"
IEEE Trans. on Pattern Analysis and Machine Intelligence,
Vol. 19, No. 9, Sept. 1997, pp. 1020-1025.
http://www.cs.queensu.ca/home/jstewart/papers/pami97.html
-
Stewart, A. James,
"Tunneling for Triangle Strips in Continuous Level-of-Detail Meshes,"
Graphics Interface 2001, Ottawa, Canada, pp. 91-100, June 2001.
http://www.graphicsinterface.org/
-
Stokes, Michael, Matthew Anderson, Srinivasan Chandrasekar, and Ricardo
Motta,
"A Standard Default Color Space for the Internet - sRGB,"
Version 1.10, Nov. 1996.
http://www.color.org/sRGB.html
-
Stoll, Gordon, Matthew Eldridge, Dan Patterson, Art Webb, Steven Berman, Richard Levy,
Chris Caywood, Milton Taveira, Steve Hunt, Pat Hanrahan,
"Lightning-2: A High-Performance Display Subsystem for PC Clusters,"
Computer Graphics (SIGGRAPH 2001 Proceedings),
pp. 141-148, August 2001.
-
Stone, Maureen,
"A Survey of Color for Computer Graphics,"
Course 4 at SIGGRAPH 2001, August 2001.
http://www.stonesc.com/
-
Strauss, Paul S.,
"A Realistic Lighting Model for Computer Animators,"
IEEE Computer Graphics and Applications,
vol. 10, no. 6, pp. 56-64, November 1990.
-
Stürzlinger, Wolfgang, and Rui Bastos,
"Interactive Rendering of Globally Illuminated Glossy Scenes,"
Rendering Techniques '97, Eds. Dorsey, Slusallek, Springer Verlag,
pp. 93-102, June 1997.
-
Sudarsky, Oded, and Craig Gotsman,
"Dynamic Scene Occlusion Culling,"
IEEE Transactions on Visualization and Computer Graphics, vol. 5, no. 1,
pp. 13-29, January-March 1999.
-
Sunday, Dan,
"Area of Triangles and Polygons (2D and 3D),"
GeometryAlgorithms.com, 2001.
http://geometryalgorithms.com/Archive/algorithm_0101/
-
Sutherland, Ivan E., Robert F. Sproull, and Robert F.
Schumacker,
"A Characterization of Ten Hidden-Surface Algorithms,"
Computing Surveys, vol. 6, no. 1, March 1974.
-
Svarovsky, Jan,
"View-Independent Progressive Meshing,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 454-464, 2000.
-
Tanner, Christopher C., Christopher J. Migdal, and Michael T.
Jones,
"The Clipmap: A Virtual Mipmap,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 151-158, July 1998.
-
Tarini, M., P. Cignoni, C. Rocchini, and R. Scopigno,
"Real Time, Accurate, Multi-Featured Rendering of Bump Mapped Surfaces,"
Computer Graphics Forum (Proceedings of Eurographics 2000), Vol. 19, No. 3, pp 119-130, 2000.
http://www.eg.org/EG/CGF/Volume19/Issue3/paper140/paper140.pdf
-
Taubin, Gabriel, and Jarek Rossignac,
"Geometric Compression through Topological Surgery,"
ACM Transactions on Graphics, vol. 17, no. 2, April 1998.
-
Taubin, Gabriel, André Guéziec, William Horn, and
Francis Lazarus,
"Progressive Forest Split Compression,"
Computer Graphics (SIGGRAPH 98 Proceedings),
pp. 123-132, July 1998.
-
Teller, Seth J., and Carlo H. Séquin,
"Visibility Preprocessing For Interactive Walkthroughs,"
Computer Graphics (SIGGRAPH '91 Proceedings),
pp. 61-69, July 1991.
-
Teller, Seth J.,
Visibility Computations in Densely Occluded Polyhedral
Environments, Ph.D. Thesis, Department of Computer Science,
University of Berkeley, 1992.
-
Teller, Seth, and Pat Hanrahan,
"Global Visibility Algorithms for Illumination Computations,"
Computer Graphics (SIGGRAPH 94 Proceedings),
pp. 443-450, July 1994.
-
Tessman, Thant,
"Casting Shadows on Flat Surfaces,"
Iris Universe, pp. 16-19, Winter 1989.
-
Thomas, Spencer W.,
"Decomposing a Matrix into Simple Transformations,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 320-323, 1991.
http://www.graphicsgems.org/
-
Thürmer, Grit, and Charles A. Wüthrich,
"Computing Vertex Normals from Polygonal Facets,"
journal of graphics tools, vol. 3, no. 1, pp. 43-46, 1998.
-
Tombesi, Marco,
"3ds max Skin Exporter and Animation Toolkit,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 141-152, 2001.
-
Torborg, J., and J.T. Kajiya,
"Talisman: Commodity Realtime 3D Graphics for the PC,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 353-363, August 1996.
-
Torrance, K., and E. Sparrow,
"Theory for Off-Specular Reflection From Roughened Surfaces,"
J. Optical Society of America,
Vol. 57, September 1967.
-
Trendall, Chris, and A. James Stewart
"General Calculations using Graphics Hardware with Applications to Interactive Caustics,"
11th Eurographics Workshop on Rendering, pp. 287-298, 2000.
http://www.dgp.utoronto.ca/people/JamesStewart/papers/egwr00.html
-
Tumblin, Jack, J.K. Hodgins, and B. Guenter,
"Two Methods for Display of High Contrast Images,"
ACM Transactions on Graphics, Vol. 18, No. 1, pp. 56-94, January 1999.
http://www.cs.northwestern.edu/~jet
-
Turk, Greg,
"Texture Synthesis on Surfaces,"
Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 347-354,
August 2001.
http://www.gvu.gatech.edu/people/faculty/greg.turk/texture_surfaces/texture.html
-
Turkowski, Ken,
"Properties of Surface-Normal Transformations," in Andrew Glassner, ed.,
Graphics Gems, Academic Press, pp. 539-547, 1990.
http://www.worldserver.com/turk/computergraphics/index.html
-
Turner, Bryan,
"Real-Time Dynamic Level of Detail Terrain Rendering with ROAM,"
Gamasutra, April 2000.
http://www.gamasutra.com/features/20000403/turner_01.htm
-
Ulrich, Thatcher,
"Continuous LOD Terrain Meshing Using Adaptive Quadtrees,"
Gamasutra, February 2000.
http://www.gamasutra.com/features/20000228/ulrich_01.htm
-
Ulrich, Thatcher,
"Loose Octrees,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 444-453, 2000.
-
Upstill, S.,
The RenderMan Companion: A Programmer's Guide to Realistic Computer
Graphics,
Addison-Wesley, Reading, Massachusetts, 1990.
-
van den Bergen, G.,
"Efficient Collision Detection of Complex Deformable Models Using AABB Trees,"
journal of graphics tools, vol. 2, no. 4, pp. 1-13, 1997.
http://jgt.akpeters.com/papers/vanDenBergen97
-
van den Bergen, G.,
"A Fast and Robust GJK Implementation for Collision Detection of Convex Objects,"
journal of graphics tools, vol. 4, no. 2, pp. 7-25, 1999.
http://jgt.akpeters.com/papers/vanDenBergen99
-
van den Bergen, Gino,
Collision Detection in Interactive 3D Computer Animation,
Ph.D. Thesis, Eindhoven University of Technology, 1999.
-
van den Bergen, Gino,
"Proximity Queries and Penetration Depth Computation on 3D Game Objects,"
Game Developers Conference, pp. 821-837, March 2001.
-
van der Burg, John,
"Building an Advanced Particle System,"
Gamasutra, June 2000.
http://www.gamasutra.com/features/20000623/vanderburg_01.htm
-
van Overveld, C.V.A.M., and B. Wyvill,
"Phong Normal Interpolation Revisited,"
ACM Transaction on Graphics, vol. 16, no. 4, pp. 397-419, October 1997.
-
van Overveld, C.V.A.M., and B. Wyvill,
"An Algorithm for Polygon Subdivision Based on Vertex Normals,"
Computer Graphics International '97, pp. 3-12, June 1997.
-
Velho, Luiz,
"Simple and Efficient Polygonization of Implicit Surfaces,"
journal of graphics tools, vol. 1, no. 2, pp. 5-24, 1996.
-
Velho, Luiz, and Luiz Henrique de Figueiredo,
"Optimal Adaptive Polygonal Approximation of Parametric Surfaces,"
Technical Report CS-96-23, University of Waterloo, 1996.
-
Virtual Terrain Project web site.
http://www.vterrain.org/
-
Vlachos, Alex, and Jason L. Mitchell,
"Refraction Mapping in Liquid Containers,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 594-600, 2000.
-
Vlachos, Alex, Jörg Peters, Chas Boyd, and Jason L. Mitchell,
"Curved PN Triangles,"
ACM Symposium on Interactive 3D Graphics 2001, pp. 159-166, 2001.
http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf
-
Vlachos, Alex, and John Isidoro,
"Smooth C^2 Quaternion-based Flythrough Paths,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 220-227, 2001.
-
Vlachos, Alex,
"Approximating Fish Tank Refractions,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 402-405, 2001.
-
Vlachos, Alex, David Gosselin, and Jason L. Mitchell,
"Self-Shadowing Characters,"
in Mark DeLoura, ed., Game Programming Gems 2,
Charles River Media, pp. 421-424, 2001.
-
Volino, Pascal, and Nadia Magnenat Thalmann,
"Collision and Self-Collision Detection: Efficient and Robust Solutions for Highly Deformable Surfaces,"
Eurographics Workshop on Animation and Simulation '95, pp. 55-65, September 1995.
-
Volino, Pascal, and Nadia Magnenat Thalmann,
"Implementing Fast Cloth Simulation with Collision Response,"
Computer Graphics International 2000, pp. 257-268, June 2000.
-
Von Herzen, B., and A.H. Barr,
"Accurate Triangulations of Deformed Intersecting Surfaces,"
Computer Graphics (SIGGRAPH '87 Proceedings),
pp. 103-110, July 1987.
-
Voorhies, Douglas,
"Space-Filling Curves and a Measure of Coherence,"
in James Arvo, ed., Graphics Gems II,
Academic Press, pp. 26-30, 1991.
-
International Standard ISO/IEC 14772-1:1997 (VRML).
http://www.vrml.org/
-
VTune Analyzer,
Intel Corporation,
http://www.intel.com/software/products/vtune/
-
Wald, Ingo, Philipp Slusallek, and Carsten Benthin,
"Interactive Distributed Ray-Tracing of Highly Complex Models,"
12th Eurographics Workshop on Rendering, pp. 274-285, 2001.
http://graphics.cs.uni-sb.de/Publications/index.html
-
Wald, Ingo, and Philipp Slusallek,
"State-of-the-Art in Interactive Ray-Tracing,"
in State of the Art Reports, EUROGRAPHICS 2001, pp. 21-42, September 2001.
http://graphics.cs.uni-sb.de/Publications/index.html
-
Wald, Ingo, Carsten Benthin, Markus Wagner, and Philipp Slusallek,
"Interactive Rendering with Coherent Ray-Tracing,"
Proceedings of Eurographics 2001, vol. 20, no. 3, pp. 153-164, 2001.
http://graphics.cs.uni-sb.de/Publications/index.html
-
Walker, R., and J. Snoeyink,
"Using CSG Representations of Polygons for Practical
Point-in-Polygon Tests,"
Visual Proceedings (SIGGRAPH 97),
p. 152, August 1997.
-
Waller, Marcus D., Jon. P. Ewins, Martin White, and Paul F. Lister,
"Efficient Coverage Mask Generation for Antialiasing,"
IEEE Computer Graphics and Applications,
vol. 20, no. 6, pp. 86-93, Nov./Dec. 2000.
-
Wallis, Bob,
"Tutorial on Forward Differencing,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 594-603, 1990.
http://www.graphicsgems.org/
-
Walter, Bruce, Gün Alppay, Eric P. F. Lafortune, Sebastian Fernandez,
and Donald P. Greenberg,
"Fitting Virtual Lights For Non-Diffuse Walkthroughs,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 45-48, August 1997.
http://www.graphics.cornell.edu/~bjw/virtlite.html
-
Wanger, Leonard,
"The effect of shadow quality on the perception of
spatial relationships in computer generated imagery,"
Computer Graphics (1992 Symposium on Interactive 3D
Graphics),
vol. 25, no. 2,
pp. 39-42, 1992.
-
Ward, Gregory,
"Measuring and Modeling Anisotropic Reflection,"
Computer Graphics (SIGGRAPH '92 Proceedings),
pp. 265-272, July 1992.
http://radsite.lbl.gov/radiance/papers/sg92/paper.html
-
Warren, Joe, and Henrik Weimer,
Subdivision Methods for Geometric Design: A Constructive Approach,
Morgan Kaufmann Publishers, Inc., 2001.
-
Watt, Alan, and Mark Watt,
Advanced Animation and Rendering Techniques--Theory and Practice,
Addison-Wesley, 1992.
-
Watt, Alan,
3D Computer Graphics,
Second Edition, Addison-Wesley, 1993.
-
Watt, Alan, and Fabio Policarpo,
The Computer Image,
Addison-Wesley, 1998.
-
Watt, Alan, and Fabio Policarpo,
3D Games: Real-Time Rendering and Software Technology,
Addison-Wesley, 2001.
-
Weghorst, H., G. Hooper, and D. Greenberg,
"Improved Computational Methods for Ray Tracing,"
ACM Transactions on Graphics, pp. 52-69, 1984.
-
Welzl, Emo,
"Smallest Enclosing Disks (Balls and Ellipsoids,"
in H. Maurer, ed., New Results and New Trends in Computer Science, LNCS 555, 1991.
-
Wernecke, Josie,
The Inventor Mentor,
Addison-Wesley, Reading, Massachusetts, 1994.
-
Westover, Lee,
"Footprint Evaluation for Volume Rendering,"
Computer Graphics (SIGGRAPH '90 Proceedings),
pp. 367-376, August 1990.
-
Williams, Lance,
"Casting Curved Shadows on Curved Surfaces,"
Computer Graphics (SIGGRAPH '78 Proceedings),
pp. 270-274, August 1978.
-
Williams, Lance,
"Pyramidal Parametrics,"
Computer Graphics, vol. 7, no. 3, pp. 1-11, July 1983.
-
Wilson, A, E. Larsen, D. Manocha, and M.C. Lin,
"Partioning and Handling Massive Models for Interactive Collision Detection,"
Proceedings of Eurographics 1999, vol. 18, no. 3, pp. 319-329, 1999.
-
Wimmer, Michael, and Dieter Schmalstieg,
"Load balancing for smooth LODs,"
Technical Report TR-186-2-98-31,
Institute of Computer Graphics and Algorithms, Vienna University of Technology, December 1998.
ftp://ftp.cg.tuwien.ac.at/pub/TR/98/TR-186-2-98-31Paper.pdf
-
Wimmer, Michael, Markus Giegl, and Dieter Schmalstieg,
"Fast Walkthroughs with Image Caches and Ray Casting,"
Computers & Graphics, vol. 23, no. 6, pp. 831-838, 1999.
-
Wimmer, Michael, Peter Wonka, and François Sillion,
"Point-Based Impostors for Real-Time Visualization,"
12th Eurographics Workshop on Rendering, pp. 163-176, June 2001.
-
Wimmer, Michael,
Representing and Rendering Distant Objects for Real-Time Visualization,
Ph.D. Thesis, The Institute of Computer Graphics and Algorithms, Vienna University of Technology,
June, 2001.
-
Winner, Stephanie, Mike Kelley, Brent Pease, Bill Rivard, and Alex Yen,
"Hardware Accelerated Rendering of Antialiasing Using a
Modified A-Buffer Algorithm,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 307-316, August 1997.
-
Witkin, Andrew, David Baraff, and Michael Kass,
"Physically Based Modeling,"
Course 25 notes at SIGGRAPH 2001, 2001.
http://www.pixar.com/aboutpixar/research/pbm2001/
-
Wloka, Matthias, and R. Zeleznik,
"Interactive Real-Time Motion Blur,"
The Visual Computer, vol. 12, no. 6, pp. 283-295, 1996.
http://www.cs.brown.edu/research/graphics/research/vrml/
-
Wloka, Matthias,
"Implementation of `Missing' Vertex Shader Instructions,"
NVIDIA White Paper, December 2000.
http://developer.nvidia.com
-
Wloka, Matthias,
"Implementing Motion Blur & Depth of Field using DirectX 8,"
Meltdown 2001, July 2001.
http://www.microsoft.com/mscorp/corpevents/meltdown2001/presentations.asp
-
Wolberg, George,
Digital Image Warping,
IEEE Computer Society Press, 1990.
-
Wonka, Peter, and Dieter Schmalstieg,
"Occluder Shadows for Fast Walkthroughs of Urban Environments,"
Computer Graphics Forum, vol. 18, no. 3, pp. 51-60, 1999.
-
Wonka, Peter, Michael Wimmer, and Dieter Schmalstieg,
"Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs,"
11th Eurographics Workshop on Rendering, pp. 71-82, 2000.
-
Wonka, Peter, Michael Wimmer, and François X. Sillion,
"Instant Visibility,"
Proceedings of Eurographics 2001, Vol. 20, No. 3, pp. 411-421, September 2001.
-
Wonka, Peter,
Occlusion Culling for Real-Time Rendering of Urban Environments,
Ph.D. Thesis, The Institute of Computer Graphics and Algorithms, Vienna University of Technology,
June, 2001.
-
Woo, Andrew,
"Fast Ray-Box Intersection,"
in Andrew Glassner, ed., Graphics Gems,
Academic Press, pp. 395-396, 1990.
http://www.graphicsgems.org/
-
Woo, A., P. Poulin, and A. Fournier,
"A Survey of Shadow Algorithms,"
IEEE Computer Graphics and Applications,
vol. 10, no. 6, pp. 13-32, November 1990.
-
Woo, Andrew,
"The Shadow Depth Map Revisited,"
in David Kirk, ed., Graphics Gems III,
Academic Press, pp. 338-342, 1992.
http://www.graphicsgems.org/
-
Woo, Andrew, Andrew Pearce, and Marc Ouellette,
"It's Really Not a Rendering Bug, You See...,"
IEEE Computer Graphics and Applications,
vol. 16, no. 5, pp. 21-25, September 1996.
http://computer.org/cga/cg1996/g5toc.htm
-
Woodland, Ryan,
"Filling the Gaps--Advanced Animation Using Stitching and Skinning,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 476-483, 2000.
-
Woodland, Ryan,
"Advanced Texturing Using Texture Coordinate Generation,"
in Mark DeLoura, ed., Game Programming Gems,
Charles River Media, pp. 549-554, 2000.
-
Worley, Steve, and Eric Haines,
"Bounding Areas for Ray/Polygon Intersection,"
in Eric Haines, ed., Ray Tracing News, vol. 6, no. 1,
January 1993.
http://www.realtimerendering.com/resources/RTNews/html/rtnv6n1.html
-
Wright, Richard,
"Understanding and Using OpenGL Texture Objects,"
Gamasutra,
July 23, 1999.
http://www.gamasutra.com/features/19990723/opengl_texture_objects_01.htm
-
Wu, David. Personal communication, 2002.
-
Wyatt, Rob,
"Hardware Accelerated Spherical Environment Mapping using Texture Matrices,"
Gamasutra, August 2000.
http://www.gamasutra.com/features/20000811/wyatt_01.htm
-
Wynn, Chris,
"Real-Time BRDF-based Lighting using Cube-Maps,"
NVIDIA White Paper, 2001.
http://developer.nvidia.com
-
Wyvill, Brian,
"Symmetric Double Step Line Algorithm,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, pp. 101-104, 1990.
http://www.graphicsgems.org/
-
Xia, Julie C., Jihad El-Sana, and Amitabh Varshney,
"Adaptive Real-Time Level-of-detail-based Rendering for Polygonal Objects,"
IEEE Transactions on Visualization and Computer Graphics,
vol. 3, no. 2, June 1997.
-
Xiang, X., M. Held, and J.S.B. Mitchell,
"Fast and Effective Stripification of Polygonal Surface Models,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 71-78, April 1999.
http://www.cosy.sbg.ac.at/~held/projects/strips/strips.html
-
Xie, Feng, and Micheal Shantz,
"Adaptive Hierarchical Visibility in a Tiled Architecture,"
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 75-84, 1999.
-
Zachmann, Gabriel,
"Rapid Collision Detection by Dynamically Aligned DOP-Trees,"
Proceedings of IEEE Virtual Reality Annual International
Symposium--VRAIS '98, Atlanta, Georgia, pp. 90-97, March 1998.
-
Zhang, Hansong, and Kenneth E. Hoff III,
"Fast Backface Culling Using Normal Masks,"
in Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 103-106, April 1997.
-
Zhang, H., D. Manocha, T. Hudson, and K.E. Hoff III,
"Visibility Culling using Hierarchical Occlusion Maps,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 77-88, August 1997.
http://www.cs.unc.edu/~zhangh/hom.html
-
Zhang, Hansong,
Effective Occlusion Culling for the Interactive Display of Arbitrary
Models, Ph.D. Thesis, Department of Computer Science,
University of North Carolina at Chapel Hill, July 1998.
-
Zhang, Hansong,
"Forward Shadow Mapping,"
9th Eurographics Workshop on Rendering,
pp. 131-138, June-July 1998.
http://www.cs.unc.edu/~zhangh/shadow.html
-
Zhao, YouBing, Ji Zhou, JiaoBing Shi, and ZhiGeng Pan,
"A Fast Algorithm For Large Scale Terrain Walkthrough,"
International Conference on CAD & Graphics 2001, China, 2001.
http://www.cad.zju.edu.cn/home/zhaoyb/
-
Zhukov, S., A. Iones, G. Kronin,
"An Ambient Light Illumination Model,"
9th Eurographics Workshop on Rendering,
pp. 45-56, June-July 1998.
-
Zorin, Denis, Peter Schröder, and Wim Sweldens,
"Interpolating Subdivision for Meshes with Arbitrary Topology,"
Computer Graphics (SIGGRAPH 96 Proceedings),
pp. 189-192, August 1996.
-
Zorin, Denis,
C^k Continuity of Subdivision Surfaces, Caltech CS-TR-96-23, 1996.
-
Zorin, Denis, Peter Schröder, and Wim Sweldens,
"Interactive Multiresolution Mesh Editing,"
Computer Graphics (SIGGRAPH 97 Proceedings),
pp. 259-268, August 1997.
-
Zorin, Denis,
Stationary Subdivision and Multiresolution Surface Representations,
Ph.D. thesis, Caltech CS-TR-97-32, 1997.
-
Zorin, Denis,
"A Method for Analysis of C1-Continuity of Subdivision Surfaces,"
SIAM Journal of Numerical Analysis, vol. 37, no. 5, pp. 1677-1708, 2000.
http://mrl.nyu.edu/publications/method-analysis/
-
Zorin, Denis, Peter Schröder, Tony DeRose, Leif Kobbelt, Adi Levin, and Wim Sweldens,
"Subdivision for Modeling and Animation,"
Course notes at SIGGRAPH 2000, 2000.
http://www.mrl.nyu.edu/~dzorin/sig00course/
-
Zwillinger, Dan,
"CRC Standard Mathematical Tables and Formulas,"
30th Edition, CRC Press, 1995.
http://freeabel.geom.umn.edu/docs/reference/CRC-formulas/
Back to the Real-Time Rendering homepage