High-Throughput CORDIC-Based Geometry Operations for 3D Computer Graphics
IEEE Transactions on Computers
A framework for modeling, animating, and morphing textured implicit models
Graphical Models - Special issue on SMI 2003
Efficient collision detection for moving ellipsoids using separating planes
Computing - Geometric modelling dagstuhl 2002
A flexible 3D slicer for voxelization using graphics hardware
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A semi-Lagrangian contouring method for fluid simulation
ACM Transactions on Graphics (TOG)
Graphical Models - Special issue on SMI 2004
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Efficient Collision Detection within Deforming Spherical Sliding Contact
IEEE Transactions on Visualization and Computer Graphics
A freehand sketching interface for progressive construction of 3D objects
ACM SIGGRAPH 2007 courses
ACM SIGGRAPH 2007 courses
Improvement of ship design practice using a 3D CAD model of a hull structure
Robotics and Computer-Integrated Manufacturing
Tangency of conics and quadrics
ISCGAV'06 Proceedings of the 6th WSEAS International Conference on Signal Processing, Computational Geometry & Artificial Vision
Short Note: Analytical and geometrical tools for 3D volume of fluid methods in general grids
Journal of Computational Physics
Deformation-Based Animation of Snake Locomotion
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
A new algorithm for computing Boolean operations on polygons
Computers & Geosciences
Real Time Cameras: A Guide for Game Designers and Developers
Real Time Cameras: A Guide for Game Designers and Developers
Surface Triangulation and the Downstream Effects on Flattening
Proceedings of the 13th IMA International Conference on Mathematics of Surfaces XIII
NURBS based molecular force calculation
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
A freehand sketching interface for progressive construction of 3D objects
Computers and Graphics
Design of patient-specific hip implants based on the 3D geometry of the human femur
Advances in Engineering Software
Elliptic polygon based 2D sketch interface for 3D shape matching
ICCSA'07 Proceedings of the 2007 international conference on Computational science and Its applications - Volume Part II
The HybridTree: a hybrid constructive shape representation for free-form modeling
Heterogeneous objects modelling and applications
A robust efficient tracing scheme for triangulating trimmed parametric surfaces
Computer-Aided Design
Proceedings of the 20th ACM SIGPLAN workshop on Partial evaluation and program manipulation
A local search algorithm for ray-convex polyhedron intersection
Computational Optimization and Applications
Temporally coherent real-time labeling of dynamic scenes
Proceedings of the 3rd International Conference on Computing for Geospatial Research and Applications
Direct ray tracing of phong tessellation
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Distance computation from an ellipsoid to a linear or a quadric surface in IRn
CASC'07 Proceedings of the 10th international conference on Computer Algebra in Scientific Computing
Querying a building information model for construction-specific spatial information
Advanced Engineering Informatics
Wall distance search algorithm using voxelized marching spheres
Journal of Computational Physics
Make it stand: balancing shapes for 3D fabrication
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
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From the Publisher:Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.KEY FEATURES: * Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site.Author Biography: Philip Schneider leads a modeling and dynamic simulation software group at Walt Disney Feature Animation. Prior to that, his work at Apple and Digital Equipment Corporation in 3D graphics ranged from low-level interfaces to graphics libraries and interactive applications. He holds an M.S. in Computer Science from the University of Washington.Dave Eberly is the president of Magic Software, Inc., a company known for its free source code and documentation for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design, co-author with Philip Schneider of Geometric Tools for Computer Graphics, and author of the forthcoming Game Physics (Spring 2003).