Supplemental Material
- SIGGRAPH Online Bibliography Database: http://www.siggraph.org/publications/bibliographyGoogle Scholar
- Francis Hill, Computer Graphics Using OpenGL, 3rd Edition, Prentice Hall, 2006. Google ScholarDigital Library
- Edward Angel, Interactive Computer Graphics: A Top-down Approach with OpenGL, 4th Edition, Addison-Wesley, 2005. Google ScholarDigital Library
- Alan Watt, 3D Computer Graphics, 3rd Edition, Addison-Wesley, 2000. Google ScholarDigital Library
- Peter Shirley, Fundamentals of Computer Graphics, 2nd Edition, AK Peters, 2005. Google ScholarDigital Library
- Donald Hearn and Polly Baker, Computer Graphics with OpenGL, Pearson/Prentice-Hall, 2004. Google ScholarDigital Library
- Olin Lathrop, The Way Computer Graphics Works, John Wiley & Sons, 1997. Google ScholarDigital Library
- Andrew Glassner, Graphics Gems, Academic Press, 1990. Google ScholarDigital Library
- James Arvo, Graphics Gems 2, Academic Press, 1991.Google Scholar
- David Kirk, Graphics Gems 3, Academic Press, 1992.Google Scholar
- Paul Heckbert, Graphics Gems 4, Academic Press, 1994.Google Scholar
- Alan Paeth, Graphics Gems 5, Academic Press, 1995.Google Scholar
- Jim Blinn, A Trip Down the Graphics Pipeline, Morgan Kaufmann, 1996. Google ScholarDigital Library
- Jim Blinn, Dirty Pixels, Morgan Kaufmann, 1998. Google ScholarDigital Library
- David Rogers, Procedural Elements for Computer Graphics, McGraw-Hill, 1997. Google ScholarDigital Library
- SIGGRAPH Conference Final program.Google Scholar
- Michael Mortenseon, Geometric Transformations for 3D Modeling, 2nd Edition, Industrial press, 2007. Google ScholarDigital Library
- Michael Mortenson, Geometric Modeling, John Wiley & Sons, 2006. Google ScholarDigital Library
- Eric Lengyel, Mathematics for 3D Game Programming and Computer Graphics, Charles River Media, 2002. Google ScholarDigital Library
- Jean Gallier, Curves and Surfaces in Geometric Modeling, Morgan Kaufmann, 2000. Google ScholarDigital Library
- Walter Taylor, The Geometry of Computer Graphics, Wadsworth & Brooks/Cole, 1992. Google ScholarDigital Library
- Gerald Farin, Curves and Surfaces for Computer Aided Geometric Design, 3rd Edition, Academic Press, 2001. Google ScholarDigital Library
- Gerald Farin and Dianne Hansford, The Geometry Toolbox for Graphics and Modeling, AK Peters, 1998. Google ScholarDigital Library
- Joe Warren and Henrik Weimer, Subdivision Methods for Geometric Design: A Constructive Approach, Morgan Kaufmann, 2001. Google ScholarDigital Library
- Barrett O'Neil, Elementary Differential Geometry, Academic Press, 1997.Google Scholar
- Joseph O'Rourke, Computational Geometry in C, Cambridge University Press, 1996. Google ScholarDigital Library
- Christopher Hoffman, Geometric & Solid Modeling, Morgan Kaufmann, 1989.Google Scholar
- I. D. Faux and M. J. Pratt, Computational Geometry for Design and Manufacture, Ellis-Horwood, 1979. Google ScholarDigital Library
- Eric Stollnitz, Tony DeRose, and David Salesin, Wavelets for Computer Graphics, Morgan-Kaufmann, 1996. Google ScholarDigital Library
- Ronen Barzel, Physically-Based Modeling for Computer Graphics, Academic Press, 1992. Google ScholarDigital Library
- David Rogers and J. Alan Adams, Mathematical Elements for Computer Graphics, McGraw-Hill, 1989. Google ScholarDigital Library
- John Snyder, Generative Modeling for Computer Graphics and Computer Aided Design, Academic Press, 1992. Google ScholarDigital Library
- Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, and Daniel Weiskopf, Real-Time Volume Graphics, A.K. Peters, 2006. Google ScholarDigital Library
- Christopher Johnson and Charles Hansen, The Visualization Handbook, Elsevier Academic Press, 2005. Google ScholarDigital Library
- David Thompson, Jeff Braun, and Ray Ford, OpenDX: Paths to Visualization, Visualization and Imagery Solutions, Inc., 2001.Google Scholar
- Chandrajit Bajaj, Data Visualization Techniques, John Wiley & Sons, 1999.Google Scholar
- Min Chen, Arie Kaufman, and Roni Yagel, Volume Graphics, Springer-Verlag, 2000.Google Scholar
- William Schroeder, Ken Martin, and Bill Lorensen, The Visualization Toolkit, 3rd Edition, Prentice-Hall, 2004.Google Scholar
- Luis Ibanez and William Schroeder, The ITK Software Guide: The Insight Segmentation and Registration Toolkit (version 1.4), Prentice-Hall, 2003.Google Scholar
- Greg Nielson, Hans Hagen, and Heinrich Müller, Scientific Visualization: Overviews, Methodologies, Techniques, IEEE Computer Society Press, 1997.Google Scholar
- Lenny Lipton, The CrystalEyes Handbook, StereoGraphics Corporation, 1991.Google Scholar
- Brand Fortner, The Data Handbook: A Guide to Understanding the Organization and Visualization of Technical Data, Spyglass, 1992. Google ScholarDigital Library
- William Kaufmann and Larry Smarr, Supercomputing and the Transformation of Science, Scientific American Library, 1993. Google ScholarDigital Library
- Robert Wolff and Larry Yaeger, Visualization of Natural Phenomena, Springer-Verlag, 1993. Google ScholarDigital Library
- David McAllister, Stereo Computer Graphics and Other True 3D Technologies, Princeton University Press, 1993. Google ScholarDigital Library
- Peter Keller and Mary Keller, Visual Cues: Practical Data Visualization, IEEE Press, 1993. Google ScholarDigital Library
- Maureen Stone, A Field Guide to Digital Color, AK Peters, 2003. Google ScholarDigital Library
- Roy Hall, Illumination and Color in Computer Generated Imagery, Springer-Verlag, 1989. Google ScholarDigital Library
- David Travis, Effective Color Displays, Academic Press, 1991.Google Scholar
- L. G. Thorell and W. J. Smith, Using Computer Color Effectively, Prentice Hall, 1990. Google ScholarDigital Library
- Edward Tufte, The Visual Display of Quantitative Information, Graphics Press, 1983. Google ScholarDigital Library
- Edward Tufte, Envisioning Information, Graphics Press, 1990. Google ScholarDigital Library
- Edward Tufte, Visual Explanations, Graphics Press, 1997.Google Scholar
- Edward Tufte, Beautiful Evidence, Graphics Press, 2006. Google ScholarDigital Library
- Howard Resnikoff, The Illusion of Reality, Springer-Verlag, 1989. Google ScholarDigital Library
- Andrew Glassner, Principles of Digital Image Synthesis, Morgan Kaufmann, 1995. Google ScholarDigital Library
- Michael Cohen and John Wallace, Radiosity and Realistic Image Synthesis, Morgan-Kaufmann, 1993. Google ScholarDigital Library
- Andrew Glassner, An Introduction to Ray Tracing, Academic Press, 1989. Google ScholarDigital Library
- Rosalee Wolfe, 3D Graphics: A Visual Approach, Oxford Press. Google ScholarDigital Library
- Ken Joy et al, Image Synthesis, IEEE Computer Society Press, 1988.Google Scholar
- David Ebert et al, Texturing and Modeling, 2nd Edition, Academic Press, 1998. Google ScholarDigital Library
- Alan Watt and Fabio Policarpo, The Computer Image, Addison-Wesley, 1998. Google ScholarDigital Library
- Ron Brinkman, The Art and Science of Digital Compositing, Morgan Kaufmann, 1999. Google ScholarDigital Library
- John Miano, Compressed Image File Formats, Addison-Wesley, 1999. Google ScholarDigital Library
- Alan Watt and Mark Watt, Advanced Animation and Rendering Techniques, Addison-Wesley, 1998. Google Scholar
- Nadia Magnenat Thalmann and Daniel Thalmann, Interactive Computer Animation, Prentice-Hall, 1996. Google ScholarDigital Library
- Philip Hayward and Tana Wollen, Future Visions: New Technologies of the Screen, Indiana University Press, 1993.Google Scholar
- David Hodgson, Bryan Stratten, and Alice Rush, Paid to Play: An Insider's Guide to Video Game Careers, Prima, 2006. Google ScholarDigital Library
- Alan Watt and Fabio Policarpo, Advanced Game Development with Programmable Graphics Hardware, AK Peters, 2005. Google ScholarDigital Library
- Jacob Habgood and Mark Overmars, The Game Maker's Apprentice, Apress, 2006.Google Scholar
- David Eberly, 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, Morgan Kaufmann, 2006.Google Scholar
- Alan Watt and Fabio Policarpo, 3D Games: Real-time Rendering and Software Technology, Addison-Wesley, 2001.Google Scholar
- Eric Lengyel, Mathematics for 3D Game Programming and Computer Graphics, Charles River Media, 2002. Google ScholarDigital Library
- David Bourg, Physics for Game Developers, O'Reilly and Associates, 2002. Google ScholarDigital Library
- Munlo Coutinho, Dynamic Simulations of Multibody Systems, Springer Verlag, 2001. Google ScholarDigital Library
- Mark DeLoura, Game Programming Gems, Charles River Media, 2000. Google ScholarDigital Library
- Mark DeLoura, Game Programming Gems 2, Charles River Media, 2001. Google ScholarDigital Library
- Mark DeLoura, Game Programming Gems 3, Charles River Media, 2002. http://www.gamedev.net http://www.gamasutra.net Google ScholarDigital Library
- John Vince, Virtual Reality Systems, Addison-Wesley, 1995. Google ScholarDigital Library
- Gene Davis, Learning Java Bindings For OpenGL (JOGL), AuthorHouse, 2004.Google Scholar
- Andrea Ames, David Nadeau, John Moreland, The VRML 2.0 Sourcebook, John Wiley & Sons, 1997. Google ScholarDigital Library
- Bruce Eckel, Thinking in Java, Prentice-Hall, 1998. Google ScholarDigital Library
- David Flanagan, Java in a Nutshell, O'Reilly & Associates, 5th edition, 2005. Google ScholarDigital Library
- David Flanagan, Java Examples in a Nutshell, O'Reilly & Associates, 3rd edition, 2004. Google ScholarDigital Library
- Henry Sowizral, Kevin Rushforth, and Michael Deering, The Java 3D API Specification, Addison-Wesley, 1998. Google ScholarDigital Library
- Rasmus Lerdorf and Kevin Tatroe, Programming PHP, O'Reilly, 2002. Google ScholarDigital Library
- Yukihiro Matsumoto, Ruby in a Nutshell, O'Reilly, 2003. Google ScholarDigital Library
- Randi Rost, OpenGL Shading Language, Addison-Wesley, 2006 (2nd edition). Google ScholarDigital Library
- Steve Upstill, The RenderMan Companion, Addison-Wesley, 1990.Google Scholar
- Tony Apodaca and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999. Google ScholarDigital Library
- Saty Raghavachary, Rendering for Beginners: Image Synthesis using RenderMan, Focal Press, 2005. Google ScholarDigital Library
- Randima Fernando, GPU Gems, NVIDIA, 2004.Google Scholar
- Matt Pharr, Randima Fernando, GPU Gems 2, NVIDIA, 2005.Google Scholar
- Hubert Nguyen, GPU Gems 3, NVIDIA, 2007. http://www.clockworkcoders.com/oglsl Google ScholarDigital Library
- OpenGL 2.0 Reference Manual, Addison-Wesley, 2006.Google Scholar
- OpenGL 2.0 Programming Guide, Addison-Wesley, 2005 (5th edition).Google Scholar
- Tom McReynolds and David Blythe, Advanced Graphics Programming Using OpenGL, Morgan Kaufmann, 2005. Google ScholarDigital Library
- Edward Angel, OpenGL: A Primer, Addison-Wesley, 2002. Google ScholarDigital Library
- Andrew Glassner, Recreational Computer Graphics, Morgan Kaufmann, 1999. Google ScholarDigital Library
- Anne Spalter, The Computer in the Visual Arts, Addison-Wesley, 1999. Google ScholarDigital Library
- Jef Raskin, The Humane Interface, Addison-Wesley, 2000.Google Scholar
- Ben Shneiderman, Designing the User Interface, Addison-Wesley, 1997. Google ScholarDigital Library
- Clark Dodsworth, Digital Illusion, Addison-Wesley, 1997.Google Scholar
- Isaac Victor Kerlow, The Art of 3-D: Computer Animation and Imaging, 2000.Google Scholar
- Isaac Victor Kerlow and Judson Rosebush, Computer Graphics for Designers and Artists, Van Nostrand Reinhold, 1986.Google Scholar
- Mehmed Kantardzic, Data Mining: Concepts, Models, Methods, and Algorithms, Wiley, 2003. Google ScholarDigital Library
- William Press, Saul Teukolsky, William Vetterling, and Brian Flannery, Numerical Recipes in C, Second Edition, Cambridge University Press, 1997.Google Scholar
- James Skakoon and W. J. King, The Unwritten Laws of Engineering, ASME Press, 2001.Google ScholarCross Ref
Index Terms
- Introduction to SIGGRAPH and interactive computer graphics
Recommendations
Interactive computer graphics for assisting human programmers
SIGGRAPH '74: Proceedings of the 1st annual conference on Computer graphics and interactive techniquesA theory exists that a graphic "transfer function" of humans may be characterizable. A computer graphic terminal trained with an understanding of this function may be capable of identifying with a human and appreciably raising the potential quality of ...
Interactive computer graphics at Ford Motor Company
SIGGRAPH '80: Proceedings of the 7th annual conference on Computer graphics and interactive techniquesOver the past fourteen years the Ford Motor Company actively pursued the development and use of interactive computer graphics in the design and manufacture of automobiles. The success of Ford's pioneering efforts in the area of minicomputer graphics led ...
Interactive computer graphics at Ford Motor Company
Over the past fourteen years the Ford Motor Company actively pursued the development and use of interactive computer graphics in the design and manufacture of automobiles. The success of Ford's pioneering efforts in the area of minicomputer graphics led ...
Comments