%%%% -*-BibTeX-*-
%%% ====================================================================
%%%  BibTeX-file{
%%%     author          = "Nelson H. F. Beebe",
%%%     version         = "1.17",
%%%     date            = "23 August 2006",
%%%     time            = "07:43:48 MDT",
%%%     filename        = "jgraphtools.bib",
%%%     address         = "University of Utah
%%%                        Department of Mathematics, 110 LCB
%%%                        155 S 1400 E RM 233
%%%                        Salt Lake City, UT 84112-0090
%%%                        USA",
%%%     telephone       = "+1 801 581 5254",
%%%     FAX             = "+1 801 581 4148",
%%%     URL             = "http://www.math.utah.edu/~beebe",
%%%     checksum        = "64360 5000 24637 227234",
%%%     email           = "beebe at math.utah.edu, beebe at acm.org,
%%%                        beebe at computer.org (Internet)",
%%%     codetable       = "ISO/ASCII",
%%%     keywords        = "bibliography, BibTeX, Journal of Graphics
%%%                        Tools: JGT",
%%%     license         = "public domain",
%%%     supported       = "yes",
%%%     docstring       = "This is a COMPLETE bibliography of the
%%%                        quarterly Journal of Graphics Tools: JGT
%%%                        (CODEN JGTOFD, ISSN 1086-7651), which began
%%%                        with volume 1, number 1, in 1996.  The
%%%                        journal is published by
%%%
%%%                             A K Peters, Ltd.
%%%                             289 Linden Street,
%%%                             Wellesley, MA 02181
%%%                             USA
%%%                             Phone: +1 617 235 2210
%%%                             Fax:   +1 617 235 2404
%%%                             Email: akpeters at tiac.net
%%%
%%%                        and has World-Wide Web sites at
%%%
%%%                            http://www.acm.org/jgt/
%%%                            http://jgt.akpeters.com/
%%%
%%%                        where abstracts to individual articles may
%%%                        be found.  Uniform Resource Locator (URL)
%%%                        values in the bibliography entries below
%%%                        point to those abstracts.
%%%
%%%                        At version 1.17, the (complete) year coverage
%%%                        looked like this:
%%%
%%%                             1996 (  15)    2000 (  16)    2004 (  15)
%%%                             1997 (  16)    2001 (  14)    2005 (  25)
%%%                             1998 (  13)    2002 (  30)    2006 (  11)
%%%                             1999 (  18)    2003 (  16)
%%%
%%%                             Article:        189
%%%
%%%                             Total entries:  189
%%%
%%%                        Entries in this bibliography are derived
%%%                        primarily from information at the journal's
%%%                        Web site, because the journal is not
%%%                        covered by major article databases, such as
%%%                        Compendex, IEEE INSPEC, OCLC Contents1st,
%%%                        or UnCover, nor is the journal available at
%%%                        the University of Utah Marriott Library.
%%%
%%%                        In this bibliography, entries are sorted in
%%%                        publication order, using bibsort -byvolume.
%%%
%%%                        The checksum field above contains a CRC-16
%%%                        checksum as the first value, followed by the
%%%                        equivalent of the standard UNIX wc (word
%%%                        count) utility output of lines, words, and
%%%                        characters.  This is produced by Robert
%%%                        Solovay's checksum utility.",
%%%  }
%%% ====================================================================

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        Kuz-i-ora
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%%% ====================================================================
%%% Acknowledgement abbreviations:

@String{ack-nhfb = "Nelson H. F. Beebe,
                    University of Utah,
                    Department of Mathematics, 110 LCB,
                    155 S 1400 E RM 233,
                    Salt Lake City, UT 84112-0090, USA,
                    Tel: +1 801 581 5254,
                    FAX: +1 801 581 4148,
                    e-mail: \path|beebe@math.utah.edu|,
                            \path|beebe@acm.org|,
                            \path|beebe@computer.org| (Internet),
                    URL: \path|http://www.math.utah.edu/~beebe/|"}

%%% ====================================================================
%%% Journal abbreviations:

@String{j-J-GRAPHICS-TOOLS      = "Journal of Graphics Tools: JGT"}

%%% ====================================================================
%%% Bibliography entries:

@Article{Smith:1996:HMI,
  author =       "Alvy Ray Smith and Eric Ray Lyons",
  title =        "{HWB}: {A} more intuitive hue-based color model",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "1",
  pages =        "3--17",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/SmithLyons96/",
  abstract =     "The two most common color selector models, other than
                 RGB (Red-Green-Blue), are the hue-based HSV
                 (Hue-Saturation-Value) and HSL
                 (Hue-Saturation-Lightness) color models. It is shown
                 that both of these models are flawed. A closely related
                 model, HWB (Hue-Whiteness-Blackness), is introduced
                 that avoids the flaws, is slightly faster to compute,
                 and is very easy to teach to new users: Choose a hue.
                 Lighten it with white. Darken it with black. We explain
                 that lightening is not the opposite of darkening.",
  acknowledgement = ack-nhfb,
}

@Article{Bigos:1996:ABC,
  author =       "Andrew Bigos",
  title =        "Avoiding buffer clears",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "1",
  pages =        "19--20",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Bigos96/",
  abstract =     "A trick to avoid clearing a depth buffer between
                 frames of an animation.",
  acknowledgement = ack-nhfb,
}

@Article{Goldsmith:1996:MCC,
  author =       "Jeff Goldsmith and Allan S. Jacobson",
  title =        "Marching cubes in cylindrical and spherical
                 coordinates",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "1",
  pages =        "21--32",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/GoldsmithJacobson96/",
  abstract =     "Isosurface extraction is a common analysis and
                 visualization technique for three-dimensional scalar
                 data. Marching Cubes is the most commonly-used
                 algorithm for finding polygonal representations of
                 isosurfaces in such data. We extend Marching Cubes to
                 produce geometry for data sets that lie in spherical
                 and cylindrical coordinate systems as well as show the
                 steps for derivation of transformations for other
                 coordinate systems. Such data sets are very common in
                 the physical sciences, and display within their natural
                 coordinate system aids visualization considerably.",
  acknowledgement = ack-nhfb,
}

@Article{Hubbard:1996:IAR,
  author =       "Philip M. Hubbard",
  title =        "Improving accuracy in a robust algorithm for {$3$D
                 Voronoi} diagrams",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "1",
  pages =        "33--45",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Hubbard96/",
  abstract =     "This paper describes extensions to a previous
                 algorithm that robustly builds three-dimensional
                 Voronoi diagrams in the presence of inexact numerical
                 computations. The extensions improve the algorithm's
                 accuracy, making its results more nearly represent the
                 proximity properties of an ideal Voronoi diagram. In
                 empirical tests, these extensions ahve improved
                 accuracy by more than eight orders of magnitude.
                 Complete pseudocode for the algorithm appears in an
                 appendix of this paper.",
  acknowledgement = ack-nhfb,
}

@Article{Cignoni:1996:TCP,
  author =       "P. Cignoni and C. Montani and R. Scopigno",
  title =        "Triangulating convex polygons having ${T}$-vertices",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "2",
  pages =        "1--4",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/CignoniMontaniScopigno96/",
  abstract =     "A technique to triangulate planar convex polygons
                 having T-vertices is described. Simple strip or fan
                 tessellation of a polygon with T-vertices can result in
                 zero-area triangles and compromise the rendering
                 process. Our technique splits such a polygon into one
                 triangle strip and, at most, one triangle fan. The
                 technique is particularly useful in multiresolution or
                 adaptive representation of polygonal surfaces and the
                 simplification of surfaces.",
  acknowledgement = ack-nhfb,
}

@Article{Velho:1996:SEP,
  author =       "Luiz Velho",
  title =        "Simple and efficient polygonization of implicit
                 surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "2",
  pages =        "5--24",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Velho96/",
  abstract =     "This paper describes a simple and efficient
                 polygonization algorithm that gives a practical way to
                 construct adapted piecewise linear representations of
                 implicit surfaces. The method starts with a coarse
                 uniform polygonal approximation of the surface and
                 subdivides each polygon recursively according to local
                 curvature. In that way, the inherent complexity of the
                 problem is tamed by separating structuring from
                 sampling and reducing part of the full three
                 dimensional search to two dimensions.",
  acknowledgement = ack-nhfb,
}

@Article{vanOverveld:1996:HSH,
  author =       "C. W. A. M. {van Overveld} and Brian Wyvill",
  title =        "Hi-speed, hi-fi hi-lights: a fast algorithm for the
                 specular term in the {Phong} illumination model",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "2",
  pages =        "25--30",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/vanOverVeldWyvill96/",
  abstract =     "The computational effort to render images with light
                 sources and camera at infinity is less than with light
                 sources at finite distance from the illuminated
                 surface. On the other hand, in the case of an
                 infinitely remote light source and camera, planar
                 polygons don't receive highlights. In this paper, a
                 method is suggested to use the (relatively cheap)
                 infinite-distance model instead of the expensive
                 finite-distance model for the computation of
                 highlights. It works by replacing a light source at
                 finite distance by a light source at infinite distance,
                 and at the same time adjusting the normal vectors in
                 such a way that the resulting illumination pattern
                 stays the same. With these modifications, a simple
                 table look-up comes in the place of an expensive
                 computation to obtain the specular term in the standard
                 illumination model.",
  acknowledgement = ack-nhfb,
}

@Article{Mirtich:1996:FAC,
  author =       "Brian Mirtich",
  title =        "Fast and accurate computation of polyhedral mass
                 properties",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "2",
  pages =        "31--50",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Mirtich96/;
                 http://www.cs.berkeley.edu/~mirtich/massProps.html",
  abstract =     "The location of a body's center of mass, and its
                 moments and products of inertia about various axes are
                 important physical quantities needed for any type of
                 dynamic simulation or physically based modeling. We
                 present an algorithm for automatically computing these
                 quantities for a general class of rigid bodies: those
                 composed of uniform density polyhedra. The mass
                 integrals may be converted into volume integrals under
                 these assumptions, and the bulk of the paper is devoted
                 to the computation of these volume integrals. Our
                 algorithm is based on a three step reduction of the
                 volume integrals to successively simpler integrals. The
                 algorithm is designed to minimize the numerical errors
                 that can result from poorly conditioned alignment of
                 polyhedral faces. It is also designed for efficiency.
                 All required volume integrals of a polyhedron are
                 computed together during a single walk over the
                 boundary of the polyhedron; exploiting common
                 subexpressions reduces floating point operations. We
                 present numerical results detailing the speed and
                 accuracy of the algorithm, and also give a complete low
                 level pseudocode description.",
  acknowledgement = ack-nhfb,
}

@Article{Haines:1996:FLM,
  author =       "Eric Haines and Steven Worley",
  title =        "Fast, Low Memory ${Z}$-Buffering when Performing
                 Medium-Quality Rendering",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "3",
  pages =        "1--5",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/HainesWorley96/",
  abstract =     "This article presents algorithms which both improve
                 performance and decrease memory costs when using a
                 Z-buffer for medium-quality rendering. The crux of the
                 method is to perform rendering in two passes; the first
                 quickly renders only Z-depth values, the second does
                 all shading calculations. This method allows the reuse
                 of memory used to store the Z-depths and colors, as
                 only one of these two values is needed at any given
                 moment for any given pixel. It also eliminates all
                 unnecessary shading/shadowing/texturing calls, which
                 typically take the majority of computation time in
                 medium-quality algorithms.",
  acknowledgement = ack-nhfb,
}

@Article{Hutchinson:1996:RVI,
  author =       "Dave Hutchinson and Terry Hewitt",
  title =        "Rapidly Visualizing Isophotes",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "3",
  pages =        "7--12",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/HutchinsonHewitt96/",
  abstract =     "For computer aided design it is often necessary to
                 identify regions of unwanted curvature in a surface.
                 Isophotes can be used to detect first- and second-order
                 discontinuities in a surface. This paper describes a
                 method to visualize isophotes using existing hardware
                 or software display and false colour capabilities. This
                 method is faster and easier to implement than the
                 traditional approach of explicitly computing
                 isophotes.",
  acknowledgement = ack-nhfb,
}

@Article{vanOverveld:1996:BBB,
  author =       "C. W. A. M. {van Overveld} and Brian Wyvill",
  title =        "Banishing bad buckling",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "3",
  pages =        "13--28",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/vanOverVeldWyvill96b/;
                 http://www.win.tue.nl/win/cs/tt/kees/PAPERS_PS/b_buckl.ps.gz",
  abstract =     "An algorithm is presented which can be used to
                 alleviate shape artifacts (buckling) that occur with
                 interpolating spline curves or interpolating spline
                 surfaces. The algorithm consists of applying small
                 displacements to some of the vertices that are
                 interpolated. It is based on a quantitative measure for
                 the amount of buckling, and a relaxation method to
                 reduce this amount.",
  acknowledgement = ack-nhfb,
}

@Article{Gritz:1996:BGI,
  author =       "Larry Gritz and James K. Hahn",
  title =        "{BMRT}: {A} global illumination implementation of the
                 {RenderMan} standard",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "3",
  pages =        "29--47",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/GritzHahn96/",
  abstract =     "The RenderMan Interface specification proposed by
                 Pixar is a standard for communication between modeling
                 software and rendering software or devices. This
                 standard has proven very powerful and is extremely
                 popular in production work. Although the standard
                 itself claims not to specify a rendering algorithm,
                 people have speculated RenderMan and global
                 illumination are mutually incompatible.\par

                 We have implemented a rendering system which fully
                 adheres to the RenderMan Interface and uses global
                 illumination algorithms. Specifically, this
                 implementation supports progressive refinement
                 radiosity and distribution ray tracing in a two-pass
                 approach. This rendering system is widely distributed,
                 very popular, and has been used in production (three
                 properties usually not found in global illumination
                 renderers). We discuss how we overcame problems in
                 mating global illumination algorithms with the
                 RenderMan standard, and make recommendations for future
                 versions of the standard to better accommodate such
                 algorithms. We also present a summary of important
                 lessons we learned by creating and distributing this
                 tool.",
  acknowledgement = ack-nhfb,
}

@Article{Nelson:1996:TCC,
  author =       "Scott R. Nelson",
  title =        "Twelve characteristics of correct antialiased lines",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "4",
  pages =        "1--20",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Nelson96/",
  abstract =     "Many papers have been written on line antialiasing
                 algorithms. Most ignore important features that can
                 leave visible artifacts. This paper presents twelve
                 desirable characteristics of antialiased lines and
                 discusses algorithmic tradeoffs that affect each of the
                 characteristics from a behavioral perspective.
                 Accompanying color images show the differences between
                 acceptable and unacceptable behavior for each
                 characteristic. This paper provides the information
                 needed to visibly analyze how well a particular
                 antialiased line algorithm works.",
  acknowledgement = ack-nhfb,
}

@Article{Ranjan:1996:CUS,
  author =       "Vishwa Ranjan and Alain Fournier",
  title =        "Creating union of spheres models from multiple views",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "4",
  pages =        "21--39",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/RanjanFournier96/",
  abstract =     "In this paper, we present a method to obtain a {\em
                 union of spheres (UoS)\/} model of an object by
                 integrating the information obtained from different
                 views, each view created by point-sampling of the
                 visible surface of the object. The boundary points can
                 be obtained from multiple range-finder images, or by
                 ray-tracing a model of the object (if available in a
                 ray-traceable form) from different views. The algorithm
                 consists of two parts: construction and simplification.
                 The construction method is based on the Delaunay
                 tetrahedralization of points in three dimensions and
                 uses the half-space constraints imposed by the
                 visibility directions of boundary points. The
                 simplification method is based on the concept of {\em
                 sphericity}. Sphericity is a quantity that measures how
                 well a set of spheres is approximated by a single
                 sphere. This allows us to reduce the number of
                 primitives in a controlled way, while keeping the union
                 of spheres model. It can also be used to stabilize the
                 union of spheres model, i.e., to make it independent of
                 the noise in the samples or other small distortions in
                 the data. Several examples illustrate the algorithm.",
  acknowledgement = ack-nhfb,
}

@Article{Sherstyuk:1996:RTS,
  author =       "Andrei Sherstyuk",
  title =        "Ray tracing with selective visibility",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "1",
  number =       "4",
  pages =        "41--46",
  year =         "1996",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Sherstyuk96/",
  abstract =     "We propose a simple yet effective extension of the
                 ray-tracing algorithm that allows selective visibility
                 of objects for specific rays. Typically, rays are
                 classified as pixel, shadow, reflected, and
                 transmitted. We suggest adding to material descriptions
                 a visibility mask which controls how these rays
                 interact with the material. This addition can be
                 incorporated seamlessly into any ray tracer and may
                 help to generate visually interesting images.",
  acknowledgement = ack-nhfb,
}

@Article{Barzel:1997:LCC,
  author =       "Ronen Barzel",
  title =        "Lighting Controls for Computer Cinematography",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "1",
  pages =        "1--20",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Barzel97/",
  abstract =     "Lighting is an essential component of visually rich
                 cinematographic images. However, the common computer
                 graphics light source models, such as a cone-shaped
                 spotlight, are not versatile enough for
                 cinematographic-quality lighting. In this paper we
                 describe the controls and features of a light source
                 model for lighting computer graphics films. The model
                 is based on generalized light cones, emphasizing
                 independent control over the shape and texture of
                 lights and shadows. While inspired by techniques of
                 real-world cinematography, it is tailored to the needs
                 and capabilities of computer graphics. The model has
                 been used successfully in production over the past few
                 years, to light many short works and the movie {\em Toy
                 Story}.",
  acknowledgement = ack-nhfb,
}

@Article{Moller:1997:FMS,
  author =       "Tomas M{\"o}ller and Ben Trumbore",
  title =        "Fast, Minimum Storage Ray-Triangle Intersection",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "1",
  pages =        "21--28",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/MollerTrumbore97/",
  abstract =     "We present a clean algorithm for determining whether a
                 ray intersects a triangle. The algorithm translates the
                 origin of the ray and then changes the base to yield a
                 vector $(t u v)^{\tt T}$, where $t$ is the distance to
                 the plane in which the triangle lies and $(u,v)$
                 represents the coordinates inside the triangle.",
  acknowledgement = ack-nhfb,
}

@Article{Nelson:1997:HQH,
  author =       "Scott R. Nelson",
  title =        "High quality hardware line antialiasing",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "1",
  pages =        "29--46",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Nelson97/",
  abstract =     "The graphics community has understood line
                 antialiasing reasonably well for many years. Many
                 papers have been written on the subject, but none of
                 them have offered a complete solution. This paper
                 explains all of the details of a well behaved hardware
                 algorithm used in the SparcStation ZX that, although
                 imperfect, works very well in practice. The paper
                 discusses tradeoffs at each point and the reasoning
                 that went into the decisions that were made.",
  acknowledgement = ack-nhfb,
}

@Article{Telea:1997:COB,
  author =       "A. C. Telea and C. W. A. M. van Overveld",
  title =        "The Close Objects Buffer: {A} Sharp Shadow Detection
                 Technique for Radiosity Methods",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "2",
  pages =        "1--8",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/TeleaVanOverveld97/",
  abstract =     "Detecting sharp illumination variations such as shadow
                 boundaries is an important problem for radiosity
                 methods. Such illumination variations are captured
                 using a nonuniform mesh that refines the areas
                 exhibiting high illumination gradients. Nonuniform
                 meshing techniques like discontinuity meshing often
                 rely on shadow casting, and as a result their
                 application is computationally expensive. This paper
                 presents a sharp shadow detection technique for
                 radiosity tools based on the progressive refinement
                 method. The presented technique offers good results
                 (especially for capturing sharp shadows cast by small
                 `detail' objects), is very simple to implement, has
                 negligible time and space requirements, and integrates
                 well with other adaptive subdivision strategies in a
                 radiosity tool based on progressive refinement.",
  acknowledgement = ack-nhfb,
}

@Article{Wong:1997:SHH,
  author =       "Tien-Tsin Wong and Wai-Shing Luk and Pheng-Ann Heng",
  title =        "Sampling with {Hammersley} and {Halton} Points",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "2",
  pages =        "9--24",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/WongLukHeng97/",
  abstract =     "The Hammersley and Halton point sets, two well known
                 low discrepancy sequences, have been used for
                 quasi-Monte Carlo integration in previous research. A
                 deterministic formula generates a uniformly distributed
                 and stochastic-looking sampling pattern, at low
                 computational cost. The Halton point set is also useful
                 for incremental sampling. In this paper, we discuss
                 detailed implementation issues and our experience of
                 choosing suitable bases of the point sets, not just on
                 the $2$D plane, but also on a spherical surface. The
                 sampling scheme is also applied to ray tracing, with a
                 significant improvement in error.",
  acknowledgement = ack-nhfb,
}

@Article{Moller:1997:FTT,
  author =       "Tomas M{\"o}ller",
  title =        "A Fast Triangle-Triangle Intersection Test",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "2",
  pages =        "25--30",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Moller97/",
  abstract =     "This paper presents a method, along with some
                 optimizations, for computing whether or not two
                 triangles intersect. The code, which is shown to be
                 fast, can be used, for example, in collision detection
                 algorithms.",
  acknowledgement = ack-nhfb,
}

@Article{Chung:1997:RRS,
  author =       "A. J. Chung and A. J. Field",
  title =        "Rendering Radiosity Solutions by Adaptive Gathering",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "2",
  pages =        "31--44",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/ChungField97/",
  abstract =     "The radiosity method is a finite element global
                 illumination technique that usually involves the
                 discretization of the environment being modeled and
                 estimating the light transported between the resulting
                 elements. The computed result, a collection of patches
                 and their estimated radiances, does not produce a very
                 realistic image and often the reconstruction of the
                 illuminance functions over each visible surface is
                 necessary. The more sophisticated of these
                 reconstruction techniques perform a local gathering
                 step at closely spaced sample points, typically one per
                 pixel. This paper describes an algorithmic framework
                 for implementing this final gathering pass that allows
                 one to adaptively control the spacing of sample points
                 in order to minimize the number of computationally
                 expensive local gather operations while still achieving
                 a rendered image of acceptable quality.\par The basic
                 algorithm is independent of the method by which the
                 global illumination solution is obtained but can easily
                 be tuned for specific models and surfaces. The method
                 is also easily extended to allow the shading of curved
                 surfaces within a radiosity environment.",
  acknowledgement = ack-nhfb,
}

@Article{vanOverveld:1997:DGM,
  author =       "C. W. A. M. {van Overveld} and M. G. J. R. Stalpers",
  title =        "Deforming Geometric Models Based on a Polygonal
                 Skeleton Mesh",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "3",
  pages =        "1--14",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/StalpersVanOverveld97/",
  abstract =     "A technique is presented for the deformation of a
                 given geometric model (to be called: the skin) by means
                 of a polygonized skeleton model. It is based on
                 recognition of similarities in shape between these
                 models by means of a method called dual-connectivity
                 search. The technique uses these similarities in shape
                 to define a semantic relation between the skeleton and
                 the skin such that a smooth deformation for the skin is
                 generated, that resembles, and is derived from, a
                 deformation of the skeleton.",
  acknowledgement = ack-nhfb,
}

@Article{Cignoni:1997:CAG,
  author =       "P. Cignoni and C. Montani and R. Scopigno",
  title =        "Computer-Assisted Generation of Bas- and
                 High-Reliefs",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "3",
  pages =        "15--28",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/CignoniMontaniScopigno97/",
  abstract =     "This paper proposes a computer-oriented interpretation
                 of the laws ruling the elevation of figures in bas- or
                 high-relief sculptures. It presents some simple
                 algorithms and a prototypical, public-domain software
                 tool for the generation of three-dimensional bas- and
                 high-reliefs starting from three-dimensional surface
                 models.",
  acknowledgement = ack-nhfb,
}

@Article{Bailey:1997:ETD,
  author =       "Michael Bailey and Dru Clark",
  title =        "Encoding Three-Dimensional Surface Information in a
                 Texture Vector",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "3",
  pages =        "29--35",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/BaileyClark97/",
  abstract =     "This paper describes a novel use of texture mapping.
                 Surface information, in this case the surface normal,
                 is used as the texture coordinates. As we rotate the
                 object, the color pattern on its surfaces fluctuates
                 based on its surface normal orientation in world space.
                 The result is a fast human-in-the-loop interactive
                 system for optimizing mechanical part orientation for
                 fabrication.",
  acknowledgement = ack-nhfb,
}

@Article{Xiang:1997:TPC,
  author =       "Zhigang Xiang",
  title =        "A Tri-Plane Cursor",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "3",
  pages =        "37--43",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Xiang97/",
  abstract =     "Interactive three-dimensional editing requires
                 visualization techniques that help the user gauge
                 position and shape. This paper describes the use of a
                 tri-plane cursor to provide correlated cursor/object
                 position and surface-shape feedback. These visual cues
                 are generated dynamically by three cursor planes in the
                 form of contours and shading variations.",
  acknowledgement = ack-nhfb,
}

@Article{Shirley:1997:LDM,
  author =       "Peter Shirley and Kenneth Chiu",
  title =        "A Low Distortion Map Between Disk and Square",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "3",
  pages =        "45--52",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/ShirleyChiu97/",
  abstract =     "This paper presents a map between squares and disks
                 that associates concentric squares with concentric
                 circles. This map preserves adjacency and fractional
                 area, and has proven useful in many sampling
                 applications where correspondences must be maintained
                 between the two shapes. The paper also provides code to
                 compute the map that minimizes branching and is robust
                 for all inputs. Finally, it extends the map to the
                 hemisphere. Though this map has been used in
                 publications before, details of its computation have
                 never previously been published.",
  acknowledgement = ack-nhfb,
}

@Article{vandenBergen:1997:ECD,
  author =       "Gino van den Bergen",
  title =        "Efficient Collision Detection of Complex Deformable
                 Models using {AABB} Trees",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "4",
  pages =        "1--14",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/vanDenBergen97/",
  abstract =     "We present a scheme for exact collision detection
                 between complex models undergoing rigid motion and
                 deformation. The scheme relies on a hierarchical model
                 representation using axis-aligned bounding boxes
                 (AABBs). Recent work has shown that AABB trees are
                 slower than oriented bounding box (OBB) trees for
                 performing overlap tests. In this paper, we describe a
                 way to speed up overlap tests between AABBs, such that
                 for collision detection of rigid models, the difference
                 in performance between the two representations is
                 greatly reduced. Furthermore, we show how to update an
                 AABB tree quickly as a model is deformed. We thus find
                 AABB trees to be the method of choice for collision
                 detection of complex models undergoing deformation. In
                 fact, because they are not much slower to test, are
                 faster to build, and use less storage than OBB trees,
                 AABB trees might be a reasonable choice for rigid
                 models as well.",
  acknowledgement = ack-nhfb,
}

@Article{Havran:1997:FRB,
  author =       "Vlastimil Havran and Tomas Kopal and Jiri Bittner and
                 Jiri Zara",
  title =        "Fast Robust {BSP} Tree Traversal Algorithm for Ray
                 Tracing",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "4",
  pages =        "15--24",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/HavranKopalBittnerZara97/",
  abstract =     "An orthogonal BSP (binary space partitioning) tree is
                 a commonly used spatial subdivision data structure for
                 ray tracing acceleration. While the construction of a
                 BSP tree takes a relatively short time, the efficiency
                 of a traversal algorithm significantly influences the
                 overall rendering time. We propose a new fast traversal
                 algorithm based on statistical evaluation of all
                 possible cases occurring during traversing a BSP tree.
                 More frequent cases are handled simply, while less
                 frequent ones are more computationally expensive. The
                 proposed traversal algorithm handles all singularities
                 correctly. The algorithm saves from 30\% up to 50\% of
                 traversal time comparing with the commonly-known Sung
                 and Arvo algorithms.",
  acknowledgement = ack-nhfb,
}

@Article{Held:1997:ECE,
  author =       "Martin Held",
  title =        "{ERIT}: {A} Collection of Efficient and Reliable
                 Intersection Tests",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "4",
  pages =        "25--44",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Held97/",
  abstract =     "We describe ERIT, a collection of C routines for
                 efficiently and reliably handling intersection queries
                 between pairs of primitive objects in three dimensions.
                 ERIT supports intersection queries between the
                 following pairs of primitives: triangle/line-segment,
                 triangle/triangle, sphere/line-segment,
                 sphere/triangle, cylinder/line-segment,
                 cylinder/triangle, cylinder/sphere, cone/line-segment,
                 cone/triangle, toroid/line-segment, toroid/triangle,
                 and sphere/sphere. All intersection routines are based
                 on standard ``epsilon-based'' floating-point
                 arithmetic. Practical tests have proved that ERIT's
                 routines are efficient and reliable, and we provide
                 performance statistics for three widely-used hardware
                 platforms.",
  acknowledgement = ack-nhfb,
}

@Article{vanOverveld:1997:CWS,
  author =       "C. W. A. M. {van Overveld}",
  title =        "Color Waves: {A} Simple Heuristic for Choosing False
                 Colors",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "2",
  number =       "4",
  pages =        "45--50",
  year =         "1997",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/vanOverveld97/",
  abstract =     "A simple heuristic is presented for choosing false
                 colors for visualizing scalar functions on
                 two-dimensional domains. The color scheme allows
                 inspection of the function on several length scales
                 simultaneously.",
  acknowledgement = ack-nhfb,
}

@Article{Johannsen:1998:CBC,
  author =       "Andreas Johannsen and Michael B. Carter",
  title =        "Clustered Backface Culling",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "1",
  pages =        "1--14",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/JohannsenCarter98/",
  abstract =     "This paper presents a simple, practical, and effective
                 backface-culling technique for clusters of polygons, as
                 well as a method for generating efficient clusters from
                 a set of triangle strips. The cluster-backface test is
                 directly derived from the traditional single-polygon
                 test, and has about the same complexity. Memory
                 requirements are 40 bytes per test. Cluster-backface
                 tests may be arranged hierarchically, and frontface
                 tests added for symmetry. Experiments show graphics
                 performance improvements of up to 50 percent in terms
                 of the number of effective polygons rendered per
                 second.",
  acknowledgement = ack-nhfb,
}

@Article{Larson:1998:LEF,
  author =       "Gregory Ward Larson",
  title =        "{LogLuv} Encoding for Full-Gamut, High-Dynamic Range
                 Images",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "1",
  pages =        "15--31",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Larson98/",
  abstract =     "The human eye can accommodate luminance in a single
                 view over a range of about 10,000:1 and is capable of
                 distinguishing about 10,000 colors at a given
                 brightness. By comparison, typical computer monitors
                 have a luminance range less than 100:1 and cover about
                 half of the visible color gamut. Despite this
                 difference, most digital image formats are geared to
                 the capabilities of conventional displays, rather than
                 the characteristics of human vision. In this paper, we
                 propose a compact encoding suitable for the transfer,
                 manipulation, and storage of high-dynamic range color
                 images. This format is a replacement for conventional
                 RGB images, and encodes color pixels as log luminance
                 values and CIE $(u',v')$ chromaticity coordinates. We
                 have implemented and distributed this encoding as part
                 of teh standard TIFF I/O library available by anonymous
                 ftp. After explaining our encoding, we describe its use
                 within TIFF and present some techniques for handling
                 high-dynamic range pixels, and demonstrate with an
                 example image.",
  acknowledgement = ack-nhfb,
}

@Article{Max:1998:OPV,
  author =       "Nelson Max",
  title =        "A One-Pass Version of Two-Pass Image Resampling",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "1",
  pages =        "33--41",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Max98/",
  abstract =     "The intermediate storage and memory access for the
                 first-pass output of the Catmull-Smith two-pass image
                 resampling are eliminated by feeding output directly to
                 the second apss as soon as it is computed. The
                 algorithm reads input and intermediate data
                 sequentially, so that it is suitable for efficient
                 hardware or software implementation on modern,
                 cache-based computers.",
  acknowledgement = ack-nhfb,
}

@Article{Thurmer:1998:CVN,
  author =       "Grit Th{\"u}rmer and Charles A. W{\"u}thrich",
  title =        "Computing Vertex Normals from Polygonal Facets",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "1",
  pages =        "43--46",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/ThurmerWuthrich98/",
  abstract =     "The method most commonly used to estimate the normal
                 vector at a vertex of a polygonal surface averages the
                 normal vectors of the facets incident to the vertex
                 considered. The vertex normal obtained in this way may
                 vary depending on the tessellation of the polygonal
                 surface since the normal of each incident facet
                 contributes equally to the normal in the vertex. To
                 overcome this drawback, we extend the method so that it
                 also incorporates the geometric contribution of each
                 facet, consider the angle under which a facet is
                 incident to the vertex in question.",
  acknowledgement = ack-nhfb,
}

@Article{Smits:1998:EIR,
  author =       "Brian Smits",
  title =        "Efficiency Issues for Ray Tracing",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "2",
  pages =        "1--14",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Smits98/",
  abstract =     "Ray casting is the bottleneck of many rendering
                 algorithms. Although much work has been done on making
                 ray casting more efficient, most published work is high
                 level. This paper discusses efficiency at a slightly
                 lower level, presenting optimizations for
                 bounding-volume hierarchies that many people use but
                 are rarely described in the literature. A set of
                 guidelines for optimization are presented that avoid
                 some of the common pitfalls. Finally, the effects of
                 the optimizations are shown for a set of models.",
  acknowledgement = ack-nhfb,
}

@Article{Woo:1998:CTS,
  author =       "Andrew Woo",
  title =        "Chordlength Texturing of Spline Surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "2",
  pages =        "15--19",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Woo98/",
  abstract =     "This paper presents an inexpensive way to provide
                 (s,t) texture coordinates of a spline surface that
                 mitigates texture compression and stretching artifacts.
                 The approach employs a chordlength approximation based
                 on the original spline-surface parameterization. Its
                 success can be seen in existing Alias|Wavefront
                 renderers since 1991.",
  acknowledgement = ack-nhfb,
}

@Article{VanGelder:1998:ASE,
  author =       "Allen {Van Gelder}",
  title =        "Approximate Simulation of Elastic Membranes by
                 Triangulated Spring Meshes",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "2",
  pages =        "21--41",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/VanGelder98/",
  abstract =     "Spring meshes have been used to model elastic material
                 in computer graphics, with skin, textiles, and soft
                 tissue being typical applications. A spring mesh is a
                 system of vertices and edges, possibly with highly
                 irregular geometry, in which each edge is a spring, and
                 springs are connected by ``pin-joints''
                 (``gimbal-joints'' in three dimensions) at the
                 vertices. This method is computationally attractive,
                 compared to some alternatives. Given a specified set of
                 elastic material properties, however, the question of
                 whether a particular spring mesh accurately simulates
                 those properties has been largely ignored in the
                 literature. Additionally, previous reports on the
                 technique are silent on the subject of assigning
                 stiffness to the various springs. This paper shows that
                 assigning the same stiffness to all springs fails to
                 simulate a uniform elastic membrane, for equilibrium
                 calculations. A formula for spring stuffness that
                 provides a more accurate simulation is then derived. In
                 its simplest form, this formula specifies that
                 stiffness varies as triangle area over edge length
                 squared. Its accuracy is demonstrated on test and
                 practical mesh examples. It is also shown that, in
                 general, an exact simulation is not possible.",
  acknowledgement = ack-nhfb,
}

@Article{Bailey:1998:UCO,
  author =       "Michael Bailey and Dru Clark",
  title =        "Using {ChromaDepth} to Obtain Inexpensive Single-image
                 Stereovision for Scientific Visualization",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "3",
  pages =        "1--9",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/BaileyClark98/",
  abstract =     "Stereographics is an effective way to enhance insight
                 in three-dimensional scientific visualization. This is
                 especially true for visualizations consisting of
                 complex geometry, such as molecular studies, or where
                 one data set needs to be registered against another,
                 such as in earth science. But, as effective as it is,
                 stereoviewing sees only limited use in scientific
                 visualization because of the difficulty and expense of
                 creating images that everyone can see. This paper
                 demonstrates how a low-end, inexpensive viewing
                 technique can be used as a ``quick trick'' to produce
                 many of the same effects as high-end stereoviewing. Not
                 only is this technique easy to view and easy to
                 publish, it is easy to create. This paper shows how
                 standard OpenGL features can be used to create such
                 images, both statically and interactively.",
  acknowledgement = ack-nhfb,
}

@Article{Feng:1998:ABS,
  author =       "Jieqing Feng and Pheng-Ann Heng and Tien-Tsin Wong",
  title =        "Accurate {B}-spline Free-Form Deformation of Polygonal
                 Objects",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "3",
  pages =        "11--27",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/FengHengWong98/",
  abstract =     "Free-form deformation is an important geometric shape
                 modification method in computer animation and geometric
                 modeling. We explore it by means of functional
                 composition via shifting operators. Our method takes a
                 polygonal model as input but yields a curved model
                 described by triangular B{\'e}zier patches as output.
                 The proposed method solves the sampling problem of
                 free-form deformation.",
  acknowledgement = ack-nhfb,
}

@Article{Grassia:1998:PPR,
  author =       "F. Sebastian Grassia",
  title =        "Practical Parameterization of Rotations Using the
                 Exponential Map",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "3",
  pages =        "29--48",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Grassia98/",
  abstract =     "Parameterizing three degree-of-freedom (DOF) rotations
                 is difficult to do well. Many graphics applications
                 demand that we be able to compute and differentiate
                 positions and orientations of articulated figures with
                 respect to their rotational (and other) parameters, as
                 well as integrate differential equations, optimize
                 rotation parameters, and interpolate orientations.
                 Widely used parameterizations such as Euler angles and
                 quaternions are well suited to only a few of these
                 operations. The exponential map maps a vector in $R^3$
                 describing the axis and magnitude of a three-DOF
                 rotation to the corresponding rotation. Several
                 graphics researchers have applied it with limited
                 success to interpolation of orientations, but it has
                 been virtually ignored with respect to the other
                 operations mentioned above. In this paper we present
                 formulae for computing, differentiating, and
                 integrating three-DOF rotations with the exponential
                 map. We show that our formulation is numerically stable
                 in the face of machine precision issues, and that for
                 most applications all singularities in the map can be
                 avoided through a simple technique of dynamic
                 reparameterization. We demonstrate how to use the
                 exponential map to solve both the ``freely rotating
                 body'' problem and the important ball-and-socket joint
                 required to accurately model shoulder and hip joints in
                 articulated figures. Examining several common graphics
                 applications, we explain the benefits of our
                 formulation of the exponential map over Euler angles
                 and quaternions, including robustness, small state
                 vectors, lack of explicit constraints, good modeling
                 capabilities, simplicity of solving ordinary
                 differential equations, and good interpolation
                 behavior.",
  acknowledgement = ack-nhfb,
}

@Article{Campagna:1998:DES,
  author =       "Swen Campagna and Leif Kobbelt and Hans-Peter Seidel",
  title =        "Directed Edges --- {A} Scalable Representation for
                 Triangle Meshes",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "4",
  pages =        "1--12",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/CampagnaKobbeltSeidel98/",
  abstract =     "In a broad range of computer graphics applications,
                 the representation of geometric shape is based on
                 triangle meshes. General purpose data structures for
                 polygonal meshes typically provide fast access to
                 geometric objects (e.g., points) and topological
                 entities (e.g., neighborhood relationships) but the
                 memory requirements are rather high due to the many
                 special configurations. In this paper, we present a new
                 data structure which is specifically designed for
                 triangle meshes. The data structure enables the
                 programmer to trade memory for access time by either
                 storing internal references explicitly, or by
                 reconstructing them locally on demand. The trade-off
                 can be hidden from the programmer by an object-oriented
                 API and can automatically adapt to the available
                 hardware resources or the complexity of the mesh
                 (scalability).",
  acknowledgement = ack-nhfb,
}

@Article{Fu:1998:TBV,
  author =       "Chi-Wing Fu and Tien-Tsin Wong and Pheng-Ann Heng",
  title =        "Triangle-Based View Interpolation without
                 Depth-Buffering",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "4",
  pages =        "13--31",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/FuWongHeng98/",
  abstract =     "In this paper, we propose a triangle-based view
                 interpolation algorithm that can correctly resolve the
                 visibility problem without depth-buffering. The
                 algorithm is especially useful when depth information
                 is not available, such as in the case of real-world
                 photographs. By subdividing the reference image into
                 variable-sized triangles, view interpolation can be
                 done efficiently using existing graphics hardware. We
                 derive the drawing order between each pair of
                 neighboring triangles from the epipolar geometry. Using
                 this drawing order, a graph can be built and
                 topological sorting is applied on the graph to obtain
                 the complete drawing order of all triangles in linear
                 time.",
  acknowledgement = ack-nhfb,
}

@Article{Chen:1998:FVT,
  author =       "Hongsheng Chen and Shiaofen Fang",
  title =        "Fast Voxelization of Three-Dimensional Synthetic
                 Objects",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "3",
  number =       "4",
  pages =        "33--45",
  year =         "1998",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/ChenFang98/",
  abstract =     "This paper presents a new approach to the voxelization
                 of three-dimensional synthetic objects. It makes use of
                 existing graphics hardware on standard graphics
                 workstations, such as the polygon-based geometry engine
                 and frame buffer operations, and is able to generate
                 the voxel-based volume representations of general
                 curves, surfaces, or solid objects efficiently. On a
                 workstation with hardware-supported texture mapping,
                 the voxelization result may also be written directly to
                 the three-dimensional texture memory as a
                 three-dimensional texture object, and interactively
                 rendered by the three-dimensional texture-mapping
                 hardware. This approach provides a practical solution
                 to the interactive manipulations of geometric objects
                 within a volume graphics framework.",
  acknowledgement = ack-nhfb,
}

@Article{Wang:1999:NMP,
  author =       "Wencheng Wang and Yanyun Chen and Enhua Wu",
  title =        "A New Method for Polygon Edging on Shaded Surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "1",
  pages =        "1--10",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/WangChenWu99/",
  abstract =     "Wireframe and shaded surfaces are often rendered
                 together to reap the advantages of both methods.
                 However, existing methods for such a combination can
                 lead to edge stitching and/or draw edges of polygons
                 that are behind other polygons; the Z-buffer comparison
                 widely used in existing methods is not very suitable
                 for the task. In this paper, a new method without a
                 Z-buffer comparison is proposed. Using this proposed
                 method, the correspondence between edges and polygons
                 is examined and the occluding relation between polygons
                 is used to decide if a pixel of an edge is to be drawn.
                 Thus, the problems caused by Z-buffer comparisons are
                 eliminated, and high-quality wireframe-overlayed shaded
                 surfaces can be rendered.",
  acknowledgement = ack-nhfb,
}

@Article{Wan:1999:OIV,
  author =       "Ming Wan and Arie Kaufman and Steve Bryson",
  title =        "Optimized Interpolation for Volume Ray Casting",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "1",
  pages =        "11--24",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/WanKaufmanBryson99/",
  abstract =     "An acceleration technique using bilinear and
                 simplified trilinear interpolation which reduces the
                 amount of interpolation computation during the ray
                 sampling procedure of the volume ray casting algorithm
                 is described. It has several characteristics: It is
                 applicable to both perspective projection and parallel
                 projection; it uses almost no extra space and
                 processing power; there is no noticeable sacrifice of
                 image quality; and more importantly, it can be easily
                 applied to existing ray casting optimizations to
                 further improve their efficiency. In addition, an
                 adaptive depth-sampling optimization has been developed
                 based on our technique, which serves as an effective
                 approach to meet the frame rate demand of time-critical
                 visualization environment. Experimental results show
                 that a rendering rate of more than ten frames per
                 second has been achieved on a 16-processor SGI Power
                 Challenge.",
  acknowledgement = ack-nhfb,
}

@Article{Karabassi:1999:ITC,
  author =       "Evaggelia-Aggeliki Karabassi and Georgios Papaioannou
                 and Theoharis Theoharis",
  title =        "Intersection Test for Collision Detection in Particle
                 Systems",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "1",
  pages =        "25--37",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/KarabassiEtAl99/",
  abstract =     "We present a method for detecting collisions between a
                 system of spherical particles and an environment
                 composed of triangles. The proposed algorithm takes
                 into account each particle's volume and is based on an
                 intersection test between a triangle and a cylinder
                 with spherical caps (the trajectory of a particle). The
                 algorithm also efficiently calculates a close estimate
                 of the point of intersection, which is necessary for
                 collision detection.",
  acknowledgement = ack-nhfb,
}

@Article{Wang:1999:MSR,
  author =       "Changyaw Wang and Kelvin Sung",
  title =        "Multi-Stage {$N$}-rooks Sampling Method",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "1",
  pages =        "39--47",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/WangSung99/",
  abstract =     "In many graphics tasks, such as pixel antialiasing, a
                 set of spatially ``uniform'' samples must be generated
                 on a unit square. Some algorithms attempt to create
                 sets of samples whose $x$ and $y$ coordinates are each
                 themselves uniform, while making sure that the samples
                 are also uniform in two dimensions. However, this is
                 hard to do if the number of samples is not a perfect
                 square. In this paper, we introduce a new sampling
                 strategy which generates any number of uniform
                 two-dimensional samples while maintaining uniformity in
                 $x$ and $y$ as well.",
  acknowledgement = ack-nhfb,
}

@Article{Max:1999:WCV,
  author =       "Nelson Max",
  title =        "Weights for Computing Vertex Normals from Facet
                 Normals",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "2",
  pages =        "1--6",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Max99/",
  abstract =     "I propose a new equation to estimate the normal at a
                 vertex of a polygonal approximation to a smooth
                 surface, as a weighted sum of the normals to the facets
                 surrounding the vertex. The equation accounts for the
                 difference in size of these facets by assigning larger
                 weights for smaller facets. When tested on random cubic
                 polynomial surfaces, the equation is superior to other
                 popular weighting methods.",
  acknowledgement = ack-nhfb,
}

@Article{vandenBergen:1999:FRG,
  author =       "Gino van den Bergen",
  title =        "A Fast and Robust {GJK} Implementation for Collision
                 Detection of Convex Objects",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "2",
  pages =        "7--25",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/vanDenBergen99/",
  abstract =     "This paper presents an implementation of the
                 Gilbert-Johnson-Keerthi algorithm for computing the
                 distance between convex objects, that has improved
                 performance, robustness, and versatility over earlier
                 implementations. The algorithm presented here is
                 especially suitable for use in collision detection of
                 objects modeled using various types of geometric
                 primitives, such as boxes, cones, and spheres, and
                 their images under affine transformation.",
  acknowledgement = ack-nhfb,
}

@Article{Zhang:1999:DIB,
  author =       "Hansong Zhang",
  title =        "A Derivation of Image-Based Rendering for Conventional
                 Three-Dimensional Graphics",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "2",
  pages =        "27--36",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Zhang99/",
  abstract =     "Image-based rendering generates images from one or
                 more known images without explicit geometric
                 representation of objects. This paper presents a
                 derivation of the pixel transformations for
                 three-dimensional image warping, a popular form of
                 image-based rendering. The derivation is based entirely
                 on traditional three-dimensional graphics terminology,
                 using only 4~x~4 matrices. The transformations are
                 optimized based on the fact that transformations of
                 adjacent pixels share much common computation.
                 Derivatives and frame-to-frame coherence are also
                 discussed.",
  acknowledgement = ack-nhfb,
}

@Article{Schmalstieg:1999:FPA,
  author =       "Dieter Schmalstieg and Robert F. Tobler",
  title =        "Fast Projected Area Computation for Three-Dimensional
                 Bounding Boxes",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "2",
  pages =        "37--43",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/SchmalstiegTobler99/",
  abstract =     "The area covered by a three-dimensional bounding box
                 after projection onto the screen is relevant for
                 view-dependent algorithms in real-time and
                 photorealistic rendering. We describe a fast method to
                 compute the accurate two-dimensional area of a
                 three-dimensional oriented bounding box, and show how
                 it can be computed equally fast or faster than its
                 approximation with a two-dimensional bounding box
                 enclosing the projected three-dimensional bounding
                 box.",
  acknowledgement = ack-nhfb,
}

@Article{Christensen:1999:FPM,
  author =       "Per H. Christensen",
  title =        "Faster Photon Map Global Illumination",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "3",
  pages =        "1--10",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Christensen99/",
  abstract =     "The photon map method is an extension of ray tracing
                 that makes it able to efficiently compute caustics and
                 soft indirect illumination on surfaces and in
                 participating media. This paper describes a method to
                 further speed up the computation of soft indirect
                 illumination (diffuse-diffuse light transport such as
                 color bleeding) on surfaces. The speed-up is based on
                 the observation that the many look-ups in the global
                 photon map during final gathering can be simplified by
                 precomputing local irradiance values at the photon
                 positions. Our tests indicate that the calculation of
                 soft indirect illumination during rendering, which is
                 the most time-consuming part, can be sped up by a
                 factor of 5--7 in typical scenes at the expense of (1)
                 a precomputation that takes about 2\%--5\% of the time
                 saved during rendering and (2) a 28\% increase of
                 memory use.",
  acknowledgement = ack-nhfb,
}

@Article{Teller:1999:DLT,
  author =       "Seth Teller and Michael Hohmeyer",
  title =        "Determining the Lines Through Four Lines",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "3",
  pages =        "11--22",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/TellerHohmeyer99/",
  abstract =     "This paper describes how to compute the line or lines
                 which intersect four given lines in three dimensions.
                 This intersection computation arises in computer
                 graphics (for visibility computations), computational
                 geometry (for line traversals), and computer vision
                 (for object recognition).\par

                 Given four distinct lines in three dimensions, there
                 exist zero, one, two, or various infinities of lines
                 intersecting the given lines. We use Pl{\"u}cker
                 coordinatization of lines to cast this problem as a
                 null-space computation in five dimensions, and show how
                 the singular value decomposition (SVD) yields a simple,
                 stable characterization of the incident lines, and an
                 efficient algorithm to determine them.\par

                 Finally, we enumerate the types of input degeneracies
                 that may arise, show how to detect each type in
                 practice, and describe for each case the solution set
                 of lines that arises.",
  acknowledgement = ack-nhfb,
}

@Article{Keating:1999:ESA,
  author =       "Brett Keating",
  title =        "Efficient Shadow Antialiasing Using an {$A$}-Buffer",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "3",
  pages =        "23--33",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Keating99/",
  abstract =     "The Z-buffer shadow algorithm is a popular method for
                 producing hard shadows. However, antialiasing of the
                 shadow edges is necessary. This paper provides a new
                 technique for antialiasing of shadow edges that is
                 based on the A-buffer hidden-surface algorithm, which
                 uses bitmasks to describe the area of a pixel occupied
                 by an object. Compared to percentage-closer filtering,
                 which is the standard method for antialiasing shadow
                 edges, the new technique is much faster and has no
                 noisiness present in the blurred regions.",
  acknowledgement = ack-nhfb,
}

@Article{McCormick:1999:DAB,
  author =       "Patrick S. McCormick and Charles Hansen and Edward
                 Angel",
  title =        "The Deferred Accumulation Buffer",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "3",
  pages =        "35--46",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/McCormickHansenAngel99/",
  abstract =     "A well-known disadvantage of using the Z-buffer
                 algorithm for medium-quality rendering is the overhead
                 associated with shading, shadowing, and texturing
                 pixels that do not contribute to the final image. This
                 problem may be avoided by deferring shading
                 calculations until the end of the rendering pipeline.
                 In this paper, we review two approaches to deferred
                 shading, discuss how to handle transparency, and then
                 extend these ideas to implement a deferred accumulation
                 buffer.",
  acknowledgement = ack-nhfb,
}

@Article{Moller:1999:EBM,
  author =       "Tomas M{\"o}ller and John F. Hughes",
  title =        "Efficiently Building a Matrix to Rotate One Vector to
                 Another",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "1--4",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/MollerHughes99/",
  abstract =     "We describe an efficient (no square roots or
                 trigonometric functions) method to construct the
                 $3\times3$ matrix that rotates a unit vector {\bf f}
                 into another unit vector {\bf t}, rotating about the
                 axis {\bf f} $\times$ {\bf t}. We give experimental
                 results showing this method is faster than previously
                 known methods. An implementation in C is provided.",
  acknowledgement = ack-nhfb,
}

@Article{Karabassi:1999:FDB,
  author =       "Evaggelia-Aggeliki Karabassi and Georgios Papaioannou
                 and Theoharis Theoharis",
  title =        "A Fast Depth-Buffer-Based Voxelization Algorithm",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "5--10",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/KarabassiEtAl99b/",
  abstract =     "This paper presents a fast and easy to implement
                 voxelization algorithm, which is based on the z-buffer.
                 Unlike most existing methods, our approach is suitable
                 both for polygonal and analytical objects. The
                 efficiency of the method is independent of the object
                 complexity and can be accelerated by taking advantage
                 of widely available, low-cost hardware.",
  acknowledgement = ack-nhfb,
}

@Article{Smits:1999:RSC,
  author =       "Brian Smits",
  title =        "An {RGB}-to-Spectrum Conversion for Reflectances",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "11--22",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Smits99/",
  abstract =     "This paper presents a solution to the problem of using
                 RGB data created by most modeling systems in a
                 spectrally-based renderer. It differs from previous
                 methods in that it attempts to create physically
                 plausible spectra for reflectances. The method searches
                 the metamer space for a spectrum that best fits a set
                 of criteria. The results are used in an algorithm that
                 is simple and efficient enough to be used within the
                 rendering process for both importing models and for
                 texture mapping.",
  acknowledgement = ack-nhfb,
}

@Article{Boyles:1999:SBV,
  author =       "Michael Boyles and Shiaofen Fang",
  title =        "Slicing-Based Volumetric Collision Detection",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "23--32",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/BoylesFang99/",
  abstract =     "In this paper, we present a new approach for collision
                 detection of volumetric objects. Good speeds and
                 accuracy can be achieved using existing graphics
                 hardware. The algorithm in simple to implement and,
                 unlike other collision detection mechanisms, requires
                 very little extra memory and preprocessing time. Using
                 a combination of the two-dimensional scanline process
                 and three-dimensional texture mapping technique, a
                 number of polygonal slides can be computed for all
                 volume objects in a scene. For each slice, the objects
                 are checked for collisions using the framebuffer and
                 logical color coding operations. Experiments are
                 provided and analyzed.",
  acknowledgement = ack-nhfb,
}

@Article{Hughes:1999:BOB,
  author =       "John F. Hughes and Tomas M{\"o}ller",
  title =        "Building an Orthonormal Basis from a Unit Vector",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "33--35",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/HughesMoller99/",
  abstract =     "We show how to easily create a right-handed
                 orthonormal basis, given a unit vector, in 2-,~3-, and
                 4-space.",
  acknowledgement = ack-nhfb,
}

@Article{Li:1999:IPD,
  author =       "Frederick W. B. Li and Rynson W. H. Lau",
  title =        "Incremental Polygonization of Deforming {NURBS}
                 Surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "4",
  number =       "4",
  pages =        "37--50",
  year =         "1999",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/LiLau99/",
  abstract =     "Nonuniform rational B-splines (NURBS) are a powerful
                 tool to model deformable objects. Their shapes can be
                 easily modified by moving the control points. A common
                 method used to render these objects is polygonization.
                 However, the polygonization process is computationally
                 very expensive. If the object deforms, we need to
                 execute this process in every frame to reflect the
                 geometric change of the object. This limitation makes
                 real-time rendering of deforming objects very
                 difficult. In this paper, we present an incremental
                 method for polygonizing deforming objects modeled by
                 NURBS surfaces. Some incremental techniques are
                 introduced here to further improve the performance of
                 the method. They include an efficient mechanism for
                 determining the deformation region when the surface
                 deforms, an incremental crack prevention technique, and
                 an updating method for multiple control point
                 movement.",
  acknowledgement = ack-nhfb,
}

@Article{Feng:2000:AAB,
  author =       "Jieqing Feng and Qunsheng Peng",
  title =        "Accelerating Accurate {B}-spline Free-Form Deformation
                 of Polygonal Objects",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "1",
  pages =        "1--8",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/FengPeng00/",
  abstract =     "A previous paper described an algorithm for accurate
                 B-spline free-form deformation of polygonal objects to
                 produce triangular B{\'e}zier patches. However that
                 algorithm computed the control points of the resulting
                 patches using a generalized de Casteljau algorithm,
                 which is expensive to compute. In this short note, we
                 describe an algorithm that instead uses polynomial
                 interpolation; both theoretical analysis and
                 implementation results show that this new algorithm
                 runs faster than the original.",
  acknowledgement = ack-nhfb,
}

@Article{Assarsson:2000:OVF,
  author =       "Ulf Assarsson and Tomas M{\"o}ller",
  title =        "Optimized View Frustum Culling Algorithms for Bounding
                 Boxes",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "1",
  pages =        "9--22",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AssarssonMoller00/",
  abstract =     "This paper presents optimizations for faster view
                 frustum culling (VFC) for axis-aligned bounding box
                 (AABB) and oriented bounding box (OBB) hierarchies. We
                 exploit frame-to-frame coherency by caching and by
                 comparing against previous distances and rotation
                 angles. By using an octant test, we potentially halve
                 the number of plane tests needed, and we also evaluate
                 masking, which is a well-known technique. The
                 optimizations can be used for arbitrary bounding
                 volumes, but we present only results for ABBs and OBBs.
                 In particular, we provide solutions which are 2-11
                 times faster than other VFC algorithms for AABBs and
                 OBBs, depending on the circumstances.",
  acknowledgement = ack-nhfb,
}

@Article{Haines:2000:SCT,
  author =       "Eric Haines",
  title =        "A Shaft Culling Tool",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "1",
  pages =        "23--26",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/Haines00/",
  abstract =     "Shaft culling is a means to accelerate the testing of
                 visibility between two objects. This paper briefly
                 describes an algorithm for shaft culling and various
                 implementation options. The code and test harness for
                 the algorithm is available online.",
  acknowledgement = ack-nhfb,
}

@Article{Martin:2000:PRT,
  author =       "William Martin and Elaine Cohen and Russell Fish and
                 Peter Shirley",
  title =        "Practical Ray Tracing of Trimmed {NURBS} Surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "1",
  pages =        "27--52",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/MartinCohenFishShirley00/",
  abstract =     "A system is presented for ray tracing trimmed NURBS
                 surfaces. While approaches to components are drawn
                 largely from existing literature, their combination
                 within a single framework is novel. This paper also
                 differs from prior work in that the details of an
                 efficient implementation are fleshed out. Throughout,
                 emphasis is placed on practical methods suitable to
                 implementation in general ray-tracing programs.",
  acknowledgement = ack-nhfb,
}

@Article{Wong:2000:AIS,
  author =       "Kevin Chun-Ho Wong and Pheng-Ann Heng and Tien-Tsin
                 Wong",
  title =        "Accelerating ``Intelligent Scissors'' Using Slimmed
                 Graphs",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "2",
  pages =        "1--13",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Sat Jan 13 13:11:20 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/WongHengWong00/",
  abstract =     "In this paper, we describe an acceleration technique
                 for the semi-automatic image segmentation algorithm,
                 ``intelligent scissors''. Using intelligent scissors,
                 the user can accurately and interactively extract an
                 object from a digitized image. However, the original
                 algorithm suffers from slow performance when large
                 images are treated. In practice, pixels within the
                 non-edge regions are seldom involved in the
                 determination of boundaries (segmentation curves). If
                 these pixels are removed before boundary determination,
                 the performance of intelligent scissors can be
                 improved. We generate a slimmed graph to achieve this
                 goal with significant improvement in response time.",
  acknowledgement = ack-nhfb,
}

@Article{Jin:2000:TDD,
  author =       "Xiaogang Jin and Y. F. Li",
  title =        "Three-Dimensional Deformation Using Directional Polar
                 Coordinates",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "2",
  pages =        "15--24",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Sat Jan 13 13:11:20 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/JinLi00/",
  abstract =     "Spatial deformation is an important tool in both
                 computer animation and shape design. In this paper, we
                 present a new three-dimensional deformation method
                 using directional polar coordinates. The user specifies
                 a source control object and a destination control
                 object, which act as embedding spaces. The source and
                 the destination control objects determine a
                 three-dimensional volume morphing which maps the space
                 enclosed in the source control object to that of the
                 destination control object. By embedding the object to
                 be deformed into the source control object, the
                 three-dimensional volume morphing determines the
                 deformed object automatically without the cumbersome
                 moving of control points. Experiments show that this
                 deformation model is efficient and intuitive, and it
                 can achieve some deformation effects which are
                 difficult with traditional methods.",
  acknowledgement = ack-nhfb,
}

@Article{Ashikhmin:2000:APB,
  author =       "Michael Ashikhmin and Peter Shirley",
  title =        "An Anisotropic {Phong BRDF} Model",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "2",
  pages =        "25--32",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Sat Jan 13 13:11:20 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AshikhminShirley00/",
  abstract =     "We present a BRDF model that combines several
                 advantages of the various empirical models currently in
                 use. In particular, it has intuitive parameters, is
                 anisotropic, conserves energy, is reciprocal, has an
                 appropriate non-Lambertian diffuse term, and is
                 well-suited for use in Monte Carlo renderers.",
  acknowledgement = ack-nhfb,
}

@Article{Alonso:2000:UGH,
  author =       "Laurent Alonso and Nicolas Holzschuch",
  title =        "Using Graphics Hardware to Speed Up Your Visibility
                 Queries",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "2",
  pages =        "33--47",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Sat Jan 13 13:11:20 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
  abstract =     "We present a visibility method that takes advantage of
                 the graphics hardware to give fast answers to
                 visibility queries. Our visibility method is designed
                 to solve two types of visibility queries: point-based
                 visibility queries, where several visibility queries
                 share the same origin, and plane-based visibility
                 queries, where several visibility queries have their
                 origins on the same plane. Both occur frequently in
                 global illumination algorithms. Combining the speed
                 given by graphics hardware with a software heuristic to
                 avoid reliability problems, our visibility method is
                 significantly faster than ray-casting, and still gives
                 the same results",
  acknowledgement = ack-nhfb,
}

@Article{Chung:2000:SRT,
  author =       "A. J. Chung and A. J. Field",
  title =        "A Simple Recursive Tessellator for Adaptive Surface
                 Triangulation",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "3",
  pages =        "1--9",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Fri Jul 20 12:38:17 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
  abstract =     "Sometimes there is a need to create a triangular mesh
                 approximation of a parametric surface. If the
                 parametrization is nonuniform (compressed in some
                 areas, stretchy in others), a uniform grid in parameter
                 space becomes distorted and provides a bad
                 approximation. We describe how to create an adaptive
                 triangulation of such a surface, provided the user of
                 the algorithm provides a routine {\tt split_edge()}
                 which indicates whether a particular edge is close
                 enough to the surface or requires splitting, and
                 optionally a routine {\tt flat_enough()} which tells
                 whether a triangle whose edges appear adequate is
                 indeed flat enough, or requires further subdivision.
                 Our contribution is a simple algorithm for guaranteeing
                 that the topology of the resulting mesh is well formed
                 in the sense that there are no cracks between triangles
                 (i.e., T-junction), and for ensuring that subdivision
                 halts at a given point. There is also rudimentary
                 support for trimmed surfaces. Source code for the
                 algorithm is available online.",
  acknowledgement = ack-nhfb,
}

@Article{Wolberg:2000:ODR,
  author =       "George Wolberg and H. M. Sueyllam and M. A. Ismail and
                 K. M. Ahmed",
  title =        "One-Dimensional Resampling with Inverse and Forward
                 Mapping Functions",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "3",
  pages =        "11--33",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Fri Jul 20 12:38:17 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
  abstract =     "Separable resampling algorithms significantly reduce
                 the complexity of image warping. Fant presented a
                 separable algorithm that is well suited for hardware
                 implementation. That method, however, is inherently
                 serial and applies only when the inverse mapping is
                 given. Wolberg presented another algorithm that is less
                 suited for hardware implementation and applies only
                 when the forward mapping is given. This paper
                 demonstrates the equivalence of the two algorithms in
                 the sense that they produce identical output scanlines.
                 We derive a variation of Fant's algorithm that applies
                 when the forward mapping is given and a variation of
                 Wolberg's algorithm that applies when the inverse
                 mapping is given. Integrated hardware implementations
                 that perform one-dimensional resampling under either
                 forward or inverse mappings are presented for both
                 algorithms based on their software descriptions. The
                 Fant algorithm has the advantage of being simple when
                 implemented in hardware, while the Wolberg algorithm
                 has the advantage of being parallelizable and
                 facilitates a faster software implementation. The
                 Wolberg algorithm also has the advantage of decoupling
                 the roundoff errors made among intervals since it does
                 not accrue errors through the incremental calculations
                 required by the Fant algorithm.",
  acknowledgement = ack-nhfb,
}

@Article{Velho:2000:USR,
  author =       "Luiz Velho",
  title =        "Using Semi-Regular $4$-$8$ Meshes for Subdivision
                 Surfaces",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "3",
  pages =        "35--47",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Fri Jul 20 12:38:17 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://www.acm.org/jgt/papers/AlonsoHolzschuch00/",
  abstract =     "Semi-regular $4$-$8$ meshes are refinable {\em
                 triangulated quadrangulations}. They provide a powerful
                 hierarchical structure for multiresolution
                 applications. In this paper, we show how to decompose
                 the Doo-Sabin and Catmull-Clark subdivision schemes
                 using $4$-$8$ refinement. The described technique makes
                 it possible to use these classical subdivision surfaces
                 with semi-regular $4$-$8$ meshes.",
  acknowledgement = ack-nhfb,
}

@Article{Castro:2000:EAT,
  author =       "Francesc Castro and L{\'a}szl{\'o} Neumann and Mateu
                 Sbert",
  title =        "Extended Ambient Term",
  journal =      j-J-GRAPHICS-TOOLS,
  volume =       "5",
  number =       "4",
  pages =        "1--7",
  year =         "2000",
  CODEN =        "JGTOFD",
  ISSN =         "1086-7651",
  bibdate =      "Fri Jul 20 12:38:17 2001",
  bibsource =    "http://www.acm.org/jgt/issues.html",
  URL =          "http://w