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1 |
The Art and Technology of Disney's "Dinosaur" |
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2 |
Physically Based Parametric Sound Synthesis and Control |
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3 |
Getting Started with the Java Media APIs |
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4 |
Visibility: Problems, Techniques, and Applications |
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5 |
Eye-Based Interaction in Graphical Systems: Theory & Practice |
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6 |
Developing Efficient Graphics Software |
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7 |
CANCELLED
Psychophysics 101: How to Design, Implement, and Analyze Visual User Studies in Computer Graphics |
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8 |
A Practical Guide to Global Illumination Using Photon Maps |
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9 |
Visualizing Quaternions |
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10 |
A Survey of Color for Computer Graphics |
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11 |
Visual Curves and Surfaces: A Non-Technical Approach |
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12 |
Obtaining 3D Models with a Hand-Held Camera |
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13 |
Rendering and Visualization in Parallel Environments |
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14 |
"Stuart Little": A Tale of Fur, Costumes, Performances, and Integration: Breathing Real Life Into a Digital Character |
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15 |
Migrating to an Object-Oriented Graphics API |
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16 |
Image-Based Surface Details |
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17 |
An Interactive Introduction to OpenGL Programming |
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18 |
Interactive Walkthroughs of Large Geometric Datasets |
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19 |
3D Photography |
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20 |
Modeling for Medical Applications |
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21 |
Color Science and Color Management for CGI and Film |
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22 |
Introduction to Computer Graphics |
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23 |
Subdivision for Modeling and Animation |
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24 |
Smart Animated Agents |
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25 |
Simulating Nature: From Theory to Practice |
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26 |
Motion Editing: Principles, Practice, and Promise |
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27 |
Approaches for Procedural Shading on Graphics Hardware |
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28 |
Internetworked 3D Computer Graphics: Overcoming Bottlenecks and Supporting Collaboration |
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29 |
Introduction to the Java Advanced Imaging API |
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30 |
Practical Parallel Processing for Realistic Rendering |
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31 |
Geometric Algebra: New Foundations, New Insights |
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32 |
Advanced Graphics Programming Techniques Using OpenGL |
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33 |
Animating Humans by Combining Simulation and Motion Capture |
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34 |
The Convergence of Scientific Visualization Methods with the World Wide Web |
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35 |
Image-Based Modeling, Rendering, and Lighting |
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36 |
3D User Interface Design: Fundamental Techniques, Theory, and Practice |
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37 |
Drawing on the right Side of the Brain |
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38 |
3D Geometry Compression |
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39 |
Games Research: the Science of Interactive Entertainment |
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40 |
Advanced RenderMan 2: To RI_INFINITY and Beyond |
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41 |
Advanced Issues in Level of Detail |
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42 |
Developing Shared Virtual Environments |
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43 |
Aggressive Performance Optimizations For 3D Graphics |
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44 |
Image Quality Metrics |
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45 |
The Technology of Digital Cinema (D-cinema) |
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