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Game Programming Methods
Edited by Jeff Lander, published 2003.
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Simulating and Rendering Particle Systems |  |
Abstract:
Real-Time Animation of Trees |  |
Abstract:
Real-Time Multiresolution Dynamics of Deeply Hierarchical Bodies |  |
Abstract:
Scripted Bodies and Spline-Driven Animation |  |
Abstract:
Collision Detection of Deformable Volumetric Meshes
Abstract:
Building an Advanced Facial Expression System |  |
Abstract:
Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models |  |
Abstract:
Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian Pseudo-Inverse |  |
Abstract:
Automatic Parameterizations on the Cube |  |
Abstract:
Filling Texture Holes Using the Euclidean Distance Map |  |
Abstract:
A Fast All-Interger Ellipse Discretization Algorithm |  |
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Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods, 2003. |
Abstract:
A Fast and Simple All-Interger Parametric Line |  |
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Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods, 2003. |
Abstract:
An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces |  |
Abstract:
Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles |  |
Abstract:
Building a Flexible Terrain Engine for the Future |  |
Abstract:
Visible Terrain Grid Determination Using the Frustum |  |
Abstract:
Real-Time Generation and Rendering of 3D Planets |  |
Abstract:
k-D Tree Face Portals with Solid Geometry |  |
Abstract:
A Framework for Rapid 3D Level Design Using MAXScript Code Generation |  |
Abstract:
A Modified Phong-Blinn Light Model for Shadowed Areas  |  |
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods, 2003. |
Abstract:
Stochastic Iteration for Nondiffuse Global Illumination |  |
Abstract:
Metropolis Sampling in Random Walk Global Illumination Algorithms |  |
Abstract:
Metropolis Density Estimation |  |
Abstract:
Rendering with Adaptive Integration |  |
Abstract:
Illumination-Based Occlusion Culling |  |
Abstract:
Antialiasing for Bump Maps and a Fast Normalization Trick  |  |
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods, 2003. |
Abstract:
Fast Setup for Bilinear and Biquadratic Interpolation over Triangles  |  |
Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods, 2003. |
Abstract:
An Effective Implementation of the k-D Trees |  |
Abstract:
Pixel Shader Optimizations for Terrain Rendering |  |
Abstract:
Real-Time Light-Atmosphere Interactions for Outdoor Scenes |  |
Abstract:
True Volumetric Shadows |  |
Abstract:
Quantization of True-Color Images with Opacity Information |  |
Abstract:
Real-Time Relighting of Compressed Panoramas |  |
Abstract:
An Optimal Dynamic Surface Caching Algorithm |  |
Abstract:
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