Books and Surveys

Real-Time Rendering
Tomas Möller and Eric Haines,
A.K. Peters Ltd., ISBN 1-56881-101-2.

Networked Virtual Environments - Design and Implementation,
Sandeep Singhal & Michael Zyda, ACM Press 1999.

A Survey and Classification of Real Time Rendering Methods,
Matthias Zwicker, Markus Gross, Hanspeter Pfister,
MERL, TR2000-09,  April 2000.


Applications

An Environment for Real-time Urban Simulation, Computer Graphics
William Jepson, Robin Liggett and Scott Friedman,
I3D95. [Bill Jepson's home page]

Walkthrough--a dynamic graphics system for simulating virtual buildings
Frederick P. Brooks
 


Software Systems

MMR (UNC):
MMR: an interactive massive model rendering system using geometric and image-based acceleration
Daniel Aliaga, Jon Cohen, Andrew Wilson, Eric Baker, Hansong Zhang, Carl Erikson, Kenny Hoff, Tom Hudson, Wolfgang Stuerzlinger, Rui Bastos, Mary Whitton, Fred Brooks and Dinesh Manocha
I3D99

Alice (CMU):
Alice: Easy-to-Learn 3D Scripting for Novices
Matthew Conway
Ph.D. Dissertation, University of Virginia, 1997.
[Alice link]

Performer (SGI):
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
John Rohlf and James Helman,
SIGGRAPH 94.

Optimizer (SGI):
[OpenGL Optimizer link] [Technical info] [White paper]

TBAG (SUN):
TBAG: a high level framework for interactive, animated 3D graphics applications
Conal Elliott, Greg Schechter, Ricky Yeung and Salim Abi-Ezzi,
SIGGRAPH 94.

Inventor (SGI):
An object-oriented 3D graphics toolkit
Paul S. Strauss and Rikk Carey
SIGGRAPH 92.

UGA (Brown):
An object-oriented framework for the integration of interactive animation techniques
Robert C. Zeleznik, D. Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, Brian Knep, Henry Kaufman, John F. Hughes and Andries van Dam
SIGGRAPH91

Net Immerse (NDL):
Designing a PC Game Engine
Lars Bishop, Dave Eberly, Turner Whitted, Mark Finch, and Michael Shantz,
IEEE Computer Graphics and Applications, January, 1998 [Numerical Design Ltd.]

Quake Engine (Id Software):
Ramblings in Realtime, Michael Abrash
Quake pages

Java3D (SUN)
[Java3D link] [Overview] [Data Sheet]

World Toolkit (SENSE8)
[Technical Overview] [Reference Manual]

Vega (Paradigm)
[Vega link] [Glossy brochure]

Panda3D (Disney)
[Panda3D link] [Overview]

RING (Funk)
[RING link]

Links to 3D Game Engines


Model acquisition

Capturing,Processing and Rendering Real-World Scenes.
Nyland, Lars and Lastra, Anselmo and McAllister, David K. and Popescu, Voicu and McCue, Chris,
(to appear in) Videometrics and Optical Methods for 3D Shape Measurement,
Electronic Imaging 2001, Photonics West, January 22, 2001. SPIE Vol. 4309.

Interactive exploration of acquired 3D data.
Nyland, Lars, David McAllister, Voicu Popescu, Chris McCue, and Anselmo Lastra,
Proceedings of the SPIE Applied Image and Pattern Recognition Conference (AIPR99)
Washington, DC, October 13-15, 1999.

The Impact of Dense Range Data on Computer Graphics.
Nyland, Lars, David McAllister, Voicu Popescu, Chris McCue, Anselmo Lastra, Paul Rademacher, Manuel Oliveira, Gary Bishop, Gopi Meenakshisundaram, Matt Cutts, and Henry Fuchs.
Proceedings of Multi-View Modeling and Analysis Workshop (MVIEW99), (Part of CVPR99),
(Fort Collins, CO), June 23-26, 1999.

Capturing Dense Environmental Range Information with a Panning, Scanning Laser Rangefinder,
Lars Nyland, http://www.cs.unc.edu/~ibr/projects/rangefinder/, 1999.

Inverse global illumination: recovering reflectance models of real scenes from photographs
Yizhou Yu, Paul Debevec, Jitendra Malik and Tim Hawkins,
SIGGRAPH 1999.


Point Rendering

The Use of Points as a Display Primitive
Marc Levoy and Turner Whitted
Technical Report 85-022, Computer Science Department,
University of North Carolina at Chapel Hill, January, 1985.
[Paper link]

Point Sample Rendering,
Grossman, J.P. and Dally, William J.,
Proceedings of the 9th Eurographics Workshop on Rendering,
June 29 - July 1, 1998, Vienna, Austria, pp. 181-192.

Surfels: surface elements as rendering primitives
Hanspeter Pfister, Matthias Zwicker, Jeroen van Baar and Markus Gross,
SIGGRAPH 2000.
[Surfels link]

QSplat: a multiresolution point rendering system for large meshes
Szymon Rusinkiewicz and Marc Levoy,
SIGGRAPH 2000.
[QSplat link]

Capturing,Processing and Rendering Real-World Scenes.
Nyland, Lars and Lastra, Anselmo and McAllister, David K. and Popescu, Voicu and McCue, Chris,
(to appear in) Videometrics and Optical Methods for 3D Shape Measurement,
Electronic Imaging 2001, Photonics West, January 22, 2001. SPIE Vol. 4309.
[UNC's laser scanning page] [UNC's point rendering page]

Interactive exploration of acquired 3D data.
Nyland, Lars, David McAllister, Voicu Popescu, Chris McCue, and Anselmo Lastra,
Proceedings of the SPIE Applied Image and Pattern Recognition Conference (AIPR99)
Washington, DC, October 13-15, 1999.

Ray Tracing Point Sampled Geometry
Gernot Schaufler and Henrik Wann Jensen
Proc. 2000 Eurographics Workshop on Rendering


Image-based rendering

LDI Tree: A Hierarchical Representation for Image-based Rendering,
Chang, Chun-Fa, Gary Bishop, Anselmo Lastra.
SIGGRAPH 99.

Layered Depth Images
Jonathan Shade, Steven Gortler, Li-wei He, Richard Szeliski
SIGGRAPH 98

Light Field Rendering,
Marc Levoy and Pat Hanrahan,
SIGGRAPH 96.

The Lumigraph,
Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, and Michael J. Cohen,
SIGGRAPH 96.

QuickTime VR: an image-based approach to virtual environment navigation
Shenchang Eric Chen,
SIGGRAPH 95.

Plenoptic modeling: an image-based rendering system
Leonard McMillan and Gary Bishop
SIGGRAPH 95.

An Image-Based Approach to Three-Dimensional Computer Graphics,
Leonard McMillan,
Ph.D. Dissertation, UNC-CH, Dept. of Computer Science, April 1997.
[Talk slides]


Occlusion culling

Conservative volumetric visibility with occluder fusion
Gernot Schaufler, Julie Dorsey, Xavier Decoret and François X. Sillion,
SIGGRAPH 2000.

Conservative visibility preprocessing using extended projections
Frédo Durand, George Drettakis, Joëlle Thollot and Claude Puech,
SIGGRAPH 2000.

Visibility culling using hierarchical occlusion maps
Hansong Zhang, Dinesh Manocha, Tom Hudson and Kenneth E. Hoff
SIGGRAPH 97.

Real-time occlusion culling for models with large occluders
Satyan Coorg and Seth Teller
I3D97

Faster 3D Game Graphics by Not Drawing What Is Not Seen (html)
Kenneth E. Hoff III
ACM Crossroads, 1997.

Hierarchical polygon tiling with coverage masks
Ned Greene,
SIGGRAPH 96.

Hierarchical Z-buffer visibility
Ned Greene, Michael Kass and Gavin Miller
SIGGRAPH 93.

Visibility preprocessing for interactive walkthroughs
Seth J. Teller and Carlo H. Séquin
SIGGRAPH91


Image-based imposters

A Video-Based Rendering Acceleration Algorithm for Interactive Walkthroughs,
Wilson, Manocha, Lin, Yeo, and Yeung,
ACM Multimedia 2000

LDI tree: a hierarchical representation for image-based rendering
Chun-Fa Chang, Gary Bishop and Anselmo Lastra
SIGGRAPH 1999.

Automatic image placement to provide a guaranteed frame rate
Daniel G. Aliaga and Anselmo Lastra
SIGGRAPH 1999.

Image-based object representation by layered impostors
Schaufler Gernot
VRST98.

Navigating static environments using image-space simplification and morphing
Lucia Darsa, Bruno Costa Silva and Amitabh Varshney
I3D97

Visualization of Complex Models Using Dynamic Texture-based Simplification (pdf)
Daniel Aliaga
IEEE Visualization '96, pp. 101-106, Oct 27-Nov 1, 1996.

Hierarchical image caching for accelerated walkthroughs of complex environments
Jonathan Shade, Dani Lischinski, David H. Salesin, Tony DeRose and John Snyder,
SIGGRAPH 96.

Visual navigation of large environments using textured clusters,
Paulo W. C. Maciel and Peter Shirley,
I3D95.


Levels of detail

Hierarchical Levels of Detail for Fast Display of Large Static and Dynamic Environments,
Erikson, C., and Manocha, D.
UNC Chapel Hill Computer Science Technical Report TR00-012, 2000.

Out-of-core simplification of large polygonal models
Peter Lindstrom,
SIGGRAPH 2000.

View-dependent simplification of arbitrary polygonal environments
David Luebke and Carl Erikson
SIGGRAPH 97.

View-dependent refinement of progressive meshes
Hugues Hoppe
SIGGRAPH 97.

Real-time, continuous level of detail rendering of height fields
Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust and Gregory A. Turner,
SIGGRAPH 96.

Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments
Thomas A. Funkhouser and Carlo H. Séquin,
SIGGRAPH 93.

Hierarchical Geometric Models for Visible Surface Algorithms,
James Clark,
Communications of the ACM, Vol 19, No 10, October, 1976.

A Survey of Polygonal Simplification Algorithms,
David Luebke,
Technical Report TR97-045, University of North Carolina, Chapel Hill, 1997.

 Polygonal Simplification: An Overview,
Carl Erikson,
Technical Report TR96-016, University of North Carolina, Chapel Hill, 1996.

Michael Garland's Multiresolution Modeling Page.
Carl Erikson's Simplification Page


Remote Rendering (streaming)

Streaming QSplat: A Viewer for Networked Visualization of Large, Dense Models,
Szymon Rusinkiewicz and Marc Levoy,
I3D01.

Accelerated MPEG compression of dynamic polygonal scenes
Dan S. Wallach, Sharma Kunapalli and Michael F. Cohen,
SIGGRAPH 94.

Deep Compression for Streaming Texture Intensive Animations,
Daniel Cohen-Or and Yair Mann and Shachar Fleishman,
SIGGRAPH 99.

Visibility Streaming for Network-based Walkthroughs,
Daniel Cohen-Or and Eyal Zadicario,
Graphics Interface '98, June 1998, pp. 1-7.

MetaStream,
Vadim Abadjev and Miguel del Rosario and Alexei Lebedev and Alexander Migdal and Victor Paskhaver,
VRML 99: Fourth Symposium on the Virtual Reality Modeling Language,
February 1999, Paderborn, Germany, pp. 53-62.

An adaptive framework for 3D graphics over networks,
Bengt-Olaf Schneider and Ioana M. Martin,
Computers & Graphics, 23(6),  December 1999,
Pergamon Press / Elsevier Science, pp. 867-874.

Progressive Compression of Arbitrary Triangular Meshes,
Daniel Cohen-Or and David Levin and Offir Remez,
IEEE Visualization '99,  October 1999, San Francisco, California, pp. 67-72.


Collision detection

Fast Proximity Queries for Large Game Environments
Ming Lin
Game Developers Conference, 2000.

Partitioning and Handling Massive Models for Interactive Collision Detection (ps),
Andrew Wilson, Eric Larsen, Dinesh Manocha, and Ming Lin
Proceedings of Eurographics, 1999.  Selected as best sudent paper of conference, runner-up for all papers.
more info

OBBTree: a hierarchical structure for rapid interference detection
S. Gottschalk, M. C. Lin and D. Manocha,
SIGGRAPH 96.

I-COLLIDE: An Interactive and Exact Collision Detection System for Large-Scaled Environments
Jonathan Cohen, Ming Lin, Dinesh Manocha, and Krish Ponamgi
Proceedings of ACM Interactive 3D Graphics Conference, pp. 189-196, 1995.
more info

Collision detection and response for computer animation
M. Moore and J. Wilhelms
SIGGRAPH89


Networking for distributed virtual environments

Half-Life and TeamFortress Networking: Closing the Loop on Scaleable Network Gaming Backend Services
Yahn Bernier
Game Developers' Conference, 2000.

A distributed 3D graphics library
Blair MacIntyre and Steven Feiner
SIGGRAPH 98

Geometric algorithms for message filtering in decentralized virtual environments
Yohai Makbily, Craig Gotsman and Reuven Bar-Yehuda
I3D99

NPSNET: a multi-player 3D virtual environment over the Internet
Michael R. Macedonia, Donald P. Brutzman, Michael J. Zyda, David R. Pratt, Paul T. Barham, John Falby and John Locke
I3D95

NPSNET: constructing a 3D virtual world
Michael J. Zyda, David R. Pratt, James G. Monahan and Kalin P. Wilson
I3D92


Real-time animation

Interaction with Groups of Autonomous Characters
Craig Reynolds
Game Developers Conference, 2000.

Building Control Systems for Robot Locomotion
Jessica Hodgins
Game Developers Conference, 2000.

Cognitive modeling: knowledge, reasoning and planning for intelligent characters
John Funge, Xiaoyuan Tu and Demetri Terzopoulos,
SIGGRAPH 1999.

View-dependent culling of dynamic systems in virtual environments
Stephen Chenney and David Forsyth
I3D97

Improv: a system for scripting interactive actors in virtual worlds
Ken Perlin and Athomas Goldberg,
SIGGRAPH 96.

Multi-level direction of autonomous creatures for real-time virtual environments
Bruce M. Blumberg and Tinsley A. Galyean,
SIGGRAPH 95.

Flocks, herds and schools: A distributed behavioral model
Craig W. Reynolds
SIGGRAPH87


Human animation

Behavioral control for real-time simulated human agents
John P. Granieri, Welton Becket, Barry D. Reich, Jonathan Crabtree and Norman I. Badler
I3D95

Interactive behaviors for bipedal articulated figures
Cary B. Phillips and Norman I. Badler
SIGGRAPH91

Animation of dynamic legged locomotion
Marc H. Raibert and Jessica K. Hodgins
SIGGRAPH91

Goal-directed, dynamic animation of human walking
A. Bruderlin and T. W. Calvert
SIGGRAPH89
 


Navigation techniques

Walking walking-in-place flying, in virtual environments
Martin Usoh, Kevin Arthur, Mary C. Whitton, Rui Bastos, Anthony Steed, Mel Slater and Frederick P. Brooks
SIGGRAPH 1999.

Context sensitive flying interface
Colin Ware and Daniel Fleet
I3D97

Guided navigation of virtual environments
Tinsley A. Galyean
I3D95.

CamDroid: a system for implementing intelligent camera control
Steven M. Drucker and David Zeltzer
I3D95

Manipulating the future: predictor based feedback for velocity control in virtual environment navigation
Dale Chapman and Colin Ware
I3D92

Automatic viewing control for 3D direct manipulation
Cary B. Phillips, Norman I. Badler and John Granieri
I3D92

Interactive viewpoint control and three-dimensional operations
Michael McKenna
I3D92

Through-the-lens camera control
Michael Gleicher and Andrew Witkin
SIGGRAPH 92.

Rapid controlled movement through a virtual 3D workspace
Jock D. Mackinlay, Stuart K. Card and George G. Robertson
SIGGRAPH90


Interaction techniques

Moving objects in space: exploiting proprioception in virtual-environment interaction
Mark R. Mine, Frederick P. Brooks and Carlo H. Sequin
SIGGRAPH 97.

An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments
Doug A. Bowman and Larry F. Hodges
I3D97

Image plane interaction techniques in 3D immersive environments
Jeffrey S. Pierce, Andrew S. Forsberg, Matthew J. Conway, Seung Hong, Robert C. Zeleznik and Mark R. Mine
I3D97

Object associations: a simple and practical approach to virtual 3D manipulation
Richard W. Bukowski and Carlo H. Séquin
I3D95

An interactive 3D toolkit for constructing 3D widgets
Robert C. Zeleznik, Kenneth P. Herndon, Daniel C. Robbins, Nate Huang, Tom Meyer, Noah Parker and John F. Hughes,
SIGGRAPH 93.

Implementation of flying, scaling and grabbing in virtual worlds
Warren Robinett and Richard Holloway
I3D92


Sound spatialization

Sound rendering
Tapio Takala and James Hahn
SIGGRAPH 92.

Computer graphics visualization for acoustic simulation
A. Stettner and D. P. Greenberg
SIGGRAPH89


Dynamics

Fast contact force computation for nonpenetrating rigid bodies
David Baraff,
SIGGRAPH 94.

Dynamic simulation of non-penetrating flexible bodies
David Baraff and Andrew Witkin
SIGGRAPH 92.


Simulation

Interactive simulation of fire in virtual building environments
Richard Bukowski and Carlo Séquin
SIGGRAPH 97.


Presence, Immersion, etc.

Disney's Aladdin: first steps toward storytelling in virtual reality
Randy Pausch, Jon Snoddy, Robert Taylor, Scott Watson and Eric Haseltine,
SIGGRAPH 96.

Quantifying immersion in virtual reality
Randy Pausch, Dennis Proffitt and George Williams
SIGGRAPH 97.


Other

Tour into the picture: using a spidery mesh interface to make animation from a single image
Youichi Horry, Ken-Ichi Anjyo and Kiyoshi AraiDepartment of Computer Science, UNC-Chapel Hill, 1998.
SIGGRAPH 97.

Multi-pass pipeline rendering: realism for dynamic environments
Paul J. Diefenbach and Norman I. Badler
I3D97

Hierarchical view-dependent structures for interactive scene manipulation
Normand Brière and Pierre Poulin,
SIGGRAPH 96.

Adding force feedback to graphics systems: issues and solutions
William R. Mark, Scott C. Randolph, Mark Finch, James M. Van Verth and Russell M. Taylor,
SIGGRAPH 96.

Frameless rendering: double buffering considered harmful
Gary Bishop, Henry Fuchs, Leonard McMillan and Ellen J. Scher Zagier,
SIGGRAPH 94.

Fast object-precision shadow generation for area light source
Norman Chin and Steven Feiner
I3D92

Near real-time shadow generation using BSP trees
Norman Chin and Steven Feiner
SIGGRAPH89

Accelerated walkthrough of large spline models
Subodh Kumar, Dinesh Manocha, Hansong Zhang and Kenneth E. Hoff
I3D97

Rui Bastos, Kenneth Hoff, William Chris Wynn, Anselmo Lastra,
Hybrid Geometry- and Image-Based Interactive Glossy Reflections,
I3D, 1999.