i
i
i
i
i
i
i
i
Bibliography 945
[424] Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesen-
feld, “Interactive Technical Illustration,” Proceedings 1999 Symposium on Inter-
active 3D Graphics, pp. 31–38, April 1999. Cited on p. 337, 508, 512, 521
[425] Gooch, Bruce or Amy, and Amy or Bruce Gooch, Non-Photorealistic Rendering,
A K Peters Ltd., 2001. Cited on p. 508, 522, 530
[426] Goodnight, Nolan, Rui Wang, Cliff Woolley, and Greg Humphreys, “Interactive
Time-Dependent Tone Mapping Using Programmable Graphics Hardware,” Eu-
rographics Symposium on Rendering (2003), pp. 26–37, June 2003. Cited on p.
477
[427] Goral, Cindy M., Kenneth E. Torrance, Donald P. Greenberg, and Bennett Bat-
taile, “Modelling the Interaction of Light Between Diffuse Surfaces,” Computer
Graphics (SIGGRAPH ’84 Proceedings), pp. 212–222, July 1984. Cited on p. 408
[428] Gordon, Dan, and Shuhong Chen, “Front-to-back display of BSP trees,” IEEE
Computer Graphics and Applications, vol. 11, no. 5, pp. 79–85, September 1991.
Cited on p. 652
[429] Gortler, Steven J., Radek Grzeszczuk, Richard Szeliski, and Michael F. Cohen,
“The Lumigraph,” Computer Graphics (SIGGRAPH 96 Proceedings), pp. 43–54,
August, 1996. Cited on p. 444
[430] Gosselin, David R., Pedro V. Sander, and Jason L. Mitchell, “Drawing a Crowd,”
in Engel, Wolfgang, ed., ShaderX
3
, Charles River Media, pp. 505–517, 2004.
Cited on p. 711
[431] Gosselin, David R., “Real Time Skin Rendering,” Game Developers Conference,
March 2004. ati.amd.com/developer/gdc/Gosselin
skin.pdf Cited on p. 404, 405
[432] Gosselin, David R., Pedro V. Sander, and Jason L. Mitchell, “Real-Time Texture-
Space Skin Rendering,” in Engel, Wolfgang, ed., ShaderX
3
, Charles River Media,
pp. 171–183, 2004. Cited on p. 405
[433] Gottschalk, S., M.C. Lin, and D. Manocha, “OBBTree: A Hierarchical Structure
for Rapid Interference Detection,” Computer Graphics (SIGGRAPH 96 Proceed-
ings), pp. 171–180, August, 1996. Cited on p. 731, 733, 767, 768, 770, 795, 806,
807, 811
[434] Gottschalk, Stefan, Collision Queries using Oriented Bounding Boxes,Ph.D.The-
sis, Department of Computer Science, University of North Carolina at Chapel Hill,
1999. Citedonp.733, 767, 770, 804
[435] Gouraud, H., “Continuous Shading of Curved Surfaces,” IEEE Transactions on
Computers, vol. C-20, pp. 623–629, June 1971. Citedonp.115, 201
[436] Govindaraju, N. K., S. Redon, M. C. Lin, and D. Manocha, “CULLIDE: Inter-
active Collision Detection between Complex Models in Large Environments using
Graphics Hardware,” Graphics Hardware (2003), pp. 25–32, 2003. Cited on p. 824
[437] Govindaraju, Naga K., Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, and Di-
nesh Manocha, “Interactive Shadow Generation in Complex Environments,” ACM
Transactions on Graphics (SIGGRAPH 2003), vol. 22, no. 3, pp. 501–510, 2003.
Cited on p. 373
[438] Govindaraju, N. K., M. C. Lin, and D. Manocha, “Quick-CULLIDE: Fast Inter-
and Intra-Object Collision Culling Using Graphics Hardware,” IEEE Virtual Re-
ality, pp. 59–66, 2005. Citedonp.825
[439] Green, Chris, “Improved Alpha-Tested Magnification for Vector Textures and Spe-
cial Effects,” SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics
and Games course notes, 2007. Cited on p. 160, 161, 183, 382