i
i
i
i
i
i
i
i
956 Bibliography
[615] Joy, Kenneth I., On-Line Geometric Modeling Notes, Cited on p. 611
[616] Judd, Tilke, Fedo Durand, and Edward Adelson, “Apparent Ridges for Line
Drawing,” ACM Transactions on Graphics, vol. 26, no. 3, article 19, 2007. Cited
on p. 511
[617] Kainz, Florian, Rod Bogart, and Drew Hess, “The OpenEXR File Format,” in
Randima Fernando, ed., GPU Gems, Addison-Wesley, pp. 425–444, 2004. Cited
on p. 481
[618] Kajiya, James T., “Anisotropic Reflection Models,” Computer Graphics (SIG-
GRAPH 85 Proceedings), pp. 15–21, July 1985. Cited on p. 270, 681
[619] Kajiya, James T., “The Rendering Equation,” Computer Graphics (SIGGRAPH
86 Proceedings), pp. 143–150, August 1986. Citedonp.327, 414
[620] Kajiya, James T., and Timothy L. Kay, “Rendering Fur with Three Dimensional
Textures, Computer Graphics (SIGGRAPH 89 Proceedings), pp. 271–280, July
1989. Cited on p. 258, 264
[621] Kalnins, Robert D., Philip L. Davidson, Lee Markosian, and Adam Finkelstein,
“Coherent Stylized Silhouettes, ACM Transactions on Graphics (SIGGRAPH
2003), vol. 22, no. 3, pp. 856–861, 2003. Cited on p. 522
[622] Kaneko, Tomomichi, Toshiyuki Takahei, Masahiko Inami, Naoki Kawakami, Ya-
suyuki Yanagida, Taro Maeda, and Susumu Tachi, “Detailed Shape Representa-
tion with Parallax Mapping,” ICAT 2001, Tokyo, pp. 205–208, Dec. 2001. Cited
on p. 191
[623] Kaplan, Matthew, Bruce Gooch, and Elaine Cohen, “Interactive Artistic Ren-
dering,” Proceedings of the First International Symposium on Non-photorealistic
Animation and Rendering (NPAR), pp. 67–74, June 2000. Cited on p. 523, 526
[624] Karkanis, Tasso, and A. James Stewart, “Curvature-Dependent Triangulation of
Implicit Surfaces,” IEEE Computer Graphics and Applications, vol. 22, no. 2, pp.
60–69, March 2001. Cited on p. 607
[625] Kautz, Jan, and M.D. McCool, “Interactive Rendering with Arbitrary BRDFs
using Separable Approximations,” 10th Eurographics Workshop on Rendering,
pp. 281–292, June 1999. Cited on p. 267, 268
[626] Kautz, Jan, and M.D. McCool, “Approximation of Glossy Reflection with Pre-
filtered Environment Maps, Graphics Interface 2000, pp. 119–126, May 2000.
Cited on p. 312
[627] Kautz, Jan, P.-P. azquez, W. Heidrich, and H.-P. Seidel, “A Unified Approach
to Prefiltered Environment Maps,” 11th Eurographics Workshop on Rendering,
pp. 185–196, June 2000. Cited on p. 312
[628] Kautz, Jan, and Hans-Peter Seidel, “Towards Interactive Bump Mapping with
Anisotropic Shift-Variant BRDFs,” ACM SIGGRAPH/Eurographics Workshop
on Graphics Hardware, pp. 51–58, 2000. Cited on p. 259
[629] Kautz, Jan, Wolfgang Heidrich, and Katja Daubert, “Bump Map Shadows for
OpenGL Rendering,” Technical Report MPII20004-001, Max-Planck-Institut f¨ur
Informatik, Saarbr¨uc
ke
n, Germany, 2000. Cited on p. 429
[630] Kautz, Jan, Chris Wynn, Jonathan Blow, Chris Blasband, Anis Ahmad, and
Michael McCool, “Achieving Real-Time Realistic Reflectance, Part 1” Game De-
veloper, vol. 8, no. 1, pp. 32–37, January 2001. Cited on p. 265
[631] Kautz, Jan, Chris Wynn, Jonathan Blow, Chris Blasband, Anis Ahmad, and
Michael McCool, “Achieving Real-Time Realistic Reflectance, Part 2” Game De-
veloper, vol. 8, no. 2, pp. 38–44, February 2001. Cited on p. 267
i
i
i
i
i
i
i
i
Bibliography 957
[632] Kautz, Jan, “Rendering with Handcrafted Shading Models,” in Dante Treglia, ed.,
Game Programming Gems 3, Charles River Media, pp. 477–484, 2002. Cited on
p. 258
[633] Jan, Kautz, Peter-Pike Sloan, and John Snyder, “Fast, Arbitrary BRDF Shad-
ing for Low-Frequency Lighting using Spherical Harmonics,” 13th Eurographics
Workshop on Rendering, pp. 291–296, June 2002. Cited on p. 323, 436
[634] Kautz, Jan, “SH Light Representations,” SIGGRAPH 2005 Precomputed Radi-
ance Transfer: Theory and Practice course notes, 2005. Cited on p. 322, 323
[635] Kautz, Jan, Jaakko Lehtinen, and Peter-Pike Sloan, “Precomputed Radiance
Transfer: Theory and Practice,” Course 18 notes at SIGGRAPH 2005, 2005.
Cited on p. 437
[636] Kavan, Ladislav, Steven Collins, Jiˇı
ˇ
ara, and Carol O’Sullivan, “Skinning with
Dual Quaternions, ACM Symposium on Interactive 3D Graphics and Games
(I3D 2007), pp. 39–46, 2007. Cited on p. 85
[637] Kavan, Ladislav, Simon Dobbyn, Steven Collins, Jiˇı
ˇ
ara, Carol O’Sullivan.
“Polypostors: 2D Polygonal Impostors for 3D Crowds,” ACM Symposium on In-
teractive 3D Graphics and Games (I3D 2008), pp. 149–156, February 2008. Cited
on p. 461
[638] Kawachi, Katsuaki, and Hirosama Suzuki, “Distance Computation between Non-
convex Polyhedra at Short Range Based on Discrete Voronoi Regions, IEEE
Geometric Modeling and Processing, pp. 123–128, April 2000. Cited on p. 826
[639] Kay, T.L., and J.T. Kajiya, “Ray Tracing Complex Scenes,” Computer Graphics
(SIGGRAPH 86 Proceedings), pp. 269–278, August 1986. Cited on p. 742, 744
[640] Kelemen, Csaba, and azl´o Szirmay-Kalos, “A Microfacet Based Coupled
Specular-Matte BRDF Model with Importance Sampling, Eurographics 2001,
short presentation, pp. 25–34, September 2001. Cited on p. 241, 248, 252, 261,
264
[641] Keller, Alexander, “Instant Radiosity,” Proceedings of SIGGRAPH 97, pp. 49–56,
August 1997. Cited on p. 417
[642] Keller, Alexander, and Wolfgang Heidrich, “Interleaved Sampling, 12th Euro-
graphics Workshop on Rendering, pp. 266–273, June 2001. Cited on p. 132
[643] Kelley, Michael, Kirk Gould, Brent Pease, Stephanie Winner, and Alex Yen,
“Hardware Accelerated Rendering of CSG and Transparency,” Computer Graph-
ics (SIGGRAPH 94 Proceedings), pp. 177–184, July 1994. Cited on p. 137
[644] Kensler, Andrew, and Peter Shirley, “Optimizing Ray-Triangle Intersection via
Automated Search, Symposium on Interactive Ray Tracing, pp. 33–38, 2006.
Cited on p. 747
[645] Kent, James R., Wayne E. Carlson, and Richard E. Parent, “Shape transformation
for polyhedral objects,” C
omput
er Graphics (SIGGRAPH ’92 Proceedings), pp.
47–54, 1992. Cited on p. 85
[646] Kershaw, Kathleen, A Generalized Texture-Mapping Pipeline, M.S. Thesis, Pro-
gram of Computer Graphics, Cornell University, Ithaca, New York, 1992. Cited
on p. 149, 151
[647] Kessenich, John, Dave Baldwin, and Radi Rost, “The OpenGL Shading Lan-
guage,” Cited on p. 31, 35
[648] Kharlamov, Alexander, Iain Cantlay, and Yury Stepanenko, “Next-Generation
SpeedTree Rendering,” in Hubert Nguyen, ed., GPU Gems 3, Addison-Wesley,
pp. 69–92, 2007. Cited on p. 183, 455, 504
i
i
i
i
i
i
i
i
958 Bibliography
[649] Kilgard, Mark, “Fast OpenGL-rendering of Lens Flares,” Cited on p. 482
[650] Kilgard, Mark J., “Realizing OpenGL: Two Implementations of One Architec-
ture,” ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware,Los
Angeles, California, pp. 45–55, August 1997. Cited on p. 849
[651] Kilgard, Mark J., “Creating Reflections and Shadows Using Stencil Buffers,”
Game Developers Conference, March 1999. http://developer.nvidia.com Cited
on p. 714
[652] Kilgard, Mark J., “A Practical and Robust Bump-mapping Technique for Today’s
GPUs,” Game Developers Conference, March 2000. http://developer.nvidia.com
Cited on p. 188, 190
[653] Kilgard, Mark J., “More Advanced Hardware Rendering Techniques,” Game De-
velopers Conference, March 2001. http://developer.nvidia.com Cited on p. 343
[654] Kilgard, Mark J., “Shadow Mapping with Today’s OpenGL Hardware,” CEDEC,
2001. Cited on p. 350
[655] Kim, Dongho, and James K. Hahn, “Hardware-Assisted Rendering of Cylindrical
Panoramas, journal of graphics tools, vol. 7, no. 4, pp. 33–42, 2005. Cited on p.
443
[656] Kim, Dong-Jin, Leonidas J. Guibas, and Sung-Yong Shin, “Fast Collision Detec-
tion Among Multiple Moving Spheres,” IEEE Transactions on Visualization and
Computer Graphics, vol. 4, no. 3., July/September 1998. Cited on p. 812
[657] Kim, Tae-Yong, and Ulrich Neumann, “Opacity Shadow Maps,” Proceedings of
Eurographics Rendering Workshop 2001, pp. 177–182, 2001. Cited on p. 371
[658] King, Gary, “Shadow Mapping Algorithms,” GPU Jackpot presentation, Oct.
2004. Cited on p. 354, 355
[659] King, Gary, and William Newhall, “Efficient Omnidirectional Shadow Maps,” in
Engel, Wolfgang, ed., ShaderX
3
, Charles River Media, pp. 435–448, 2004. Cited
on p. 361
[660] King, Gary, “Real-Time Computation of Dynamic Irradiance Environment Maps,”
in Matt Pharr, ed., GPU Gems 2, Addison-Wesley, pp. 167–176, 2005. Cited on
p. 316, 321, 322, 323
[661] King, Yossarian, “Never Let Em See You Pop—Issues in Geometric Level of
Detail Selection, in Mark DeLoura, ed., Game Programming Gems,CharlesRiver
Media, pp. 432–438, 2000. Cited on p. 691
[662] King, Yossarian, “2D Lens Flare,” in Mark DeLoura, ed., Game Programming
Gems, Charles River Media, pp. 515–518, 2000. Cited on p. 482
[663] King, Yossarian, “Ground-Plane Shadows,” in Mark DeLoura, ed., Game Pro-
gramming Gems, Charles River Media, pp. 562–566, 2000. Cited on p. 335
[664] King, Yossarian, “Floating-Point Tricks: Improving Performance with IEEE
Floating Point,” in Mark DeLoura, ed., Game Programming Gems 2,Charles
River Media, pp. 167–181, 2001. Cited on p. 706
[665] Kipfer, Peter, Mark Segal, and udiger Westermann, “UberFlow: A GPU-based
Particle Engine,” SIGGRAPH/Eurographics Workshop on Graphics Hardware,
pp. 115–122, 2004. Cited on p. 456
[666] Kirk, David B., and Douglas Voorhies, “The Rendering Architecture of the DN-
10000VS,” Computer Graphics (SIGGRAPH ’90 Proceedings), pp. 299–307, Au-
gust 1990. Cited on p. 165
[667] Kirk, David, ed., Graphics Gems III, Academic Press, 1992. Cited on p. 97, 792
i
i
i
i
i
i
i
i
Bibliography 959
[668] Kirk, Adam G., and Okan Arikan, “Real-Time Ambient Occlusion for Dynamic
Character Skins,” ACM Symposium on Interactive 3D Graphics and Games (I3D
2007), pp. 47–52 , 2007. Cited on p. 426
[669] Kirmse, Andrew, ed., Game Programming Gems 4, Charles River Media, 2004.
Cited on p. 990
[670] Klein, Allison W., Wilmot Li, Michael M. Kazhdan, Wagner T. Corrˆea, Adam
Finkelstein, and Thomas A. Funkhouser, “Non-Photorealistic Virtual Environ-
ments,” Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 527–534, July
2000. Citedonp.523, 524
[671] Kleinhuis, Christian, “Morph Target Animation Using DirectX,” in Engel, Wolf-
gang, ed., ShaderX
4
, Charles River Media, pp. 39–45, 2005. Cited on p. 85
[672] Klosowski, J.T., M. Held, J.S.B. Mitchell, H. Sowizral, and K. Zikan, “Efficient
Collision Detection Using Bounding Volume Hierarchies of k-DOPs,” IEEE Trans-
actions on Visualization and Computer Graphics, vol. 4, no. 1, 1998. Cited on p.
765, 766, 803, 806, 807
[673] Klosowski, James T., Efficient Collision Detection for Interactive 3D Graphics
and Virtual Environments, Ph.D. Thesis, State University of New York at Stony
Brook, May 1998. Cited on p. 807
[674] Klosowski, James T., and Cl´audio T. Silva, “The Prioritized-Layered Projection
Algorithm for Visible Set Estimation,” IEEE Transactions on Visualization and
Computer Graphics, vol. 6, no. 2, pp. 108–123, April/June 2000. Cited on p. 675
[675] Klosowski, James T., and Caudio T. Silva, “Efficient Conservative Visibility
Culling Using The Prioritized-Layered Projection Algorithm,” IEEE Transactions
on Visualization and Computer Graphics, vol. 7, no. 4, pp. 365–379, 2001. Cited
on p. 675
[676] Knuth, Donald E., The Art of Computer Programming: Sorting and Searching,
vol. 3, Second Edition, Addison-Wesley, 1998. Cited on p. 813
[677] Ko, Jerome, Manchor Ko, and Matthias Zwicker, “Practical Methods for a PRT-
based Shader Using Spherical Harmonics,” in Wolfgang Engel, ed., ShaderX
6
,
Charles River Media, pp. 355–381, 2008. Cited on p. 436
[678] Ko, Manchor, and Jerome Ko, “Practical Methods for a PRT-based Shader Us-
ing Spherical Harmonics,” GDC 2008 Core Techniques & Algorithms in Shader
Programming tutorial, 2008. http://www.coretechniques.info/ Cited on p. 436
[679] Kobbelt, Leif,
3-Subdivision,” Computer Graphics (SIGGRAPH 2000 Proceed-
ings), pp. 103–112, July 2000. Cited on p. 612, 621, 622, 643
[680] Kochanek, Doris H.U., and Richard H. Bartels, “Interpolating Splines with Local
Tension, Continuity, and Bias Control,” Computer Graphics (SIGGRAPH ’84
Proceedings), pp. 33–41, July 1984. Cited on p. 589, 590
[681] Koenderink, Jan J., Andrea J. van Doorn, and Marigo Stavridi, “Bidirectional Re-
flection Distribution Function Expressed in Terms of Surface Scattering Modes,”
in Proceedings of ECCV 2001, vol. 2, pp. 28–39, 1996. Cited on p. 266
[682] Kolb, Andreas, Lutz Latta, and Christof Rezk-Salama, “Hardware-based
Simulation and Collision Detection for Large Particle Systems,” SIG-
GRAPH/Eurographics Workshop on Graphics Hardware, pp. 123–131, 2004.
Cited on p. 456
[683] Kolchin, Konstantin, “Curvature-Based Shading of Translucent Materials, such as
Human Skin,” GRAPHITE 2007, pp. 239–242, 2007. Cited on p. 403
i
i
i
i
i
i
i
i
960 Bibliography
[684] Koltun, Vladlen, Yiorgos Chrysanthou, and Daniel Cohen-Or, “Virtual Occluders:
An Efficient Intermediate PVS representation,” 11th Eurographics Workshop on
Rendering, pp. 59–70, June 2000. Cited on p. 680
[685] Koltun, Vladlen, Yiorgos Chrysanthou, and Daniel Cohen-Or, “Hardware-
Accelerated From-Region Visibility using a Dual Ray Space,” 12th Eurographics
Workshop on Rendering, pp. 204–214, June 2001. Cited on p. 672
[686] Koneˇcn´y, Petr, Bounding Volumes in Computer Graphics, M.S. Thesis, Faculty
of Informatics, Masaryk University, Brno, April 1998. Cited on p. 807
[687] Kontkanen, Janne, and Samuli Laine, “Sampling Precomputed Volumetric Light-
ing,” journal of graphics tools, vol. 11, no. 3, pp. 1–16, 2006. Cited on p. 424
[688] Kontkanen, Janne, and Samuli Laine, “Ambient Occlusion Fields,” ACM Sympo-
sium on Interactive 3D Graphics and Games (I3D 2005), pp. 41–48, 2005. Cited
on p. 427
[689] Kontkanen, Janne, and Samuli Laine, “Ambient Occlusion Fields, in Engel, Wolf-
gang, ed., ShaderX
4
, Charles River Media, pp. 101–108, 2005. Cited on p. 427
[690] Kontkanen, Janne, and Timo Aila, “Ambient Occlusion for Animated Characters,
Eurographics Symposium on Rendering (2006), 343–348, June 2006. Cited on p.
426
[691] Koonce, Rusty, “Deferred Shading in Tabula Rasa” in Hubert Nguyen, ed., GPU
Gems 3, Addison-Wesley, pp. 429–457, 2007. Cited on p. 278, 281, 283, 324, 353
[692] Koslov, Simon, “Perspective Shadow Maps: Care and Feeding,” in Randima Fer-
nando, ed., GPU Gems, Addison-Wesley, pp. 217–244, 2004. Cited on p. 355
[693] Kovach, Peter, “Inside Direct3D: Stencil Buffers,” Gamasutra, August 2000. Cited
on p. 473
[694] Koval`ık, V´ıt, and Jiˇı Sochor, “Occlusion Culling with Statistically Optimized
Occlusion Queries,” WSCG 2005, 2005. Cited on p. 676
[695] Kozlowski, Oscar, and Jan Kautz, “Is Accurate Occlusion of Glossy Reflections
Necessary?,” Proceedings of Symposium on Applied Perception in Graphics and
Visualization 2007, pp. 91–98, July 2007. Cited on p. 378, 430
[696] Kraus, Martin, and Magnus Strengert, “Depth-of-Field Rendering by Pyramidal
Image Processing,” Computer Graphics Forum, vol. 26, no. 3, pp. 645–654, 2007.
Cited on p. 489
[697] Krazit, Tom, “Intel Pledges 80 Cores in Five Years,” CNET News.com, September
26, 2006. http://www.news.com/Intel-pledges-80-cores-in-five-years/2100-1006
3-6119618.html Cited on p. 883
[698] Krishnamurthy, V., and M. Levoy, “Fitting Smooth Surfaces to Dense Polygon
Meshes,” Computer Graphics (SIGGRAPH 96 Proceedings), pp. 313–324, August,
1996. Cited on p. 626
[699] Krishnan, S., A. Pattekar, M.C. Lin, and D. Manocha, “Spherical Shell: A Higher
Order Bounding Volume for Fast Proximity Queries,” Proceedings of Third Inter-
national Workshop on Algorithmic Foundations of Robotics, pp. 122–136, 1998.
Cited on p. 576, 806, 807
[700] Krishnan, S., M. Gopi, M. Lin, D. Manocha, and A. Pattekar, “Rapid and Accu-
rate Contact Determination between Spline Models using ShellTrees,” Computer
Graphics Forum, vol. 17, no. 3, pp. 315–326, 1998. Cited on p. 576, 807
[701] Kr¨uger, Jens, and R¨udiger Westermann, “Acceleration Techniques for GPU-based
Volume Rendering,” IEEE Visualization 2003, pp. 287–292, 2003. Cited on p. 503
..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset