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.
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"Wildcat's SuperScene Antialiasing,"
2001.
http://www.3dlabs.com/product/technology/superscene_antialiasing.htm
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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
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Abrash, Michael,
"Inside Xbox Graphics,"
Dr. Dobb's Journal, pp. 21-26, August 2000.
http://www.ddj.com/documents/s=882/ddj0008a/0008a.htm
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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/
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Aila, T., and V. Miettinen,
Umbra Reference Manual, Hybrid Holding Ltd., Helsinki, Finland, October 2000.
http://www.hybrid.fi/umbra/download.html
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Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr.,
"Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments,"
Computer Graphics (1990 Symposium on Interactive 3D
Graphics),
vol. 24, no. 2, pp. 41-50, March 1990.
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Airey, John M.,
Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set Calculations,
Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science,
University of North Carolina at Chapel Hill,
July 1990.
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Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
Computer Graphics (SIGGRAPH '88 Proceedings),
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.
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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
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Akeley, Kurt, and Pat Hanrahan,
"Real-Time Graphics Architectures",
Course CS448A Notes, Fall 2001.
http://graphics.stanford.edu/courses/cs448a-01-fall/
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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/
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Aliaga, D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C.
Erikson,
"Power Plant Walkthrough: An Integrated System for Massive Model
Rendering,"
Technical Report TR no. 97-018, Computer Science Department,
University of North Carolina at Chapel Hill, 1997.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, E. Baker, R. Bastos, M. Whitton,
F. Brooks Jr., and D. Manocha,
"A Framework for the Real-Time Walkthrough of Massive Models,"
Technical Report UNC TR no. 98-013, Computer Science Department,
University of North Carolina at Chapel Hill, 1998.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton,
F. Brooks, and
D. Manocha,
"MMR: An Interactive Massive Model Rendering System Using
Geometric and Image-Based Acceleration,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 199-206, April 1999.
-
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/
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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/
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Barber, C.B., D.P. Dobkin, and H. Huhdanpaa,
"The Quickhull Algorithm for Convex Hull,"
Geometry Center Technical Report GCG53, July 1993.
http://www.geom.umn.edu/software/qhull/
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Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
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
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Bastos, Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra,
"Increased Photorealism for Interactive Architectural Walkthroughs,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 183-190, April 1999.
-
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
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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
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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/
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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
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Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz,
"Designing a PC Game Engine,"
IEEE Computer Graphics and Applications,
pp. 46-53, Jan./Feb. 1998.
http://computer.org/cga/cg1998/g1toc.htm
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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.
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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.
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Bloom, Charles,
"The Genesis Terrain Renderer Technology," Dec. 1999.
http://www.cbloom.com/3d
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Bloom, Charles,
"Algorithm for Fast Animating Subdivision Surfaces," May 2000.
http://www.cbloom.com/3d
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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
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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/
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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
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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/
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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
-
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