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<html>
<head>
<meta name="description" content="Real-Time Rendering Bibliography">
<meta name="keywords" content="computer graphics, bibliography, reference, real-time, real time, rendering, interactive, accelerator, hardware, OpenGL, DirectX, Direct3D">
<title>Real-Time Rendering (1st ed.) Bibliography</title>
</head>
<body bgcolor="#FFFFFF" link="#2D4280" vlink="#9A6D03" alink="#2D92A0">
<font face="LUCIDA, ARIAL, HELVETICA">
<H1>Real-Time Rendering (1st ed.) Bibliography</H1>
This is the bibliography of the First Edition (1999) of the book
<I><a href="index.html">Real-Time Rendering</a></I>. Since many of the
references have web resources associated with them, we have made this hyperlinked
version of the bibliography available. The <a href="refs.html">Second Edition</a> bibliography
is also available.
<OL>
<LI>
Abrash, Michael,
<I>Michael Abrash's Graphics Programming Black Book, Special Edition</I>,
The Coriolis Group, Inc., Scottsdale, Arizona, 1997.
<a href="http://www.amazon.com/exec/obidos/ASIN/1576101746?tag=realtimerenderin">Amazon listing</a>.
<LI>
Airey, John M.,
John H. Rohlf, and
Frederick P. Brooks Jr.,
"Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments,"
<I>Computer Graphics (1990 Symposium on Interactive 3D
Graphics)</I>,
vol. 24, no. 2, pp. 41-50, March 1990.
<LI>
Airey, John M.,
<I>Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set Calculations</I>,
Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science,
University of North Carolina at Chapel Hill, July 1990.
<LI>
Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
<I>Computer Graphics (SIGGRAPH '88 Proceedings)</I>,
vol. 22, no. 4, pp. 239-246, August 1988.
<LI>
Akeley, Kurt,
"The Silicon Graphics 4D/240GTX Superworkstation,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 9, no. 4, pp. 71-83, July 1989.
<LI>
Akeley, K., P. Haeberli, and D. Burns,
<font face="COURIER">tomesh.c</font>, a C-program on the <I>SGI Developer's Toolbox CD</I>, 1990.
<LI>
Akeley, Kurt,
"RealityEngine Graphics,"
<I>Computer Graphics (SIGGRAPH '93 Proceedings)</I>,
pp. 109-116, August 1993.
<LI>
Aliaga, D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C.
Erikson,
"Power Plant Walkthrough: An Integrated System for Massive Model
Rendering,"
Technical Report TR#97-018, Computer Science Department,
University of North Carolina at Chapel Hill, 1997.
<a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI>
Aliaga, D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, E. Baker, R. Bastos, M. Whitton,
F. Brooks Jr., and D. Manocha,
"A Framework for the Real-Time Walkthrough of Massive Models,"
Technical Report UNC TR#98-013, Computer Science Department,
University of North Carolina at Chapel Hill, 1998.
<a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI>
Aliaga, D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton,
F. Brooks, and D. Manocha,
"MMR: An Interactive Massive Model Rendering System Using
Geometric and Image-Based Acceleration,"
<I>Proceedings 1999 Symposium on Interactive 3D
Graphics</I>, pp. 199-206, April 1999.
<LI>
Angel, Edward,
<I>Interactive Computer Graphics--A top-down approach with OpenGL</I>,
Addison-Wesley, Reading, Massachusetts, 1997.
<a href="http://www.amazon.com/exec/obidos/ASIN/020138597X?tag=realtimerenderin">Amazon listing</a>.
<LI>
Antonio, Franklin,
"Faster Line Segment Intersection,"
in David Kirk, ed., <I>Graphics Gems III</I>,
Academic Press, Inc., Boston, pp. 199-202, 1992.
<a href="http://www.graphicsgems.org">http://www.graphicsgems.org/</a>.
<LI>
Appel, Andrew W., with Maia Ginsburg,
<I>Modern Compiler Implementation in C</I>,
Cambridge University Press, New York, 1998.
<LI>
Arenberg, Jeff,
"Re: Ray/Triangle Intersection with Barycentric Coordinates,"
in Eric Haines, ed., <I>Ray Tracing News</I>, vol. 1, no. 11,
November 1988.
<a href="http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html#art3">http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html#art3</a>
<LI>
Arvo, James,
"Backward Ray Tracing,"
<I>SIGGRAPH '86 Developments in Ray Tracing course notes</I>,
August 1986.
<LI>
Arvo, James,
"A Simple Method for Box-Sphere Intersection Testing,"
in Andrew S. Glassner, ed., <I>Graphics Gems</I>,
Academic Press, Inc., Boston, pp. 335-339, 1990.
<a href="http://www.graphicsgems.org">http://www.graphicsgems.org/</a>.
<LI>
Arvo, James, ed.,
<I>Graphics Gems II</I>,
Academic Press Inc., Boston, 1991.
<a href="http://www.graphicsgems.org">http://www.graphicsgems.org/</a>.
<a href="http://www.amazon.com/exec/obidos/ASIN/0120644819?tag=realtimerenderin">Amazon listing</a>.
<LI>
Assarsson, Ulf, and Tomas Möller,
"Optimized View Frustum Culling Algorithms,"
Technical Report 99-3, Department of Computer Engineering,
Chalmers University of Technology, March 1999.
<a href="http://www.ce.chalmers.se/staff/uffe">http://www.ce.chalmers.se/staff/uffe</a>
<LI>
Badouel, Didier,
<I>An Efficient Ray-Polygon Intersection</I>,
in <I>Graphics Gems</I>, ed. Andrew S. Glassner, Academic Press Inc.,
Boston, pp. 390-393, 1990.
<a href="http://www.graphicsgems.org">http://www.graphicsgems.org/</a>.
<LI>
Ballard, Dana H.,
"Strip Trees: A Hierarchical Representation for Curves,"
<I>Graphics and Image Processing</I>, vol. 24, no. 5, pp. 310-321, May 1981.
<LI>
Barad, Haim and Mark Atkins,
"Implementing Mixed Rendering,"
<I>Game Developer</I>, vol. 4, no. 6, pp. 34-42, September
1997.
<LI>
Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring,
"Real-Time Procedural Texturing Techniques Using MMX,"
<a href="http://www.gamasutra.com/features/programming/19980501/mmxtexturing_01.htm">http://www.gamasutra.com/features/programming/19980501/mmxtexturing_01.htm</a>
<LI>
Baraff, D.,
"Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation,"
<I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>,
vol. 24, no. 4, pp. 19-28, August 1990.
<LI>
Baraff, David, and Andrew Witkin,
"Physically Based Modeling,"
<I>Course 13 notes at SIGGRAPH '98</I>, 1998.
<a href="http://www.cs.cmu.edu/~baraff/sigcourse/">http://www.cs.cmu.edu/~baraff/sigcourse/</a>
<LI>
Barber, C.B., D.P. Dobkin, and H. Huhdanpaa,
"The Quickhull Algorithm for Convex Hull,"
Geometry Center Technical Report GCG53, July 1993.
<a href="http://www.geom.umn.edu/software/qhull/">http://www.geom.umn.edu/software/qhull/</a>
<LI>
Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
<I>Eurographics '96</I>, Eurographics Association, eds. J. Rossignac and F. Sillion, Blackwell Publishers, vol. 15, no. 3, pp. C-387-C-484,
August 1996.
<LI>
Barkans, Anthony C.,
"Color Recovery: True-Color 8-Bit Interactive Graphics,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
<LI>
Barkans, Anthony C.,
"High-Quality Rendering Using the Talisman Architecture,"
in the <I>Proceedings of the 1997 SIGGRAPH/Eurographics Workshop
on Graphics Hardware</I>, Los Angeles, CA, pp. 79-88, August 1997.
<LI>
Bastos, Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra,
"Increased Photorealism for Interactive Architectural Walkthroughs,"
<I>Proceedings 1999 Symposium on Interactive 3D
Graphics</I>, pp. 183-190, April 1999.
<LI>
Baum, Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget,
"Making Radiosity Usable: Automatic Preprocessing and Meshing
Techniques for the Generation of Accurate Radiosity Solutions,"
<I>Computer Graphics (SIGGRAPH '91 Proceedings)</I>,
vol. 25, no. 4, pp. 51-60, July 1991.
<LI>
de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf,
<I>Computational Geometry--Algorithms and Applications</I>,
Springer-Verlag, Berlin, 1997.
<LI>
Bergman, L. D., H. Fuchs, E. Grant, and S. Spach,
"Image Rendering by Adaptive Refinement,"
<I>Computer Graphics (SIGGRAPH '86 Proceedings)</I>,
vol. 20, no. 4, pp. 29-37, August 1986.
<LI>
Bier, Eric A., and Kenneth R. Sloan, Jr.,
"Two-Part Texture Mapping,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 6, no. 9, pp. 40-53, September 1986.
<LI>
Bigos, Andrew,
"Avoiding Buffer Clears,"
<I>journal of graphics tools</I>,
vol. 1, no. 1, pp. 19-20, 1996.
<LI>
Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz,
"Designing a PC Game Engine,"
<I>IEEE Computer Graphics and Applications</I>,
pp. 46-53, Jan./Feb. 1998.
<a href="http://computer.org/cga/cg1998/g1toc.htm">http://computer.org/cga/cg1998/g1toc.htm</a>
<LI>
Blinn, J.F., and M.E. Newell,
"Texture and reflection in computer generated images,"
<I>Communications of the ACM</I>, vol. 19, no. 10, pp. 542-547,
October 1976.
<LI>
Blinn, James F.,
"Models of Light Reflection for Computer Synthesized Pictures,"
<I>ACM Computer Graphics (SIGGRAPH '77)</I>, vol. 11, no. 2, pp. 192-198,
July 1977.
<LI>
Blinn, James,
"Simulation of wrinkled surfaces,"
<I>Computer Graphics (SIGGRAPH '78 Proceedings)</I>,
vol. 12, no. 3, pp. 286-292, August 1978.
<LI>
Blinn, Jim,
"Me and My (Fake) Shadow,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 8, no. 1, pp. 82-86, January 1988.
Also collected in [43].
<LI>
Blinn, Jim,
"Dirty Pixels,"
<I>IEEE Computer Graphics and Applications</I>,
vol. 9, no. 4, pp. 100-105, July 1989.
Also collected in [44].
<LI>
Blinn, Jim,
"A Trip Down the Graphics Pipeline: Line Clipping,"
<I>IEEE Computer Graphics and Applications</I>, vol. 11, no. 1,
pp. 98-105, January 1991.
Also collected in [43].
<LI>
Blinn, Jim,
"Hyperbolic Interpolation,"
<I>IEEE Computer Graphics and Applications</I>, vol. 12, no. 4,
pp. 89-94, July 1992.
Also collected in [43].
<LI>
Blinn, Jim,
<I>Jim Blinn's Corner: A Trip Down the Graphics Pipeline</I>,
Morgan Kaufmann Publishers, Inc., San Francisco, 1996.
<a href="http://www.amazon.com/exec/obidos/ASIN/1558603875?tag=realtimerenderin">Amazon listing</a>.
<LI>
Blinn, Jim,
<I>Jim Blinn's Corner: Dirty Pixels</I>,
Morgan Kaufmann Publishers, Inc., San Francisco, 1998.
<a href="http://www.amazon.com/exec/obidos/ASIN/1558604553?tag=realtimerenderin">Amazon listing</a>.
<LI>
Blinn, Jim,
"W Pleasure, W Fun,"
<I>IEEE Computer Graphics and Applications</I>, vol. 18, no. 3,
pp. 78-82, May/June 1998.
<LI>
Bloomenthal, Jules, ed.,
<I>Introduction to Implicit Surfaces</I>,
Morgan Kaufmann Publishers, Inc., San Francisco, 1997.
<a href="http://www.amazon.com/exec/obidos/ASIN/155860233X?tag=realtimerenderin">Amazon listing</a>.
<LI>
Booth, Rick,
<I>Inner Loops</I>,
Addison-Wesley, Reading, Massachusetts, 1997.
<a href="http://www.amazon.com/exec/obidos/ASIN/0201479605?tag=realtimerenderin">Amazon listing</a>.
<LI>
Bresenham, J.E.,
"Algorithm for Computer Control of a Digital Plotter,"
<I>IBM Systems Journal</I>, vol. 4, no. 1, pp. 25-30, 1965.
<LI>
Brittain, Don,
"Don's 3D Studio MAX R2 Page"
<a href="http://www.west.net/~brittain/3dsmax2.htm">http://www.west.net/~brittain/3dsmax2.htm</a>
<LI>
Burwell, John M.,
"Redefining High Performance Computer Image Generation,"
Proceedings of the IMAGE Conference, Scottsdale, Arizona, June 1996.
<LI>
Carpenter, Loren,
"The A-buffer, an Antialiased Hidden Surface Method,"
<I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>,
vol. 18, no. 3, pp. 103-108, July 1984.
<LI>
Carter, Michael B., and Andreas Johannsen,
"Clustered Backface Culling,"
<I>journal of graphics tools</I>, vol. 3, no. 1, pp. 1-14, 1998.
<LI>
Catmull, Edwin,
"Computer Display of Curved Surfaces,"
<I>Proceedings of the IEEE Conference on Computer Graphics, Pattern
Recognition and Data Structures</I>, Los Angeles, pp. 11-17, May 1975.
<LI>
Chen, S. E.,
"Quicktime VR - An Image-Based Approach to Virtual
Environment Navigation,"
<I>Computer Graphics (SIGGRAPH '95 Proceedings)</I>,
pp. 29-38, August 1995.
<LI>
Cignoni, P., C. Montani, and R. Scopigno,
"Triangulating Convex Polygons Having T-Vertices,"
<I>journal of graphics tools</I>, vol. 1, no. 2, pp. 1-4, 1996.
<LI>
Clark, James H.,
"Hierarchical Geometric Models for Visible Surface
Algorithms," <I>Communications of the ACM</I>, vol. 19, no.
10, pp. 547-554, October 1976.
<LI>
Clay, Sharon R.,
"Optimization for Real-Time Graphics Applications,"
Silicon Graphics Inc., February 1996.
<a href="http://www.sgi.com/software/performer/presentations/tune_wp.pdf">http://www.sgi.com/software/performer/presentations/tune_wp.pdf</a>
<LI>
Coelho, Rohan, and Maher Hawash,
<I>DirectX, RDX, RSZ, and MMX Technology</I>,
Addison-Wesley, Reading, Massachusetts, 1998.
Includes VTune evaluation version. New chapters 24 and 25 are
available online at <a href="http://www.awl.com">http://www.awl.com</a>
<a href="http://www.amazon.com/exec/obidos/ASIN/0201309440?tag=realtimerenderin">Amazon listing</a>.
<LI>
Cohen, M.F., and J.R. Wallace,
<I>Radiosity and Realistic Image Synthesis</I>,
Academic Press Professional, Boston, 1993.
<a href="http://www.amazon.com/exec/obidos/ASIN/0121782700?tag=realtimerenderin">Amazon listing</a>.
<LI>
Cohen, Jonathan D., Ming C. Lin, Dinesh Manocha, and Madhave Ponamgi,
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