papers [Previous] results 1 to 7 of 15 [Next]
Nvidia OpenGL White Papers
http://www.nvidia.com/Marketing/Developer/DevRel.nsf/WhitepapersFrame?OpenPage
A must visit for everyone. This page is full of info. Paper topics include texturing, stencil buffer, Lighting, Z-buffering, amongst others.
2000-07-19
Hugues Hoppe´s research page
Hugues Hoppe
http://research.microsoft.com/~hoppe/
An interesting set of papers covering meshes and level of detail (LOD), as well as its application to terrain rendering.
2000-07-17
Soft Shadows
Michael Herf & Paul Heckbert
http://www.stereopsis.com/shadow/
A page containing several papers on how to make fast soft shadows
2000-07-14
Using Quaternions to Represent Rotation
http://www.cs.berkeley.edu/~laura/cs184/quat/quaternion.html
A tech report with the basics on quaternions.
2000-06-25
Fast Polygonal Approximation of Terrains and Height Fields
Michael Garland and Paul Heckbert
http://graphics.cs.uiuc.edu/~garland/CMU/scape/
Several algorithms for approximating terrains and other height fields using polygonal meshes are described, compared, and optimized. These algorithms take a height field as input, typically a rectangular grid of elevation data H(x,y), and approximate it with a mesh of triangles, also known as a triangulated irregular network, or TIN. The algorithms attempt to minimize both the error and the number of triangles in the approximation. Michael Garland and Paul Heckbert.
2000-06-25
Collision Detection and Contact Determination
M. Lin and D.Manocha
http://www.cs.unc.edu/~dm/collision.html
A set of papers covering the subject of collision detection using several techniques.
2000-06-19
Hoff´s Research
Kenny Hoff
http://www.cs.unc.edu/%7Ehoff/research/index.html
Provides a set of papers on Visibility-culling algorithms and Nurbs. Kenny Hoff.
2000-06-19