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, Fr´edo 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. V´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