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Nvidia OpenGL White Papers
A must visit for everyone. This page is full of info. Paper topics include texturing, stencil buffer, Lighting, Z-buffering, amongst others.
Hugues Hoppe´s research page
An interesting set of papers covering meshes and level of detail (LOD), as well as its application to terrain rendering.
Michael Herf & Paul Heckbert
A page containing several papers on how to make fast soft shadows
Using Quaternions to Represent Rotation
A tech report with the basics on quaternions.
Fast Polygonal Approximation of Terrains and Height Fields
Michael Garland and Paul Heckbert
Several algorithms for approximating terrains and other height fields using polygonal meshes are described, compared, and optimized. These algorithms take a height field as input, typically a rectangular grid of elevation data H(x,y), and approximate it with a mesh of triangles, also known as a triangulated irregular network, or TIN. The algorithms attempt to minimize both the error and the number of triangles in the approximation. Michael Garland and Paul Heckbert.
Collision Detection and Contact Determination
M. Lin and D.Manocha
A set of papers covering the subject of collision detection using several techniques.
Provides a set of papers on Visibility-culling algorithms and Nurbs. Kenny Hoff.