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<html>
<head>
<meta name="description" content="Real-Time Rendering Bibliography">
<meta name="keywords" content="computer graphics, bibliography, reference, real-time, real time, rendering, interactive, accelerator, hardware, OpenGL, DirectX, Direct3D">
<title>Real-Time Rendering (2nd ed.) Bibliography</title>
</head>
<body bgcolor="#FFFFFF" link="#2D4280" vlink="#9A6D03" alink="#2D92A0">
<font face="LUCIDA, ARIAL, HELVETICA">
<h1><I>Real-Time Rendering (2nd ed.)</I> Bibliography</h1>
This is the bibliography of the Second Edition of the book <I><a href="index.html">Real-Time Rendering</a></I>.
Since many of the references have web resources associated with them, we have
made this hyperlinked version of the bibliography available. The <a href="refs1.html">First Edition</a> bibliography
is also available.
<P>
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 <a href="http://citeseer.nj.nec.com/cs">Citeseer</a> and <a href="http://www.google.com">Google</a> for the title you want.
<OL>
<LI>
"Wildcat's SuperScene Antialiasing,"
2001.
<a href="http://www.3dlabs.com/product/technology/superscene_antialiasing.htm">http://www.3dlabs.com/product/technology/superscene_antialiasing.htm</a>
<LI>
Abrash, Michael,
<I>Michael Abrash's Graphics Programming Black Book, Special Edition</I>,
The Coriolis Group, Inc., Scottsdale, Arizona, 1997.
<a href="http://www.ddj.com/articles/2001/0165/0165f/0165f.htm">http://www.ddj.com/articles/2001/0165/0165f/0165f.htm</a>
<LI>
Abrash, Michael,
"Inside Xbox Graphics,"
<I>Dr. Dobb's Journal</I>, pp. 21-26, August 2000.
<a href="http://www.ddj.com/documents/s=882/ddj0008a/0008a.htm">http://www.ddj.com/documents/s=882/ddj0008a/0008a.htm</a>
<LI>
Agrawala, Maneesh, Ravi Ramamoorthi, Alan Heirich, and Laurent Moll,
"Efficient Image-Based Methods for Rendering Soft Shadows,"
<I>Computer Graphics (SIGGRAPH 2000 Proceedings)</I>,
pp. 375-384, July 2000.
<a href="http://graphics.stanford.edu/papers/shadows/">http://graphics.stanford.edu/papers/shadows/</a>
<LI>
Aila, T., and V. Miettinen,
<I>Umbra Reference Manual</I>, Hybrid Holding Ltd., Helsinki, Finland, October 2000.
<a href="http://www.hybrid.fi/umbra/download.html">http://www.hybrid.fi/umbra/download.html</a>
<LI>
Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr.,
"Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments,"
<I>Computer Graphics (1990 Symposium on Interactive 3D
Graphics)</I>,
vol. 24, no. 2, pp. 41-50, March 1990.
<LI>
Airey, John M.,
<I>Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set Calculations</I>,
Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science,
University of North Carolina at Chapel Hill,
July 1990.
<LI>
Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
<I>Computer Graphics (SIGGRAPH '88 Proceedings)</I>,
pp. 239-246, August 1988.
<LI>
Akeley, Kurt,
"The Silicon Graphics 4D/240GTX Superworkstation,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 9, no. 4, pp. 71-83, July 1989.
<LI>
Akeley, K., P. Haeberli, and D. Burns,
<font face="COURIER">tomesh.c</font>, a C-program on the <I>SGI Developer's Toolbox CD</I>, 1990.
<LI>
Akeley, Kurt,
"RealityEngine Graphics,"
<I>Computer Graphics (SIGGRAPH 93 Proceedings)</I>,
pp. 109-116, August 1993.
Added: <a href="http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Case%20Studies/RealityEngine%20Graphics.pdf">http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Case%20Studies/RealityEngine%20Graphics.pdf</a>
<LI>
Akeley, Kurt, and Pat Hanrahan,
"Real-Time Graphics Architectures",
Course CS448A Notes, Fall 2001.
<a href="http://graphics.stanford.edu/courses/cs448a-01-fall/">http://graphics.stanford.edu/courses/cs448a-01-fall/</a>
<LI>
Akenine-Möller, Tomas,
"Fast 3D Triangle-Box Overlap Testing,"
<I>journal of graphics tools</I>, vol. 6, no. 1, pp. 29-33, 2001.
<a href="http://jgt.akpeters.com/papers/AkenineMoller01/">http://jgt.akpeters.com/papers/AkenineMoller01/</a>
<LI>
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.
<a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI>
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.
<a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI>
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,"
<I>Proceedings 1999 Symposium on Interactive 3D
Graphics</I>, pp. 199-206, April 1999.
<LI>
Aliaga, Daniel G., and Anselmo Lastra,
"Automatic Image Placement to Provide A Guaranteed Frame Rate,"
<I>Computer Graphics (SIGGRAPH 1999 Proceedings)</I>,
pp. 307-316, August 1999.
<LI>
Aliaga, Daniel, Jonathan Cohen, Thomas Funkhouser, Subodh Kumar, Ming C. Lin, David Luebke,
Dinesh Manocha, and Andrew Wilson,
"Interactive Walkthrough of Large Geometric Datasets,"
<I>Course 18 notes at SIGGRAPH 2000</I>, 2000.
<a href="http://www.cs.unc.edu/~geom/SIG00_COURSE/">http://www.cs.unc.edu/~geom/SIG00_COURSE/</a>
<LI>
Andújar, Carlos, Carlos Saona-Vázquez, Isabel Navazo, and Pere Brunet,
"Integrating Occlusion Culling and Levels of Detail through Hardly-Visible Sets,"
<I>Proceedings of Eurographics 2000</I>, vol. 19, no. 3, pp. 499-506, 2000.
<a href="http://www.lsi.upc.es/~andujar/">http://www.lsi.upc.es/~andujar/</a>
<LI>
Ankrum, Dennis R.,
"Viewing Distance at Computer Workstations,"
<I>WorkPlace Ergonomics</I>, pp. 10-12, Sept./Oct. 1996.
<a href="http://www.ur-net.com/office-ergo/viewing.htm">http://www.ur-net.com/office-ergo/viewing.htm</a>
<LI>
Antonio, Franklin,
"Faster Line Segment Intersection,"
in David Kirk, ed., <I>Graphics Gems III</I>,
Academic Press, pp. 199-202, 1992.
<a href="http://www.graphicsgems.org/">http://www.graphicsgems.org/</a>
<LI>
Apodaca, Anthony A., and Larry Gritz,
<I>Advanced RenderMan: Creating CGI for Motion Pictures</I>,
Morgan Kaufmann Publishers, Inc., San Francisco, 1999.
<LI>
Appel, Andrew W., with Maia Ginsburg,
<I>Modern Compiler Implementation in C</I>,
Cambridge University Press, 1998.
<LI>
Arenberg, Jeff,
"Re: Ray/Triangle Intersection with Barycentric Coordinates,"
in Eric Haines, ed., <I>Ray Tracing News</I>, vol. 1, no. 11,
November 1988.
<a href="http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html">http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html</a>
<LI>
Arkin, Esther M., Martin Held, Joseph S. B. Mitchell, and Steven S. Skiena,
"Hamiltonian Triangulations for Fast Rendering,"
<I>The Visual Computer</I>, vol. 12, no. 9, pp. 429-444, 1996.
<LI>
Arvo, James,
"Backward Ray Tracing,"
<I>SIGGRAPH '86 Developments in Ray Tracing course notes</I>,
1986.
Added: <a href="http://www.cs.caltech.edu/~arvo/Backward.ps.gz">http://www.cs.caltech.edu/~arvo/Backward.ps.gz</a>
<LI>
Arvo, James,
"A Simple Method for Box-Sphere Intersection Testing,"
in Andrew S. Glassner, ed., <I>Graphics Gems</I>,
Academic Press, pp. 335-339, 1990.
<a href="http://www.graphicsgems.org/">http://www.graphicsgems.org/</a>
<LI>
Arvo, James,
"Ray Tracing with Meta-Hierarchies,"
<I>SIGGRAPH `90 Advanced Topics in Ray Tracing course notes</I>, Volume 24, 1990.
<a href="http://www.cs.caltech.edu/~arvo/papers.html">http://www.cs.caltech.edu/~arvo/papers.html</a>
<LI>
Arvo, James, ed.,
<I>Graphics Gems II</I>,
Academic Press, 1991.
<a href="http://www.graphicsgems.org/">http://www.graphicsgems.org/</a>
<LI>
Ashdown, Ian,
<I>Radiosity: A Programmer's Perspective</I>,
John Wiley & Sons, Inc., 1994.
<LI>
Ashdown, Ian,
<I>Eigenvector Radiosity</I>,
M.Sc. Thesis, Department of Computer Science, University of British Columbia.
<a href="http://www.cs.ubc.ca/labs/imager/th/ashdown.msc.2001.html">http://www.cs.ubc.ca/labs/imager/th/ashdown.msc.2001.html</a>
<LI>
Ashikhmin, Michael, Simon Premoze, and Peter Shirley,
"A Microfacet-Based BRDF Generator,"
<I>Computer Graphics (SIGGRAPH 2000 Proceedings)</I>,
pp. 67-74, July 2000.
Added: <a href="http://www.cs.utah.edu/vissim/papers/facets/facets.ps.gz">http://www.cs.utah.edu/vissim/papers/facets/facets.ps.gz</a>
<LI>
Assarsson, Ulf, and Tomas Möller,
"Optimized View Frustum Culling Algorithms for Bounding Boxes,"
<I>journal of graphics tools</I>,
vol. 5, no. 1, pp. 9-22, 2000.
<a href="http://www.ce.chalmers.se/staff/uffe">http://www.ce.chalmers.se/staff/uffe</a>
<LI>
ATI developer web site.
<a href="http://www.ati.com/na/pages/resource_centre/dev_rel/devrel.html">http://www.ati.com/na/pages/resource_centre/dev_rel/devrel.html</a>
<LI>
Badouel, Didier,
<I>An Efficient Ray-Polygon Intersection</I>,
in <I>Graphics Gems</I>, ed. Andrew S. Glassner, Academic Press,
pp. 390-393, 1990.
<a href="http://www.graphicsgems.org/">http://www.graphicsgems.org/</a>
<LI>
Baldwin, Dave,
<I>OpenGL 2.0 Shading Language White Paper.</I> Issue 1.2, February 2002.
<a href="http://www.3dlabs.com/support/developer/ogl2">http://www.3dlabs.com/support/developer/ogl2</a>
<LI>
Ballard, Dana H.,
"Strip Trees: A Hierarchical Representation for Curves,"
<I>Graphics and Image Processing</I>, vol. 24, no. 5, pp. 310-321, May 1981.
<LI>
Banks, David,
"Illumination in Diverse Codimensions,"
<I>Computer Graphics (SIGGRAPH 94 Proceedings)</I>,
pp. 327-334, July 1994.
<a href="http://www.icase.edu/Dienst/UI/2.0/Describe/ncstrl.icase/TR-94-6">http://www.icase.edu/Dienst/UI/2.0/Describe/ncstrl.icase/TR-94-6</a>
<LI>
Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring,
"Real-Time Procedural Texturing Techniques Using MMX,"
<I>Gamasutra</I>, May 1, 1998.
<a href="http://www.gamasutra.com/features/19980501/mmxtexturing_01.htm">http://www.gamasutra.com/features/19980501/mmxtexturing_01.htm</a>
<LI>
Baraff, D.,
"Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation,"
<I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>,
pp. 19-28, August 1990.
Added: <a href="http://www.cs.cmu.edu/~baraff/papers/sig90.pdf">http://www.cs.cmu.edu/~baraff/papers/sig90.pdf</a>
<LI>
Baraff, D., and A. Witkin,
"Dynamic Simulation of Non-Penetrating Flexible Objects,"
<I>Computer Graphics (SIGGRAPH '92 Proceedings)</I>,
pp. 303-308, July 1992.
Added: <a href="http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1992_1/baraff_david_1992_1.ps.gz">http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1992_1/baraff_david_1992_1.ps.gz</a>
<LI>
Baraff, David, and Andrew Witkin,
"Large Steps in Cloth Simulation,"
<I>Computer Graphics (SIGGRAPH 98 Proceedings)</I>, pp. 43-54, July 1998.
Added: <a href="http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1998_1/baraff_david_1998_1.pdf">http://www.ri.cmu.edu/pub_files/pub1/baraff_david_1998_1/baraff_david_1998_1.pdf</a>
<LI>
Barber, C.B., D.P. Dobkin, and H. Huhdanpaa,
"The Quickhull Algorithm for Convex Hull,"
Geometry Center Technical Report GCG53, July 1993.
<a href="http://www.geom.umn.edu/software/qhull/">http://www.geom.umn.edu/software/qhull/</a>
<LI>
Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
in <I>Proceedings of Eurographics '96</I>, pp. 387-396, 1996.
<LI>
Barkans, Anthony C.,
"Color Recovery: True-Color 8-Bit Interactive Graphics,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
<LI>
Barkans, Anthony C.,
"High-Quality Rendering Using the Talisman
Architecture,"
<I>ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware</I>
Los Angeles, CA, pp. 79-88, August 1997.
<LI>
Bartels, Richard H., John C. Beatty, and Brian A. Barsky,
<I>An Introduction to Splines for use in Computer Graphics & and Geometric Modeling</I>,
Morgan Kaufmann Publishers, San Mateo, CA, 1987.
<LI>
Bartz, Dirk, James T. Klosowski, and Dirk Staneker,
"K-DOPs as Tighter Bounding Volumes for Better Occlusion Performance,"
<I>Visual Proceedings (SIGGRAPH 2001)</I>,
p. 213, August 2001.
<LI>
Bar-Yehuda, Reuven, and Craig Gotsman,
"Time/Space Tradeoffs for Polygon Mesh Rendering,"
<I>ACM Transactions on Graphics</I>, vol. 15, no. 2, pp. 141-152, April 1996.
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