Graphics and Game Gems Database

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Articles by Christophe Schlick

Generic Adaptive Mesh Refinement
Tamy Boubekeur, Christophe Schlick
GPU Gems 3, Pages 93–104
A Fast Alternative to Phong’s Specular Model
Christophe Schlick
Graphics Gems IV, Pages 385–387
Fast Alternatives to Perlin’s Bias and Gain Functions
Christophe Schlick
Graphics Gems IV, Pages 401–403
High Dynamic Range Pixels
Christophe Schlick
Graphics Gems IV, Pages 422–429
Ray Intersection of Tessellated Surfaces: Quadrangles versus Triangles
Christophe Schlick, Gilles Subrenat
Graphics Gems V, Pages 232–241
Wave Generators for Computer Graphics
Christophe Schlick
Graphics Gems V, Pages 367–374