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Table of Contents Preface Acknowledgments About the Cover Images Contributor Bios Section 1 Animation 1.0 Introduction Jeff Lander 1.1 Simulating and Rendering Particle Systems Waldemar Celes and Antonio Calomeni 1.2 Real-Time Animation of Trees Thomas Di Giacomo, Stephane Capo, and Francois Faure 1.3 Real-time Multi-Resolution Dynamics of Deeply Hierarchical Bodies Jason Weber and Andrew Weber 1.4 Scripted Bodies and Spline Driven Animation Kenny Erleben and Knud Henriksen 1.5 Collision Detection of Deformable Volumetric Meshes Kenny Erleben and Jon Sporring 1.6 Creating a Real-time Facial Expression and Lip-sync System John van der Burg 1.7 Inverse Dynamics Displacement Constraints in Real Time Cloth and Soft Body Models Maciej Matyka 1.8 Resolution of the Inverse Kinematic of an Articulated Structure Using the Jacobian Pseudo-inverse Juan M. Cordero and Javier Matellanes Section 2 Geometry 2.0 Introduction Jeff Lander 2.1 Automatic Parameterization on the Cube Ignacio Castaño Aguado 2.2 Extending Features Using Euclidean Distance Transforms Ignacio Castaño Aguado 2.3 A Fast all Integer Ellipse Discretization Algorithm Anders Hast, Tony Barrera, and Ewert Bengtsson 2.4 A Fast and Simple all Integer Parametric Line Anders Hast, Tony Barrera, and Ewert Bengtsson 2.5 An Easy-to-code Smoothing Algorithm for 3D Reconstructed Surfaces Oscar Garcia-Panyella 2.6 Higher Order Surfaces Using Curved PN Triangles Mark Theyer 2.7 Building a Flexible Terrain Engine for the Future Trent Polack 2.8 Visible Terrain Grid Determination using Frustum Christopher Tremblay 2.9 Real-Time Generation and Rendering of 3D Planets Jesse Laeuchli 2.10 k-D Tree Face Portals with Solid Geometry Conor Stokes 2.11 A Framework for Rapid 3D Level Design Using MAXScript Code Generation R. Grant Reed Section 3 Rendering 3.0 Introduction Jeff Lander 3.1 A Modified Phong-Blinn Light Model for Shadowed Areas Anders Hast, Tony Barrera, and Ewert Bengtsson 3.2 Stochastic Iteration for Non-diffuse Global Illumination Laszlo Szirmay-Kalos and Balazs Benedek 3.3 Metropolis Sampling in Random Walk Global Illumination Algorithms Laszlo Szirmay-Kalos and Gyorgy Antal 3.4 Metropolis Density Estimation William Leeson 3.5 Rendering with Adaptive Integration William Leeson 3.6 Illumination-Based Occlusion Culling Ian Ashdown 3.7 Antialiasing for Bump Maps and a Fast Normalization Trick Anders Hast, Tony Barrera, and Ewert Bengtsson 3.8 Fast Setup for Bi-linear and Bi-Quadratic Interpolation over Triangles Anders Hast, Tony Barrera, and Ewert Bengtsson 3.9 An Effective kd-tree Implementation László Szécsi 3.10 Pixel Shader Optimizations for Terrain Rendering Kenny Mitchell 3.11 Real-Time Atmospheric Light Scattering Naty Hoffman and Preetham Arcot 3.12 True Volumetric Shadows Robert James 3.13 Quantization of True-Color Images with Opacity Information Willem de Boer 3.14 Real-Time Relighting of Compressed Panoramas Tien-Tsin Wong, Siu-Hang Or, and Chi-Wing Fu 3.15 An Optimal Dynamic Surface Caching Algorithm Alexandre Ganea Color Plates Appendix: About the CD-ROM
Library of Congress Subject Headings for this publication: Computer graphics, Microcomputers Programming