Real-Time Rendering (1st ed.) Bibliography

This is the bibliography of the First Edition (1999) 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 Second Edition bibliography is also available.
  1. Abrash, Michael, Michael Abrash's Graphics Programming Black Book, Special Edition, The Coriolis Group, Inc., Scottsdale, Arizona, 1997. Amazon listing.
  2. 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.
  3. 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.
  4. Akeley, K., and T. Jermoluk, "High-Performance Polygon Rendering," Computer Graphics (SIGGRAPH '88 Proceedings), vol. 22, no. 4, pp. 239-246, August 1988.
  5. Akeley, Kurt, "The Silicon Graphics 4D/240GTX Superworkstation," IEEE Computer Graphics and Applications, vol. 9, no. 4, pp. 71-83, July 1989.
  6. Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
  7. Akeley, Kurt, "RealityEngine Graphics," Computer Graphics (SIGGRAPH '93 Proceedings), pp. 109-116, August 1993.
  8. 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. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
  9. 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. ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
  10. 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.
  11. Angel, Edward, Interactive Computer Graphics--A top-down approach with OpenGL, Addison-Wesley, Reading, Massachusetts, 1997. Amazon listing.
  12. Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., Graphics Gems III, Academic Press, Inc., Boston, pp. 199-202, 1992. http://www.graphicsgems.org/.
  13. Appel, Andrew W., with Maia Ginsburg, Modern Compiler Implementation in C, Cambridge University Press, New York, 1998.
  14. Arenberg, Jeff, "Re: Ray/Triangle Intersection with Barycentric Coordinates," in Eric Haines, ed., Ray Tracing News, vol. 1, no. 11, November 1988. http://tog.acm.org/resources/RTNews/html/rtnews5b.html#art3
  15. Arvo, James, "Backward Ray Tracing," SIGGRAPH '86 Developments in Ray Tracing course notes, August 1986.
  16. Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., Graphics Gems, Academic Press, Inc., Boston, pp. 335-339, 1990. http://www.graphicsgems.org/.
  17. Arvo, James, ed., Graphics Gems II, Academic Press Inc., Boston, 1991. http://www.graphicsgems.org/. Amazon listing.
  18. Assarsson, Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms," Technical Report 99-3, Department of Computer Engineering, Chalmers University of Technology, March 1999. http://www.ce.chalmers.se/staff/uffe
  19. Badouel, Didier, An Efficient Ray-Polygon Intersection, in Graphics Gems, ed. Andrew S. Glassner, Academic Press Inc., Boston, pp. 390-393, 1990. http://www.graphicsgems.org/.
  20. Ballard, Dana H., "Strip Trees: A Hierarchical Representation for Curves," Graphics and Image Processing, vol. 24, no. 5, pp. 310-321, May 1981.
  21. Barad, Haim and Mark Atkins, "Implementing Mixed Rendering," Game Developer, vol. 4, no. 6, pp. 34-42, September 1997.
  22. Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring, "Real-Time Procedural Texturing Techniques Using MMX," http://www.gamasutra.com/features/programming/19980501/mmxtexturing_01.htm
  23. Baraff, D., "Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation," Computer Graphics (SIGGRAPH '90 Proceedings), vol. 24, no. 4, pp. 19-28, August 1990.
  24. Baraff, David, and Andrew Witkin, "Physically Based Modeling," Course 13 notes at SIGGRAPH '98, 1998. http://www.cs.cmu.edu/~baraff/sigcourse/
  25. 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/
  26. Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal, "BOXTREE: A Hierarchical Representation for Surfaces in 3D," Eurographics '96, Eurographics Association, eds. J. Rossignac and F. Sillion, Blackwell Publishers, vol. 15, no. 3, pp. C-387-C-484, August 1996.
  27. 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.
  28. Barkans, Anthony C., "High-Quality Rendering Using the Talisman Architecture," in the Proceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware, Los Angeles, CA, pp. 79-88, August 1997.
  29. Bastos, Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra, "Increased Photorealism for Interactive Architectural Walkthroughs," Proceedings 1999 Symposium on Interactive 3D Graphics, pp. 183-190, April 1999.
  30. 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), vol. 25, no. 4, pp. 51-60, July 1991.
  31. de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, Computational Geometry--Algorithms and Applications, Springer-Verlag, Berlin, 1997.
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  33. 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.
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  40. Blinn, Jim, "Dirty Pixels," IEEE Computer Graphics and Applications, vol. 9, no. 4, pp. 100-105, July 1989. Also collected in [44].
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  42. Blinn, Jim, "Hyperbolic Interpolation," IEEE Computer Graphics and Applications, vol. 12, no. 4, pp. 89-94, July 1992. Also collected in [43].
  43. Blinn, Jim, Jim Blinn's Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann Publishers, Inc., San Francisco, 1996. Amazon listing.
  44. Blinn, Jim, Jim Blinn's Corner: Dirty Pixels, Morgan Kaufmann Publishers, Inc., San Francisco, 1998. Amazon listing.
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  54. Chen, S. E., "Quicktime VR - An Image-Based Approach to Virtual Environment Navigation," Computer Graphics (SIGGRAPH '95 Proceedings), pp. 29-38, August 1995.
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  57. Clay, Sharon R., "Optimization for Real-Time Graphics Applications," Silicon Graphics Inc., February 1996. http://www.sgi.com/software/performer/presentations/tune_wp.pdf
  58. Coelho, Rohan, and Maher Hawash, DirectX, RDX, RSZ, and MMX Technology, Addison-Wesley, Reading, Massachusetts, 1998. Includes VTune evaluation version. New chapters 24 and 25 are available online at http://www.awl.com Amazon listing.
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