Graphics and Game Gems Database

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Graphics Programming Methods
Edited by Jeff Lander
Charles River Media, 2003
ISBN 1-58450-299-1


Simulating and Rendering Particle Systems
Waldemar Celes, Antonio Calomeni
Pages 5–16
Real-Time Animation of Trees
Thomas Di Giacomo, Stéphane Capo, François Faure
Pages 17–26
Real-Time Multiresolution Dynamics of Deeply Hierarchical Bodies
Jason Weber, Andrew Weber
Pages 27–36
Scripted Bodies and Spline-Driven Animation
Kenny Erleben, Knud Henriksen
Pages 37–50
Collision Detection of Deformable Volumetric Meshes
Kenny Erleben, Jon Sporring
Pages 51–68
Building an Advanced Facial Expression System
John van der Burg
Pages 69–79
Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models
Maciej Matyka
Pages 81–91
Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian Pseudo-Inverse
Juan M. Cordero, Javier Matellanes
Pages 93–100
Automatic Parameterizations on the Cube
Ignacio Castaño
Pages 105–114
Filling Texture Holes Using the Euclidean Distance Map
Ignacio Castaño
Pages 115–120
A Fast All-Integer Ellipse Discretization Algorithm
Tony Barrera, Anders Hast, Ewert Bengtsson
Pages 121–131
A Fast and Simple All-Integer Parametric Line
Tony Barrera, Anders Hast, Ewert Bengtsson
Pages 133–138
An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces
Oscar Garcia-Panyella
Pages 139–146
Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles
Mark Theyer
Pages 147–163
Building a Flexible Terrain Engine for the Future
Trent Polack
Pages 165–174
Visible Terrain Grid Determination Using the Frustum
Christopher Tremblay
Pages 175–192
Real-Time Generation and Rendering of 3D Planets
Jesse Laeuchli
Pages 193–199
k-D Tree Face Portals with Solid Geometry
Conor Stokes
Pages 201–210
A Framework for Rapid 3D Level Design Using MAXScript Code Generation
R. Grant Reed
Pages 211–226
A Modified Phong-Blinn Light Model for Shadowed Areas
Anders Hast, Tony Barrera, Ewert Bengtsson
Pages 231–235
Stochastic Iteration for Nondiffuse Global Illumination
László Szirmay-Kalos, Balázs Benedek
Pages 237–248
Metropolis Sampling in Random Walk Global Illumination Algorithms
László Szirmay-Kalos, György Antal
Pages 249–259
Metropolis Density Estimation
William Leeson
Pages 261–270
Rendering with Adaptive Integration
William Leeson
Pages 271–278
Illumination-Based Occlusion Culling
Ian Ashdown
Pages 279–290
Antialiasing for Bump Maps and a Fast Normalization Trick
Anders Hast, Tony Barrera, Ewert Bengtsson
Pages 291–298
Fast Setup for Bilinear and Biquadratic Interpolation Over Triangles
Anders Hast, Tony Barrera, Ewert Bengtsson
Pages 299–313
An Effective Implementation of the k-D Tree
László Szécsi
Pages 315–326
Pixel Shader Optimizations for Terrain Rendering
Kenny Mitchell
Pages 327–335
Real-Time Light-Atmosphere Interactions for Outdoor Scenes
Naty Hoffman, Arcot J. Preetham
Pages 337–352
True Volumetric Shadows
Robert James
Pages 353–366
Quantization of True-Color Images with Opacity Information
Willem H. de Boer
Pages 367–374
Real-Time Relighting of Compressed Panoramas
Tien-Tsin Wong, Siu-Hang Or, Chi-Wing Fu
Pages 375–388
An Optimal Dynamic Surface Caching Algorithm
Alexandre Ganea
Pages 389–396