Real-Time Rendering Bibliography

This is the bibliography of the Third Edition of the book Real-Time Rendering. Since many of the references have web resources associated with them, we have made this hyperlinked version of the bibliography available. The First Edition and Second Edition bibliographies are also available.

If we don't have a link or the link is dead, try Google Scholar to find papers. Other useful sites are CiteSeer and The Collection of Computer Science Bibliographies.

  1. Abrash, Michael, Michael Abrash's Graphics Programming Black Book, Special Edition, The Coriolis Group, Inc., Scottsdale, Arizona, 1997. http://www.ddj.com/articles/2001/0165/0165f/0165f.htm
  2. Aguru Images, Inc. website. http://www.aguruimages.com/
  3. Aila, T., and V. Miettinen, Umbra Reference Manual, Hybrid Holding Ltd., Helsinki, Finland, October 2000.
  4. Aila, Timo, and Ville Miettinen, "dPVS: An Occlusion Culling System for Massive Dynamic Environments," IEEE Computer Graphics and Applications, vol. 24, no. 2, pp. 86-97, March 2004.
  5. Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments," Computer Graphics (1990 Symposium on Interactive 3D Graphics), vol. 24, no. 2, pp. 41-50, March 1990.
  6. Airey, John M., Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Visible Set Calculations, Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science, University of North Carolina at Chapel Hill, July 1990.
  7. Akeley, K., and T. Jermoluk, "High-Performance Polygon Rendering," Computer Graphics (SIGGRAPH '88 Proceedings), pp. 239-246, August 1988.
  8. Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
  9. Akeley, Kurt, "RealityEngine Graphics," Computer Graphics (SIGGRAPH 93 Proceedings), pp. 109-116, August 1993.
  10. Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001. http://graphics.stanford.edu/courses/cs448a-01-fall
  11. Akenine-Möller, Tomas, "Fast 3D Triangle-Box Overlap Testing," journal of graphics tools, vol. 6, no. 1, pp. 29-33, 2001. http://jgt.akpeters.com/papers/AkenineMoller01
  12. Akenine-Möller, Tomas, and Ulf Assarsson, "On the Degree of Vertices in a Shadow Volume Silhouette," journal of graphics tools, vol. 8, no. 4, pp. 21-24, 2003. http://jgt.akpeters.com/papers/AkenineMollerAssarsson03
  13. Akenine-Möller, Tomas, and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones," ACM Transactions on Graphics, vol. 22, no. 3, pp. 801-808, 2003.
  14. Akenine-Möller, Tomas, Jacob Munkberg, and Jon Hasselgren, "Stochastic Rasterization using Time-Continuous Triangles," Graphics Hardware, pp. 7-16, August 2007.
  15. Akenine-Möller, Tomas, and Jacob Ström, "Graphics Processing Units for Handhelds," Proceedings of the IEEE, vol. 96, no. 5, pp. 779--789, May 2008. http://graphics.cs.lth.se/research/papers/2008/GPUhandheld/
  16. Alexa, Marc, "Recent Advances in Mesh Morphing," Computer Graphics Forum, vol. 21, no. 2, pp. 173-197, 2002.
  17. 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 no. 97-018, Computer Science Department, University of North Carolina at Chapel Hill, 1997. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
  18. 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 no. 98-013, Computer Science Department, University of North Carolina at Chapel Hill, 1998. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
  19. 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," Proceedings 1999 Symposium on Interactive 3D Graphics, pp. 199-206, April 1999.
  20. Aliaga, Daniel G., and Anselmo Lastra, "Automatic Image Placement to Provide A Guaranteed Frame Rate," Computer Graphics (SIGGRAPH 1999 Proceedings), pp. 307-316, August 1999.
  21. Aliaga, Daniel G., Thomas Funkhouser, Dimah Yanovsky, and Ingrid Carlbom, "Sea of Images," Proceedings of IEEE Visualization, pp. 331-338, 2002. http://www.cs.princeton.edu/gfx/proj/soi/soi.html
  22. Andersson, Fredrik, "Bezier and B-Spline Technology," M.Sc. Thesis, Umeâ Universitet, 2003. http://www.cs.umu.se/education/examina/Rapporter/461.pdf
  23. Andersson, Johan, "Terrain Rendering in Frostbite Using Procedural Shader Splatting," SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games course notes, 2007. http://ati.amd.com/developer/gdc/2007/Andersson-TerrainRendering(Siggraph07).pdf
  24. Andújar, Carlos, Javier Boo, Pere Brunet, Marta Fairén, Isabel Navazo, Pere Pau Vázquez, and Àlvar Vinacua, "Omni-directional Relief Impostors," Computer Graphics Forum, vol. 26, no. 3, pp. 553-560, 2007. http://s217587280.mialojamiento.es/resources/ORIs.pdf
  25. Annen, Thomas, Jan Kautz, Frédo Durand, and Hans-Peter Seidel, "Spherical Harmonic Gradients for Mid-Range Illumination," Eurographics Symposium on Rendering (2004), pp. 331-336, June 2004. http://www.mpi-inf.mpg.de/~tannen/
  26. Annen, Thomas, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Convolution Shadow Maps," Eurographics Symposium on Rendering (2007), 51-60, June 2007. http://www.mpi-inf.mpg.de/~tannen/
  27. Ankrum, Dennis R., "Viewing Distance at Computer Workstations," WorkPlace Ergonomics, pp. 10-12, Sept./Oct. 1996. http://www.ur-net.com/office-ergo/viewing.htm
  28. Ansari, Marwan Y., "Image Effects with DirectX 9 Pixel Shaders," in Engel, Wolfgang, ed., ShaderX2: Shader Programming Tips and Tricks with DirectX 9, Wordware, pp. 481-518, 2004. download book
  29. Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., Graphics Gems III, Academic Press, pp. 199-202, 1992. http://www.graphicsgems.org
  30. Apodaca, Anthony A., and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999.
  31. Apodaca, Anthony A., "How PhotoRealistic RenderMan Works," in Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999. Also in SIGGRAPH 2000 Advanced RenderMan 2: To RI_INFINITY and Beyond course notes, 2000. http://www.renderman.org/RMR/Books/infbeyond.pdf.gz
  32. Arge, L., G. S. Brodal, and R. Fagerberg, "Cache-Oblivious Data Structures," Chapter 34 in Handbook of Data Structures, CRC Press, 2005.
  33. Arkin, Esther M., Martin Held, Joseph S. B. Mitchell, and Steven S. Skiena, "Hamiltonian Triangulations for Fast Rendering," The Visual Computer, vol. 12, no. 9, pp. 429-444, 1996.
  34. Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., Graphics Gems, Academic Press, pp. 335-339, 1990. http://www.graphicsgems.org
  35. Arvo, James, "Ray Tracing with Meta-Hierarchies," SIGGRAPH '90 Advanced Topics in Ray Tracing course notes, Volume 24, 1990. http://www.cs.caltech.edu/~arvo/papers.html
  36. Arvo, James, ed., Graphics Gems II, Academic Press, 1991. http://www.graphicsgems.org
  37. Arvo, James, "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," Computer Graphics (SIGGRAPH 94 Proceedings), pp. 343-350, July 1994.
  38. Arvo, Jukka, and Timo Aila, "Optimized Shadow Mapping Using the Stencil Buffer," journal of graphics tools, vol. 8, no. 3, pp. 23-32, 2003. Also collected in reference #71.
  39. Arvo, Jukka, Mika Hirvikorpi, and Joonas Tyystyjärvi, "Approximate Soft Shadows Using an Image-Space Flood-Fill Algorithm," Computer Graphics Forum, vol. 23, no. 3, pp. 271-280, 2004. http://www.cs.utu.fi/~jarvo/
  40. Ashdown, Ian, Radiosity: A Programmer's Perspective, John Wiley & Sons, Inc., 1994.
  41. Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF Generator," Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 67-74, July 2000.
  42. Ashikhmin, Michael, and Peter Shirley, "An Anisotropic Phong Light Reflection Model," Technical Report UUCS-00-014, Computer Science Department, University of Utah, June 2000. www.cs.utah.edu/research/techreports/2000/pdf/UUCS-00-014.pdf
  43. Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "An Anisotropic Phong BRDF Model," journal of graphics tools, vol. 5, no. 2, pp. 25-32, 2000. www.cs.utah.edu/~shirley/papers/jgtbrdf.pdf
  44. Ashikhmin, Michael, "Microfacet-based BRDFs," SIGGRAPH 2001 State of the Art in Modeling and Measuring of Surface Reflection course notes, August 2001.
  45. Ashikhmin, Michael, Abhijeet Ghosh, "Simple Blurry Reflections with Environment Maps," journal of graphics tools, vol. 7, no. 4, pp. 3-8, 2002. www.cs.ubc.ca/~ghosh/Publications/blurry.pdf
  46. Ashikhmin, Michael, and Simon Premoze, "Distribution-based BRDFs," 2007. http://www.cs.utah.edu/~premoze/dbrdf
  47. Asirvatham, Arul, and Hugues Hoppe, "Terrain Rendering Using GPU-Based Geometry Clipmaps," in Matt Pharr, ed., GPU Gems 2, Addison-Wesley, pp. 27-45, 2005. http://developer.nvidia.com/object/gpu_gems_2_home.html
  48. Assarsson, Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms for Bounding Boxes," journal of graphics tools, vol. 5, no. 1, pp. 9-22, 2000. http://www.ce.chalmers.se/staff/uffe
  49. Assarsson, Ulf, and Tomas Akenine-Möller, "A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware," ACM Transactions on Graphics (SIGGRAPH 2003), vol. 22, no. 3, pp. 511-520, 2003.
  50. ATI developer website. http://ati.amd.com/developer/index.html
  51. ATI, "3Dc White Paper," ATI website, http://ati.de/products/radeonx800/3DcWhitePaper.pdf
  52. Baboud, Lionel, and Xavier Décoret "Rendering Geometry with Relief Textures," Graphics Interface 2006, pp. 195-201, 2006. http://artis.imag.fr/Publications/2006/BD06/relief05.pdf
  53. Bærentzen, J. Andreas, "Hardware-Accelerated Point Generation and Rendering of Point-Based Impostors," journal of graphics tools, vol. 10, no. 2, pp. 1-12, 2005. http://jgt.akpeters.com/papers/Baerentzen05/
  54. Bærentzen, J. Andreas, Steen L. Nielsen, Mikkel Gjøl, Bent D. Larsen, and Niels Jørgen Christensen, "Single-pass Wireframe Rendering," SIGGRAPH 2006 Technical Sketch, 2006. http://www2.imm.dtu.dk/~jab/Wireframe/
  55. Bahnassi, Homam, and Wessam Bahnassi, "Volumetric Clouds and Mega-Particles," in Engel, Wolfgang, ed., ShaderX5, Charles River Media, pp. 295-302, 2006.
  56. Ballard, Dana H., "Strip Trees: A Hierarchical Representation for Curves," Graphics and Image Processing, vol. 24, no. 5, pp. 310-321, May 1981.
  57. Banks, David, "Illumination in Diverse Codimensions," Computer Graphics (SIGGRAPH 94 Proceedings), pp. 327-334, July 1994. http://www.icase.edu/Dienst/UI/2.0/Describe/ncstrl.icase/TR-94-6
  58. Baraff, D., "Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation," Computer Graphics (SIGGRAPH '90 Proceedings), pp. 19-28, August 1990.
  59. Baraff, D., and A. Witkin, "Dynamic Simulation of Non-Penetrating Flexible Objects," Computer Graphics (SIGGRAPH '92 Proceedings), pp. 303-308, July 1992.
  60. Baraff, D., Dynamic Simulation of Non-Penetrating Rigid Bodies, PhD thesis, Technical Report 92-1275, Computer Science Department, Cornell University, 1992.
  61. Baraff, David, and Andrew Witkin, "Large Steps in Cloth Simulation," Computer Graphics (SIGGRAPH 98 Proceedings), pp. 43-54, July 1998.
  62. Barber, C.B., D.P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for Convex Hull," Geometry Center Technical Report GCG53, July 1993. http://www.geom.umn.edu/software/qhull
  63. Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal, "BOXTREE: A Hierarchical Representation for Surfaces in 3D," Computer Graphics Forum, vol. 15, no. 3, pp. 387-396, 1996.
  64. Barkans, Anthony C., "Color Recovery: True-Color 8-Bit Interactive Graphics," IEEE Computer Graphics and Applications, vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
  65. Barkans, Anthony C., "High-Quality Rendering Using the Talisman Architecture," ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware Los Angeles, CA, pp. 79-88, August 1997.
  66. Barla, Pascal, Joëlle Thollot, and Lee Markosian, "X-Toon: An extended toon shader," International Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2006. http://artis.imag.fr/Publications/2006/BTM06a
  67. Barrett, Sean, "Blend Does Not Distribute Over Lerp," Game Developer Magazine, vol. 11, no. 10, pp. 39-41, November 2004.
  68. Bartels, Richard H., John C. Beatty, and Brian A. Barsky, An Introduction to Splines for use in Computer Graphics & and Geometric Modeling, Morgan Kaufmann, 1987.
  69. Bartz, Dirk, James T. Klosowski, and Dirk Staneker, "k-DOPs as Tighter Bounding Volumes for Better Occlusion Performance," Visual Proceedings (SIGGRAPH 2001), p. 213, August 2001.
  70. Barzel, Ronen, "Lighting Controls for Computer Cinematography" journal of graphics tools, vol. 2, no. 1, pp. 1-20, 1997.
  71. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters Ltd., 2005.
  72. Batov, Vladimir, "A Quick and Simple Memory Allocator," Dr. Dobbs's Portal, January 1, 1998. http://www.ddj.com/architect/184403440
  73. 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," Computer Graphics (SIGGRAPH '91 Proceedings), pp. 51-60, July 1991.
  74. Bavoil, Louis, Steven P. Callahan, Aaron Lefohn, João L.D. Comba, and Cláudio T. Silva, "Multi-Fragment Effects on the GPU using the k-Buffer," ACM Symposium on Interactive 3D Graphics and Games (I3D 2007), pp. 97-104, 2007.
  75. Bavoil, Louis, "Efficient Multi-Fragment Effects on GPUs," Masters Thesis, School of Computing, University of Utah, May 2007. http://www.sci.utah.edu/~bavoil/research/thesis/BavoilDissertation.pdf
  76. Bavoil, Louis, Steven P. Callahan, and Cláudio T. Silva, "Robust Soft Shadow Mapping with Depth Peeling," journal of graphics tools, vol. 13, no. 1, pp. 19-30, 2008. http://www.sci.utah.edu/~bavoil/research/shadows/melissa/
  77. Bavoil, Louis, and Kevin Myers, "Deferred Rendering using a Stencil Routed K-Buffer," in Wolfgang Engel, ed., ShaderX6, Charles River Media, pp. 189-198, 2008. look inside book
  78. Bec, Xavier, "Faster Refraction Formula, and Transmission Color Filtering," in Eric Haines, ed., Ray Tracing News, vol. 10, no. 1, January 1997. http://www.raytracingnews.org/rtnv10n1.html
  79. Beers, Andrew C., Maneesh Agrawala, and Navin Chaddha, "Rendering from Compressed Textures," Computer Graphics (SIGGRAPH 96 Proceedings), pp. 373-378, August 1996.
  80. Behrendt, S., C. Colditz, O. Franzke, J. Kopf, and O. Deussen, "Realistic Real-time Rendering of Landscapes Using Billboard Clouds," Computer Graphics Forum, vol. 24, no. 3, pp. 507-516, 2005. http://www.ub.uni-konstanz.de/kops/volltexte/2007/2418/
  81. Benson, David, and Joel Davis, "Octree Textures," ACM Transactions on Graphics (SIGGRAPH 2002), vol. 21, no. 3, pp. 785-790, July 2002.
  82. de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, Computational Geometry--Algorithms and Applications, second edition, Springer-Verlag, Berlin, 2000.
  83. Bergman, L. D., H. Fuchs, E. Grant, and S. Spach, "Image Rendering by Adaptive Refinement," Computer Graphics (SIGGRAPH '86 Proceedings), pp. 29-37, August 1986.
  84. Bestimt, Jason, and Bryant Freitag, "Real-Time Shadow Casting Using Shadow Volumes," Gamasutra, Nov. 1999. http://www.gamasutra.com/features/19991115/bestimt_freitag_03.htm
  85. Bier, Eric A., and Kenneth R. Sloan, Jr., "Two-Part Texture Mapping," IEEE Computer Graphics and Applications, vol. 6, no. 9, pp. 40-53, September 1986.
  86. Biermann, Henning, Adi Levin, and Denis Zorin, "Piecewise Smooth Subdivision Surface with Normal Control," Computer Graphics (SIGGRAPH 2000 Proceedings), pp. 113-120, July 2000.
  87. Bilodeau, Bill, with Mike Songy, "Real Time Shadows," Creativity '99, Creative Labs Inc. sponsored game developer conferences, Los Angeles, California, and Surrey, England, May 1999.
  88. Bischoff, Stephan, Leif P. Kobbelt, and Hans-Peter Seidel, "Towards Hardware Implementation of Loop Subdivision," ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 41-50, 2000. http://www.mpi-sb.mpg.de/~kobbelt/publist.html
  89. Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz, "Designing a PC Game Engine," IEEE Computer Graphics and Applications, pp. 46-53, Jan./Feb. 1998.
  90. Bittner, Jirí, and Jan Prikryl, "Exact Regional Visibility using Line Space Partitioning," Technical Report TR-186-2-01-06, Institute of Computer Graphics and Algorithms, Vienna University of Technology, March 2001.
  91. Bittner, Jirí, Peter Wonka, and Michael Wimmer, "Visibility Preprocessing for Urban Scenes using Line Space Subdivision," Pacific Graphics 2001, pp. 276-284, October 2001.
  92. Bittner, J., M. Wimmer, H. Piringer, W. Purgathofer, "Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful," Computer Graphics Forum, vol. 23 no. 3, pp. 615-624, 2004. http://www.cg.tuwien.ac.at/research/vr/chcull/
  93. Bjorke, Kevin, "Image-Based Lighting," in Randima Fernando, ed., GPU Gems, Addison-Wesley, pp. 308-321, 2004. http://developer.nvidia.com/object/gpu_gems_home.html
  94. Bjorke, Kevin, "Color Controls," in Randima Fernando, ed., GPU Gems, Addison-Wesley, pp. 363-373, 2004. http://developer.nvidia.com/object/gpu_gems_home.html
  95. Bjorke, Kevin, "High-Quality Filtering," in Randima Fernando, ed., GPU Gems, Addison-Wesley, pp. 391-424, 2004. http://developer.nvidia.com/object/gpu_gems_home.html
  96. Blinn, J.F., and M.E. Newell, "Texture and reflection in computer generated images," Communications of the ACM, vol. 19, no. 10, pp. 542-547, October 1976.
  97. Blinn, James F., "Models of Light Reflection for Computer Synthesized Pictures," ACM Computer Graphics (SIGGRAPH '77 Proceedings), pp. 192-198, July 1977.
  98. Blinn, James, "Simulation of wrinkled surfaces," Computer Graphics (SIGGRAPH '78 Proceedings), pp. 286-292, August 1978.
  99. Blinn, James F., "A Generalization of Algebraic Surface Drawing," ACM Transactions on Graphics, vol. 1, no. 3, pp. 235-256, 1982.
  100. Blinn, James F., "Light Reflection Functions for Simulation of Clouds and Dusty Surfaces," Computer Graphics (SIGGRAPH '82 Proceedings), pp. 21-29, August 1982.
  101. Blinn, Jim, "Me and My (Fake) Shadow," IEEE Computer Graphics and Applications, vol. 8, no. 1, pp. 82-86, January 1988. Also collected in reference #105.
  102. Blinn, Jim, "A Trip Down the Graphics Pipeline: Line Clipping," IEEE Computer Graphics and Applications, vol. 11, no. 1, pp. 98-105, January 1991. Also collected in reference #105.
  103. Blinn, Jim, "Hyperbolic Interpolation," IEEE Computer Graphics and Applications, vol. 12, no. 4, pp. 89-94, July 1992. Also collected in reference #105.
  104. Blinn, Jim, "Image Compositing--Theory," IEEE Computer Graphics and Applications, vol. 14, no. 5, pp. 83-87, September 1994. Also collected in reference #106.
  105. Blinn, Jim, Jim Blinn's Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann, 1996.
  106. Blinn, Jim, Jim Blinn's Corner: Dirty Pixels, Morgan Kaufmann, 1998.
  107. Blinn, Jim, "A Ghost in a Snowstorm," IEEE Computer Graphics and Applications, vol. 18, no. 1, pp. 79-84, Jan/Feb 1998. Also collected in reference #110, Chapter 9.
  108. Blinn, Jim, "W Pleasure, W Fun," IEEE Computer Graphics and Applications, vol. 18, no. 3, pp. 78-82, May/June 1998. Also collected in reference #110, Chapter 10.
  109. Blinn, Jim, "Optimizing C++ Vector Expressions," IEEE Computer Graphics & Applications, vol. 20, no. 4, pp. 97-103, 2000. Also collected in reference #110, Chapter 18.
  110. Blinn, Jim, Jim Blinn's Corner: Notation, Notation, Notation, Morgan Kaufmann, 2002.
  111. Blinn, Jim, "What Is a Pixel?" IEEE Computer Graphics and Applications, vol. 25, no. 5, pp. 82-87, September/October 2005.
  112. Bloom, Charles, "View Independent Progressive Meshes (VIPM)," June 5, 2000. http://www.cbloom.com/3d
  113. Bloom, Charles, "VIPM Advanced Topics," Oct. 30, 2000. http://www.cbloom.com/3d
  114. Bloom, Charles, "Advanced Techniques in Shadow Mapping," June 3, 2001. http://www.cbloom.com/3d
  115. Bloomenthal, Jules, "Polygonization of Implicit Surfaces," Computer-Aided Geometric Design, vol. 5, no. 4, pp. 341-355, 1988. http://www.unchainedgeometry.com/jbloom/papers/index.html
  116. Bloomenthal, Jules, "An Implicit Surface Polygonizer," in Paul S. Heckbert, ed., Graphics Gems IV, Academic Press, pp. 324-349, 1994. http://www.unchainedgeometry.com/jbloom/papers/index.html, URL|http://www.graphicsgems.org|
  117. Bloomenthal, Jules, ed., Introduction to Implicit Surfaces, Morgan Kaufmann, 1997.
  118. Blow, Jonathan, "Implementing a Texture Caching System," Game Developer, vol. 5, no. 4, pp. 46-56, April 1998.
  119. Blow, Jonathan, "Terrain Rendering at High Levels of Detail," Game Developers Conference, March 2000. http://www.bolt-action.com/dl_papers.html
  120. Blow, Jonathan, "Mipmapping, Part 1," Game Developer, vol. 8, no. 12, pp. 13-17, Dec. 2001. http://www.gdmag.com/code.htm
  121. Blow, Jonathan, "Mipmapping, Part 2," Game Developer, vol. 9, no. 1, pp. 16-19, Jan. 2002. http://www.gdmag.com/code.htm
  122. Blow, Jonathan, "Happycake Development Notes: Shadows," article on website. http://number-none.com/happycake/notes_8/index.html
  123. Blythe, David, "The Direct3D 10 System," ACM Transactions on Graphics, vol. 25, no. 3, pp. 724-734, July 2006.
  124. Bobic, Nick, "Advanced Collision Detection Techniques," Gamasutra, March 2000. http://www.gamasutra.com/features/20000330/bobic_01.htm
  125. Bogomjakov, Alexander, and Craig Gotsman, "Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes," Graphics Interface 2001, Ottawa, Canada, pp. 81-90, June 2001. http://www.graphicsinterface.org
  126. Booth, Rick, Inner Loops, Addison-Wesley, 1997.
  127. Born, Florian, "Implementing Radiosity for a Light Map Precomputation Tool," in Engel, Wolfgang, ed., ShaderX4, Charles River Media, pp. 499-512, 2005.
  128. Borshukov, George, and J. P. Lewis, "Realistic Human Face Rendering for `The Matrix Reloaded'," SIGGRAPH 2003 Technical Sketch, 2003. http://www.virtualcinematography.org/publications/acrobat/Face-s2003.pdf
  129. Borshukov, George, and J. P. Lewis, "Fast Subsurface Scattering," SIGGRAPH 2005 Digital Face Cloning course notes, 2005.
  130. Botsch, Mario, Alexander Hornung, Matthias Zwicker, and Leif Kobbelt, "High-Quality Surface Splatting on Today's GPUs," Eurographics Symposium on Point-Based Graphics 2005, pp. 17-24, June 2005. http://graphics.ucsd.edu/~matthias/Papers/HighQualitySplattingOnGPUs.pdf
  131. Boubekeur, Tamy, Patrick Reuter, and Christophe Schlick, "Scalar Tagged PN Triangles," Eurographics 2005, short presentation, pp. 17-20, September 2005. http://iparla.labri.fr/publications/2005/BRS05b/
  132. Boulos, Solomon, and Eric Haines, "Ray-Box Sorting," in Eric Haines, ed., Ray Tracing News, vol. 19, no. 1, September 2006. http://www.raytracingnews.org/rtnv19n1.html
  133. Boulos, Solomon, Dave Edwards, J Dylan Lacewell, Joe Kniss, Jan Kautz, Ingo Wald, and Peter Shirley, "Packet-based Whitted and Distribution Ray Tracing," Graphics Interface 2007, pp. 177-184, 2007.
  134. Boyd, Chas, "The Future of DirectX," Game Developer's Conference, 2007.
  135. Boyd, Stephen, and Lieven Vandenberghe, Convex Optimization, Cambridge University Press, 2004. Freely downloadable. http://www.stanford.edu/~boyd/cvxbook/
  136. Brabec, Stefan, Thomas Annen, and Hans-Peter Seidel, "Practical Shadow Mapping," journal of graphics tools, vol. 7, no. 4, pp. 9-18, 2002. Also collected in reference #71. http://jgt.akpeters.com/papers/BrabecAnnenSeidel02
  137. Brabec, Stefan, and Hans-Peter Seidel, "Shadow Volumes on Programmable Graphics Hardware," Computer Graphics Forum, vol. 22, no. 3, pp. 433-440, Sept. 2003. http://www.mpi-inf.mpg.de/~brabec/doc/brabec_eg03.pdf
  138. Brawley, Zoe, and Natalya Tatarchuk, "Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing," in Wolfgang Engel, ed., ShaderX3, Charles River Media, pp. 135-154, November 2004. look inside book
  139. Bredow, Rob, "Fur in Stuart Little," SIGGRAPH 2000 Advanced RenderMan 2: To RI_INFINITY and Beyond course notes, July 2000. http://www.renderman.org/RMR/Shaders/SIG2000/index.html
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