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Publication search results
found 16 matches
- 1996
- Ronen Barzel:
Editorial. J. Graphics, GPU, & Game Tools 1(1): 1-2 (1996) - Andrew Bigos:
Avoiding Buffer Clears. J. Graphics, GPU, & Game Tools 1(1): 19-20 (1996) - Paolo Cignoni, Claudio Montani, Roberto Scopigno:
Triangulating Convex Polygons Having T-Vertices. J. Graphics, GPU, & Game Tools 1(2): 1-4 (1996) - Jeff Goldsmith, Allan S. Jacobson:
Marching Cubes in Cylindrical and Spherical Coordinates. J. Graphics, GPU, & Game Tools 1(1): 21-31 (1996) - Larry Gritz, James K. Hahn:
BMRT: A Global Illumination Implementation of the RenderMan Standard. J. Graphics, GPU, & Game Tools 1(3): 29-47 (1996) - Eric Haines, Steven Worley:
Fast, Low Memory Z-Buffering when Performing Medium-Quality Rendering. J. Graphics, GPU, & Game Tools 1(3): 1-5 (1996) - Philip M. Hubbard:
Improving Accuracy in a Robust Algorithm for Three-Dimensional Voronoi Diagrams. J. Graphics, GPU, & Game Tools 1(1): 33-47 (1996) - Dave Hutchinson, W. Terry Hewitt:
Rapidly Visualizing Isophotes. J. Graphics, GPU, & Game Tools 1(3): 7-12 (1996) - Brian Mirtich:
Fast and Accurate Computation of Polyhedral Mass Properties. J. Graphics, GPU, & Game Tools 1(2): 31-50 (1996) - Scott R. Nelson:
Twelve Characteristics of Correct Antialiased Lines. J. Graphics, GPU, & Game Tools 1(4): 1-20 (1996) - Cornelius W. A. M. van Overveld, Brian Wyvill:
Hi-speed, Hi-fi, Hi-lights: A Fast Algorithm for the Specular Term in the Phong Illumination Model. J. Graphics, GPU, & Game Tools 1(2): 25-30 (1996) - Cornelius W. A. M. van Overveld, Brian Wyvill:
Banishing Bad Buckling. J. Graphics, GPU, & Game Tools 1(3): 13-28 (1996) - Vishwa Ranjan, Alain Fournier:
Creating Union of Spheres Models from Multiple Views. J. Graphics, GPU, & Game Tools 1(4): 21-39 (1996) - Andrei Sherstyuk:
Ray Tracing with Selective Visibility. J. Graphics, GPU, & Game Tools 1(4): 41-46 (1996) - Alvy Ray Smith, Eric Ray Lyons:
HWB - A More Intuitive Hue-Based Color Model. J. Graphics, GPU, & Game Tools 1(1): 3-17 (1996) - Luiz Velho:
Simple and Efficient Polygonization of Implicit Surfaces. J. Graphics, GPU, & Game Tools 1(2): 5-24 (1996)
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