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.
Walkthrough--a dynamic graphics system for simulating
virtual buildings
Frederick P. Brooks
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]
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 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
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]
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
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.
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
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.
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
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
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
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
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
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
Computer graphics visualization for acoustic
simulation
A. Stettner and D. P. Greenberg
SIGGRAPH89
Dynamic simulation of non-penetrating flexible
bodies
David Baraff and Andrew Witkin
SIGGRAPH 92.
Quantifying immersion in virtual reality
Randy Pausch, Dennis Proffitt and George Williams
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.