Medial-based vertex deformation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
South African Sign Language Machine Translation System
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Live Mixed-Reality 3D Video in Soccer Stadium
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Simulating and rendering particle systems
Graphics programming methods
Illumination-based occlusion culling
Graphics programming methods
Graphics programming methods
Per-pixel smooth shader level of detail
ACM SIGGRAPH 2003 Sketches & Applications
Compressed multisampling for efficient hardware edge antialiasing
GI '04 Proceedings of the 2004 Graphics Interface Conference
Conducting a Virtual Orchestra
IEEE MultiMedia
Real-time glossy reflections on planar surfaces
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
High quality parametric visual product configuration systems over the web
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Level-of-detail representation of bidirectional texture functions for real-time rendering
Proceedings of the 2005 symposium on Interactive 3D graphics and games
An efficient representation of complex materials for real-time rendering
Proceedings of the ACM symposium on Virtual reality software and technology
A real-time transport protocol for image-based rendering over heterogeneous wireless networks
MSWiM '05 Proceedings of the 8th ACM international symposium on Modeling, analysis and simulation of wireless and mobile systems
Soft shadows from extended light sources with penumbra deep shadow maps
GI '05 Proceedings of Graphics Interface 2005
Continuous level-of-detail modeling of buildings in 3D city models
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Physics-motivated features for distinguishing photographic images and computer graphics
Proceedings of the 13th annual ACM international conference on Multimedia
Adaptive streaming and rendering of large terrains using strip masks
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
An Introductory Tour of Interactive Rendering
IEEE Computer Graphics and Applications
TOIGP: a new hierarchical depth occlusion
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
The virtual site museum: a multi-purpose, authoritative, and functional virtual heritage resource
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Utilizing jump flooding in image-based soft shadows
Proceedings of the ACM symposium on Virtual reality software and technology
Artist-directable real-time rain rendering in city environments
ACM SIGGRAPH 2006 Courses
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
LightShop: interactive light field manipulation and rendering
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Live 3D Video in Soccer Stadium
International Journal of Computer Vision
Virtual reality system with integrated sound field simulation and reproduction
EURASIP Journal on Applied Signal Processing
Embedded labels for line features in interactive 3D virtual environments
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Simulation of moving particles in 3D with the Lattice Boltzmann method
Computers & Mathematics with Applications
Efficient evaluation of radial queries using the target tree
International Journal of Bioinformatics Research and Applications
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
System with driving simulation device for HMI measurements
ICS'05 Proceedings of the 9th WSEAS International Conference on Systems
How Reliable Are Practical Point-in-Polygon Strategies?
ESA '08 Proceedings of the 16th annual European symposium on Algorithms
ACM Transactions on Graphics (TOG)
Ubiquitous animated agents for augmented reality
ISMAR '06 Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality
A lightweight 3D visualization and navigation system on handheld devices
Proceedings of the 2009 ACM symposium on Applied Computing
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
RTSG: ray tracing for X3D via a flexible rendering framework
Proceedings of the 14th International Conference on 3D Web Technology
Virtual Rome: a FOSS approach to WEB3D
Proceedings of the 14th International Conference on 3D Web Technology
Fast and reliable mouse picking using graphics hardware
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Real Time Cameras: A Guide for Game Designers and Developers
Real Time Cameras: A Guide for Game Designers and Developers
Geometry engine architecture with early backface culling hardware
Computers and Graphics
Virtual Tubelets-efficiently visualizing large amounts of particle trajectories
Computers and Graphics
Efficient collision detection using a dual OBB-sphere bounding volume hierarchy
Computer-Aided Design
Using parallel GPU architecture for simulation of planar I/F networks
IJCNN'09 Proceedings of the 2009 international joint conference on Neural Networks
Kernel modeling for molecular surfaces using a uniform solution
Computer-Aided Design
Efficient collision detection using a dual bounding volume hierarchy
GMP'08 Proceedings of the 5th international conference on Advances in geometric modeling and processing
Time and quality of 3D rendering process using programming code optimisation techniques
International Journal of Intelligent Information and Database Systems
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
A code motion technique for accelerating general-purpose computation on the GPU
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
Two methods for antialiased wireframe drawing with hidden line removal
Proceedings of the 24th Spring Conference on Computer Graphics
Communication of digital cultural heritage in public spaces by the example of Roman cologne
EuroMed'10 Proceedings of the Third international conference on Digital heritage
Car simulation and virtual environments for investigation of driver behavior
ACMOS'05 Proceedings of the 7th WSEAS international conference on Automatic control, modeling and simulation
Line drawings abstraction from 3D models
Transactions on edutainment V
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Adaptive real-time rendering for large-scale molecular models
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part II
Unsupervised markovian segmentation on graphics hardware
ICAPR'05 Proceedings of the Third international conference on Pattern Recognition and Image Analysis - Volume Part II
Exploration of CPU/GPU co-execution: from the perspective of performance, energy, and temperature
Proceedings of the 2011 ACM Symposium on Research in Applied Computation
Detailed-information browsing to form centralized mesh structure in region of interest
Proceedings of the 4th International Conference on Uniquitous Information Management and Communication
Parallel processing for reducing the bottleneck in realtime graphics rendering
PCM'06 Proceedings of the 7th Pacific Rim conference on Advances in Multimedia Information Processing
View-dependent simplification of complex urban scenes using weighted quadtrees
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Evolution of vertex and pixel shaders
EuroGP'05 Proceedings of the 8th European conference on Genetic Programming
Markovian energy-based computer vision algorithms on graphics hardware
ICIAP'05 Proceedings of the 13th international conference on Image Analysis and Processing
Real terrain visualisation on the basis of GIS data
IMTCI'04 Proceedings of the Second international conference on Intelligent Media Technology for Communicative Intelligence
Applying constraint satisfaction techniques to 3d camera control
AI'04 Proceedings of the 17th Australian joint conference on Advances in Artificial Intelligence
Using navigation meshes for collision detection
Proceedings of the 6th International Conference on Foundations of Digital Games
Interactive rembrandt lighting design
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
Hierarchical contribution culling for fast rendering of complex scenes
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
Efficient large-scale terrain rendering method for real-world game simulation
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Quantitative analysis of visibility determinations for networked virtual environments
Journal of Visual Communication and Image Representation
Simulating photon mapping for real-time applications
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An efficient hybrid shadow rendering algorithm
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Visualization of computer-modeled forests for forest management
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Back to 2nd AD a VR on-line experience with virtual Rome project
VAST'08 Proceedings of the 9th International conference on Virtual Reality, Archaeology and Cultural Heritage
Enhancing virtual reality walkthroughs of archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Technical note: Fast and robust Booleans on polyhedra
Computer-Aided Design
Actor level emotion magnitude prediction in text and speech
Multimedia Tools and Applications
ReWeb3D: enabling desktop 3D applications to run in the web
Proceedings of the 18th International Conference on 3D Web Technology
An efficient scheduling scheme using estimated execution time for heterogeneous computing systems
The Journal of Supercomputing
Audiovisual granular synthesis: micro relationships between sound and image
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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From the Publisher:The second edition of "Real-Time Rendering" comes three years after the release of the first. In that time computer graphics hardware has evolved at a rapid rate: it is more than ten times faster (outstripping Moore's Law) and the functionality has increased significantly in a wide range of areas. Reflecting these changes, this second edition is almost 900 pages long, 75% larger than the 512 pages of the first edition. All chapters have been updated, and new chapters added on spline and subdivision surfaces, advanced shading theory and techniques, and non-photorealistic and image-based rendering. As with the first edition, this new book is a blend of solid theory and practical advice, useful for students, professionals, and hobbyists alike.