Graphics Reference
In-Depth Information
[Garcia99] Garcia, Miguel Angel. Angel Domingo Sappa. Luis Basañez. “Effi-
cient Generation of Object Hierarchies from 3D Scenes,”
IEEE International
Conference on Robotics and Automation
, Detroit, USA, pp. 1359-1364, May 1999.
http://www.etse.urv.es/recerca/rivi/pub/3d/icra99.pdf
[Gärtner99] Gärtner, Bernd. “Fast and Robust Smallest Enclosing Balls,”
Pro-
ceedings 7th Annual European Symposium on Algorithms (ESA99)
, Lecture Notes
in Computer Science vol. 1643, Springer-Verlag, pp. 325-338, 1999.
http://www.inf.ethz.ch/personal/gaertner/texts/own_work/esa99_final.pdf
[Gärtner00] Gärtner, Bernd. Sven Schönherr.“An Efficient, Exact, and Generic
Quadratic Programming Solver for Geometric Optimization,”
Proceedings 16th
Annual ACM Symposium on Computational Geometry (SCG)
, pp. 110-118, 2000.
http://www2.inf.ethz.ch/
∼
gaertner/cv/publications.html
[Gilbert88] Gilbert, Elmer. Daniel Johnson. S. Sathiya Keerthi. “A Fast
Procedure for Computing the Distance Between Complex Objects in Three-
dimensional Space,”
IEEE Journal of Robotics and Automation
, vol. 4, no. 2, pp.
193-203, 1988.
[Gilbert90] Gilbert, Elmer. Chek-Peng Foo.“Computing the Distance Between
General Convex Objects in Three-dimensional Space,”
IEEE Transactions on
Robotics and Automation
, vol. 6, no. 1, pp. 53-61, 1990.
[Glassner89] Glassner, Andrew (ed.).
An Introduction to Ray Tracing
. Academic
Press, 1989.
[Glassner90] Glassner, Andrew (ed.).
Graphics Gems
. Academic Press, 1990.
http://www.graphicsgems.org/
[Goldberg91] Goldberg, David.“What Every Computer Scientist Should Know
About Floating-point Arithmetic,”
ACM Computing Surveys
, March 1991.
[Goldman90] Goldman, Ronald. “Intersection of Three Planes,” in Andrew
Glassner (ed.),
Graphics Gems
, Academic Press, p. 305, 1990.
[Goldsmith87] Goldsmith, Jeffrey. John Salmon.“Automatic Creation of Object
Hierarchies for Ray Tracing,”
IEEE Computer Graphics and Applications
, vol. 7, no.
5, pp. 14-20, May 1987.
[Golub96] Golub, Gene. Charles van Loan.
Matrix Computations
(3d ed.).
Johns Hopkins University Press, 1996.
[Gomez99] Gomez, Miguel.“Simple Intersection Tests for Games,”
Gamasutra
,
October 1999.
http://www.gamasutra.com/features/19991018/Gomez_1.htm
[Gomez01] Gomez, Miguel. “Compressed Axis-aligned Bounding Box Trees,”
in Mark DeLoura (ed.),
Game Programming Gems 2
. Charles River Media, pp.
388-393, 2001.