Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Graphics Gems III
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Interactive manipulation and display of surfaces in four dimensions
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A study in interactive 3-D rotation using 2-D control devices
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Beyond the Third Dimension: Geometry, Computer Graphics, and Higher Dimensions
Beyond the Third Dimension: Geometry, Computer Graphics, and Higher Dimensions
Illuminating the Fourth Dimension
IEEE Computer Graphics and Applications
Visualizing the fourth dimension using geometry and light
VIS '91 Proceedings of the 2nd conference on Visualization '91
Four-dimensional views of 3D scalar fields
VIS '92 Proceedings of the 3rd conference on Visualization '92
Interactive visualization methods for four dimensions
VIS '93 Proceedings of the 4th conference on Visualization '93
Visualizing flow with quaternion frames
VIS '94 Proceedings of the conference on Visualization '94
Quaternion Frame Approach to Streamline Visualization
IEEE Transactions on Visualization and Computer Graphics
VIS '95 Proceedings of the 6th conference on Visualization '95
Visualizing flow with quaternion frames
VIS '94 Proceedings of the conference on Visualization '94
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Visualizing quaternions: course notes for Siggraph 2007
ACM SIGGRAPH 2007 courses
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We describe the theoretical and practical visualization issues solved in the implementation of an interactive real-time four-dimensional geometry interface for the CAVE, an immersive virtual reality environment. While our specific task is to produce a "virtual geometry" experience by approximating physically correct rendering of manifolds embedded in four dimensions, the general principles exploited by our approach reflect requirements common to many immersive virtual reality applications, especially those involving volume rendering. Among the issues we address are the classification of rendering tasks, the specialized hardware support required to attain interactivity, specific techniques required to render 4D objects, and interactive methods appropriate for our 4D virtual world application.