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         Real Time Graphics Computer:     more books (63)
  1. GPU Gems 3 by Hubert Nguyen, 2007-08-12
  2. Real-Time Cameras, First Edition (The Morgan Kaufmann Series in Interactive 3D Technology) by Mark Haigh-Hutchinson, 2008-01-02
  3. Amiga Real-Time 3D Graphics by Andrew Tyler, 1992-10
  4. Real-time 3D Graphics for the Atari S. T. by Andrew Tyler, 1991-04-30
  5. Evaluation of 3D voxel rendering algorithms for real-time interaction on an SIMD graphics processor (Technical report. Washington University. Dept. of Computer Science) by Don Schreiter, 1988
  6. Using intelligent graphics terminals in real-time processing (NRL memorandum report) by Daniel Steiger, 1979
  7. A graphics oriented design methodology for real time control systems using Ada (Technical report. Southern Methodist University. School of Engineering ... Dept. of Computer Science and Engineering) by Geoffrey C Hingle, 1987
  8. PC graphics generation and management tool for real-time applications (SuDoc NAS 1.15:105749) by Long V. Truong, 1992
  9. Developing a graphics based management information systems for real-time transit operations: APTS at Tidewater Regional Transit by Lee D Han, 1993
  10. High-speed real-time animated displays on the ADAGEª RDS 3000 Raster Graphics System (SuDoc NAS 1.15:4095) by William M. Kahlbaum, 1989
  11. A real-time algorithm for least square splines and its application in computer-aided geometric design (Yale University. Dept. of Computer Science) by S. C Eisenstat, 1975
  12. GIT-GVU by Peter Lindstrom, 1996
  13. Real-time measurement of multiple three-dimensional positions by Robert Preece Burton, 1973
  14. Virtual GIS: A real-time 3D geographic information system (GIT-GVU) by David Koller, 1995

41. Real Time Multimedia: Human Driven Computer Graphics By Nathaniel Bobbitt
PULL ANIME. VISUAL PARADIGMS. 3D PROJECT Projects; Haptics; Tears Roses; Sanctuary; Ascent; DescentGrief; Review; Web Presence; VRML.VISUAL
http://www.geocities.com/ResearchTriangle/Lab/8693/
  • PULL ANIME
  • VISUAL PARADIGMS
  • 3-D PROJECT
  • 42. UCF Computer Graphics Laboratory
    We present a system for computing plausible global illumination solution for dynamicenvironments in real time on programmable graphics processors (GPUs).
    http://www.cs.ucf.edu/graphics/GPUassistedGI/
    GPU Assisted Real Time Global Illumiantion
    Abstract:
    We present a system for computing plausible global illumination
    solution for dynamic environments in real time on programmable
    graphics processors (GPUs). We designed a progressive global
    illumination algorithm to simulate multiple bounces of light on
    the surfaces of synthetic scenes. The entire algorithm runs on
    ATI's Radeon 9800 using vertex and fragment shaders, and computes
    global illumination solution for reasonably complex scenes with
    moving objects and moving lights in realtime. Publication:
    • Mangesh Nijasure, Sumanta Pattanaik, Vineet Goel, "Real-Time Global Illumination on GPU", Submitted for publication. Mangesh Nijasure, Sumanta Pattanaik, Vineet Goel, "Interactive Global Illuminationin Dynamic Environments using Commodity Graphics Hardware", Poster in PG2003.
    Executable Downloads: Executable running on Radeon 9800 under Windows 2000/XP is available for download as Executables.zip

    43. UCF Computer Graphics Laboratory
    Sumanta Pattanaik, Vineet Goel, realtime Global Illumination captured images ofthe real environment and ACM Transactions on computer graphics, January 1995.
    http://www.cs.ucf.edu/graphics/GI-Sumant.html
    Global Illumination Computation
      GPU assisted Real-Time Rendering
      • Real-Time Global Illumination on GPU
      Abstract:
      We present a system for computing plausible global illumination
      solution for dynamic environments in real time on programmable
      graphics processors (GPUs). We designed a progressive global
      illumination algorithm to simulate multiple bounces of light on
      the surfaces of synthetic scenes. The entire algorithm runs on
      ATI's Radeon 9800 using vertex and fragment shaders, and computes
      global illumination solution for reasonably complex scenes with
      moving objects and moving lights in realtime. Publication:
      Executable Downloads: Implementation of the algorithm presented in the paper is available for download through the links given below.
      • GPU implementation
      • Video: A video session captured from the system is available for download though the link given below.

    44. Airport Technology - Barco - Real-Time Graphics Display Systems, Graphics Genera
    development and manufacturing of realtime graphics display systems display station,combining a graphics board, visualisation need for local computer hardware,.
    http://www.airport-technology.com/contractors/traffic/barco/
    Return to Air Traffic Management, Control and Systems
    BARCO - REAL-TIME GRAPHICS DISPLAY SYSTEMS, GRAPHICS GENERATORS AND SOFTWARE COMPONENTS
    Barco is a recognized international leader and pioneer in the design, development and manufacturing of real-time graphics display systems, graphics generators and software components for the traffic management marketplace. Based on many years of experience in worldwide traffic management, Barco provides its customers today with components for the advanced working positions of tomorrow. Barco's range of high-end components and services extends from sensor interfacing and information distribution over information processing and visualization to recording, archiving, playback and system management. PVS6600 - INTEGRATED VISUALIZATION SOLUTIONS The PVS6600 series, Barco's latest series of PCI graphics generators, is designed to support high-resolution, drawing-intensive software for operational display systems. The architecture with state-of-the-art graphics processor units provides the flexibility to generate graphics data in separate layers with simultaneous display of external video sources. Support software guarantees optimal functionality for both UNIX and Windows platforms. OPScenter" is a component suite designed for efficient implementation and operation of high-performance mission-critical systems. The available components include processing of radar input signals, radar data processing, electronic flight strip handling, system management, recording and playback and operator working position software with situation display, communication and open interfaces. Whether your users control or observe targets in the air, on land or on the water, OPScenter" offers a variety of high-performance components that safely support the daily operational work in these mission-critical domains.

    45. CSC476 - Real-Time 3D Computer Graphics Software Systems
    CSC476 real-time 3D computer graphics Software Systems. ProfessorZoë J. Wood. Welcome to real-time 3D games! This class will
    http://www.csc.calpoly.edu/~zwood/teaching/csc476/csc476.html
    CSC476 - Real-Time 3D Computer Graphics Software Systems
    Welcome to Real-time 3D games! This class will be taught using C/C++ and OpenGL. The required book for the class is:
    3D Games, Real-time Rendering and Software Technology
    Alan Watt and Fabio Policarpo, Addison Wesley Longman, 2001
    Supplemental (recommended) Books include:
    OpenGL, A Primer
    Edward Angel, Addison Wesley Longman, 2002
    OpenGL Programming Guide, Third Edition
    Edward Angel, Addison Wesley Longman, 1999 More information about this course will be posted soon.
    Course material:
    syllabus

    game report dates and topics
    D. Phan: Billboards Midterm 1 topics ... Midterm 2 topics Programming assignments
    Program 1 - simple game Program 2 - simple game with fractal terrain with visability Some useful links for program 2: generating fractal terrains Prof. Hitchner's lecture notes on terrains, etc. Fast extraction of viewing frustum planes BinTriTree splitting algorithm ... Final Proposal Write-up for Final Project Lab assignments
    3D objects class design with AABB Two different 3D objects with AABB uniform 3D fractal terrain using bintritree Lab on cg: intro (Likely lab topics) Test to compare 2 bounding boxes Grid creation Time based character movement BSP tree for view frustum culling Frame rate with BSP tree Quaternions for orientation Light maps Lecture and Lab notes Resources Many useful game tutorials/information can be found at: GameTutorials.com

    46. 3D Computer Graphics Engine. Real-time Scientific Visualization Tools.
    MS MacroSystem develops cutting edge computer graphics software for science as GIS,MRI, CT scan, computer simulation, etc. OpenGL based, fast realtime render.
    http://www.msmacrosystem.nl/3Dsurf/3d_surf.html
    MS MacroSystem 3D engine enhancement AFM data beam analysis GIS digital CCD 4D stack 3D SurfXP Engine MS MacroSystem develops cutting edge computer graphics software for science and technology. Our 3D SurfXP engine is specifically designed to meet scientific visualization requirements. The engine incorporates our unique set of comprehensive tools for fast and accurate measurements in 3D space. 3D SurfXP is flexible and powerful engine that can be customized for variety of graphical applications. We provide custom solutions and developer components based on 3D SurfXP engine. We work closely with our customers to adapt the engine to concrete application with maximum performance and simplicity of operation. Our 3D engine is designed for quick creation of the professional images and animation from various 3D and 4D datasets such as GIS, MRI, CT scan, computer simulation, etc.

    47. Real-Time Volume Graphics
    for realtime volume rendering, as well as techniques for modern graphics hardwareprogramming which can be applied to other areas of computer graphics.
    http://www.vrvis.at/vis/resources/course-volgraphics-2004/
    Real-Time Volume Graphics
    Category
    Visualization - volume rendering Course Organizers Christof Rezk-Salama
    University of Siegen, Germany Markus Hadwiger
    VRVis Research Center, Austria Proposed Length Full-day Proposed Presentation Venue Regular session room Summary Statement A comprehensive overview of real-time volume graphics on graphics hardware. Covered applications include both scientific visualization of volume data, and real-time rendering of atmospheric phenomena and participating media (such as fire, smoke, and clouds). Topics include local and global illumination, scattering, transfer function design, animation and deformation, and large volumes. Names of Lecturers Klaus Engel, Siemens Corporate Research, Princeton, USA, klaus.engel@scr.siemens.com
    Markus Hadwiger, VRVis Research Center, Vienna, Austria, msh@vrvis.at
    Joe M. Kniss, SCI, University of Utah, USA, jmk@sci.utah.edu
    Aaron E. Lefohn, University of California, Davis, USA, lefohn@cs.ucdavis.edu
    Christof Rezk-Salama, University of Siegen, Germany

    48. Real Time Interactive 3D Graphics: Introduction-- JM Gauthier 1999
    during meetings with decision makers; a tool designed for anybody without knowledgeof computer graphics. The project was using 3D real time simulation with
    http://fargo.itp.tsoa.nyu.edu/~gauthier/thesis/intro.html
    Real Time Interactive 3D Graphics:
    Why did I need to write this tutorial?
    Introduction to the tutorial <- Next page
    HOMEPAGE

    Next tutorial -> Building.
    ...
    Home site
    3 D graphics crossed my path in 1982. I was working as a set designer on Burn. An installation for Poonie Dodson's choreography made of architectural elements collapsing on stage. I could set-up video cameras on him and follow his movements during his improvisation on stage. The chromakeyed video signal was sent back-stage to a computer that could servo-control movements of the set design.
    Six months later, I was back my architectural studio designing an experimental facility for very old people. I tried to use the same hardware set-up to insert video images in blueprints of hand-drawn perspectives. The result looked like a collage a la Rodchenko. It conveyed the idea of a new perception of space laying down in a bed. We won the competition and built the hospital and the new hospital room concept.
    Architects were getting equiped in CAD stations and 3D graphics to produce perspectives, I decided to sail the free waters of real time interactive 3D graphics. These waters turned to be more rough than expected. So many of our projects sunk, froze or turned to be of Titanic dimensions. We had the hardware but we were living in a pre-internet era where computers and applications were not compatible. Many clients were surprised to see us a whole computer set up in their conference room. I looked again into video. We set up the equipment for clients so they could move a tiny camera into a model made of cardboard. with fuzzy results because of low resolution images. I was fascinated by filming withhand held cameras inside of a wood model. It gave a lot freedom to the user: the same freedom that I look for in an interactive virtual world.

    49. OpenGL - The Industry Standard For High Performance Graphics
    specifically for 2nd and 3rd year univeristy computer graphics students 3D visualeffects, behavioral modeling and interaction, in realtime across applications
    http://www.opengl.org/
    scriptpath="/scripts/" document.write("");
    The Industry's Foundation for High Performance Graphics
    from games to virtual reality, mobile phones to supercomputers
    About OpenGL Documentation Coding Resources Search
    OpenGL Forums
    Coding Features
    OpenGL Extensions Guide
    Recent OpenGL Job Openings
    News highlights from May 2004
    Developer Survey
    v1.4 of the Red Book is shipping. What chapter would be most useful to a developer if published online Introduction to OpenGL State Management and Drawing Geometric Objects Viewing Color Lighting Blending, Antialiasing, Fog, and Polygon Offset Display Lists Drawing Pixels, Bitmaps, Fonts, and Images Texture Mapping The Framebuffer Tessellators and Quadrics Evaluators and NURBS Selection and Feedback Trick and effects View previous polls
    We've had hundreds of requests to sell OpenGL T-Shirts and Paraphernalia, so finally we have located an on-demand producer. If you are looking for an OpenGL T-Shirt, Mug or Mousepad, check out our store.

    50. Graphics Sites On The Net
    computer graphics Systems Development Corp. They also provide consulting and patentservices, publish the industry newsletter real time graphics and provide a
    http://www.desktoppublishing.com/graphicsites.html
    Choose Another Area Add URL Altman@Large ArtLinx Awards Backgrounds BookStore Bright Ideas Cool Stuff Design dtpLinks dtpServices dtpSoftware dtpStore Exit Fonts Free Stuff Graphics Sites Graphics Utilities Home Icons Java Job Bank Macintosh Magazines Message Boards News Photoshop Press Releases Printers - Service Bureaus Reviews Scanning Search Showcase SiteKits Sponsorship Stock Photos Templates Tips Training Vendors Web Designer's Paradise Windows
    • 3D Site Site dedicated to 3D Computer Graphics.
    • 3D Visions Provides expert creative computer generated visualizations.
    • Army Research Labs- Scientific Visualization Develops new techniques for exploiting high-performance computing technology.
    • Brown Computer Graphics Group The long-term research goal of the Brown University Graphics Group is to develop easy-to-use, powerful tools for creating and exploring interactive illustrations for electronic books.
    • Caltech Computer Graphics Group The Caltech Computer Graphics Lab, is part of the NSF Science and Technology Center for Computer Graphics and Scientific Visualization.
    • Center for Complex Systems and Visualization (CeVis) at Bremen center at the department of mathematics and computer science at the university of Bremen, Germany. Cevis performs basic research in the areas analysis of time series, cellular automata, chaos and fractals, and the related question of the visualization of these mathematical concepts.

    51. Real-Time Rendering
    realtime Rendering describes some very complex methods, and thisbook is not for the average computer graphics creator. However
    http://engineering-books-online.com/1568811829.html

    Home
    Search High Volume Orders Links ... Soil Engineering Additional Subjects Bruce Buck Steppenwolf: A Novel Mighty Prevailing Prayer Degenerative Disc Disease ... Theory of Electromagnetic Wave Propagation
    Real-Time Rendering
    Written by Tomas Akenine-Moller Eric Haines
    Published by AK Peters Ltd (July 2002)
    ISBN 1568811829
    Price $59.00
    Buy from amazon.co.uk

    Book Description Customer Reviews Real-Time Rendering is a wonderful all-around resource that belongs on the desk of any serious graphics programmer. Moller and Haines have taken a great deal of the research done in this area over the past decade and compiled it into a single, very well-written work. For each topic covered, several algorithms are discussed, with the strengths and weaknesses of each. Although pseudo-code is occasionally provided, source code is not, which I consider a plus, as it causes the focus of the book to remain on the algorithms themselves, not the implementation thereof.Given the nature of the book, it's not one I'd recommend to beginners; although the first several chapters include a very clear and API-independent introduction to 3D graphics, the rest of the book is well beyond the scope of what most beginners will find useful. However, for anyone serious about the creation of high-performance graphics engines, this book is an indispensable resource. When I bought this book on a coworker's reccomendation, I was initially disappointed that it lacked the mathematical sophistication of Foley/Van Dam or of Glassner's books. Upon further reading I realized that this same "lack of deep mathematical insight" was also the book's strong point. "Real-Time Rendering" is a very clear, very readable "how-to" book. If you're looking for deep insight into graphics research problems I'd reccomend one of the two other books mentioned above ("Computer Graphics" by Foley and Van Dam or "Principles of Digital Image Synthesis" by Glassner), but if you want a straightforward plain-English explanation of some real-time graphics topic, this book is probably your best bet.

    52. CS497: Real Time Computer Graphics
    CS497 real time computer graphics. Fall 2001. 200315 Tue/Thu in106B3 Engineering Hall. Many of the most common computer graphics
    http://graphics.cs.uiuc.edu/~garland/class/realtime/
    CS 497 Schedule Projects Links
    CS497: Real Time Computer Graphics
    Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed. Please read the Course Syllabus for more details.
    Announcements
    November 8 Class dedicated to term project proposals. October 25 No class October 25 Second project is due. October 9 The second project begins today. October 3 Project demos this evening at 5:00 in 1265 DCL. October 2 Project 1 due by 5:00 pm. September 6 The first project begins today. August 23 First day of class.
    Quick Links
  • Class schedule and readings
  • Syllabus and policies
  • Projects
  • Links to on-line resources ...
  • uiuc.class.cs497mjg
    Important Dates
    August 23 First day of class November 9 Final drop deadline December 11 Final projects due at 12:00. December 11 Final project demos at 1:30. Last modified: Thu Nov 29 09:09:15 CST 2001
  • 53. CS497: Real Time Computer Graphics
    CS497 real time computer graphics. Fall 2001. 200315 Tue/Thu in106B3 Engineering Hall. Prof. Michael Garland (Instructor) garland
    http://graphics.cs.uiuc.edu/~garland/class/realtime/syllabus.html
    CS 497 Schedule Projects Links
    CS497: Real Time Computer Graphics
    Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall Prof. Michael Garland (Instructor)
    garland@cs.uiuc.edu

    3215 DCL

    Andrea Whitesell (Secretary)
    whitesel@uiuc.edu

    3120 DCL

    Class Web site: http://graphics.cs.uiuc.edu/~garland/class/realtime/
    Overview
    CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed.
    Format
    Papers This course is a research seminar; it is focused on reading and understanding papers drawn from the research literature. We will generally cover 1-2 papers per class. These papers will be handed out in advance, and you will be expected to have read them before coming to class. For each paper, you will be expected to send me a brief summary prior to class. First, you should describe the key points of the paper in 2-3 sentences. Then, you should write down the biggest question you have about the paper; this may be something you didn't understand or that you feel the authors didn't adequately address. E-mail this little write-up to me at garland+summary@cs.uiuc.edu

    54. Graphics: Real-Time Fuzz
    and crazed poets expresses just what s missing from computer graphics today. Xbox,Microsoft s new gaming console, make rendering realistic realtime fuzz a
    http://research.microsoft.com/graphics/realtime_fur.asp
    Have You Seen These Pages?
    AboutMSR

    Downloads

    Current Research
    home ... microsoft.com
    Real-time Fuzz
    by Suzanne Ross
    Do you remember the old nursery rhyme about Fuzzy Wuzzy, the bear who had no hair? This alliterative tongue-twister that continues to delight grade school children and crazed poets expresses just what's missing from computer graphics today. Fuzz. That's because, until recently, rendering realistic fuzzy objects took way too longfrom minutes a frame using line drawing to hours a frame with ray tracing. And hair isn't the only type of fuzz missing, the world of grass, leaves, fabric, and fur has also been ignored. Fortunately the gaming world won't have to view bald creatures much longer, because Jed Lengyel , a researcher at Microsoft, has developed techniques that, combined with the powerful hardware behind Xbox , Microsoft's new gaming console, make rendering realistic real-time fuzz a snap. Favorite Fuzzies
    Lengyel is an advocate for fuzziness. He likes to start conversations and technical papers with the line, "Make a list of your favorite things, and you will find that many of them are fuzzy." He morphs from a scientist into a poet when he talks about his own favorite fuzzy things. "My wife, my children, my mother, father, sisters, brothers, cousins, my dog, my cat, a fuzzy chick, a furry rabbit, a soft towel after a bath, a favorite shirt, an old couch, nice warm socks, a field of flowers, a forest, grass blowing in the wind, dandelion seeds waiting to fly..."

    55. Home Page For Peter-Pike Sloan
    I am interested in most aspects of computer graphics, here s some of PrecomputedRadiance Transfer for realtime Rendering in Dynamic, Low-Frequency Lighting
    http://research.microsoft.com/~ppsloan/
    Search MSR Advanced Search
    Research Projects Topics People Publications News MSR News Press Kit Press Resources Feature Stories Collaboration Community Conferences Lectures Online University Relations About MSR Jobs Visiting MSR Labs Contact Us ... Home
    Peter-Pike Sloan
    I went to school at the University of Utah and later worked in the SCI Group. I've also worked at Evans and Sutherland and at PTC on a cool 3DPainting Program. Here is a copy of my CV. I am interested in most aspects of Computer Graphics, here's some of the work I've published. Clustered Principal Components for Precomputed Radiance Transfer
    Peter-Pike Sloan, Jesse Hall, John Hart, and John Snyder, To appear in the Proceedings of SIGGRAPH 2003 ,July, 2003
    (Talk Slides, .ppt, Compressed 1.5mb)
    Bi-Scale Radiance Transfer
    Peter-Pike Sloan, Xinguo Liu, Heung-Yeung Shum, and John Snyder, To appear in the Proceedings of SIGGRAPH 2003 ,July, 2003
    (Talk Slides, .ppt, Compressed 3.4mb)

    56. 3D Computer Graphics In Canada -- Canadian University Research Labs And Companie
    Okino computer graphics Inc. True Spectra (Toronto), Portable 2D image manipulationsoftware. Virtually Human (Toronto), real time character animation, simulation.
    http://www.cs.ubc.ca/~van/cangraphics.html
    Canadian university graphics labs
    University of Alberta Computer Graphics Research Group University of British Columbia Imager University of Calgary Graphics Jungle Research Lab Universite de Montreal Computer Graphics Group Simon Fraser University Graphics, Usability and Visualization Lab University of Saskatchewan Scene Analysis and Modelling Group University of Toronto Dynamic Graphics Project University of Waterloo Computer Graphics Lab York University Vision, Graphics, and Robotics Lab
    Canadian companies related to 3D computer graphics
    Alberta
    Alliance Digital (Calgary) Full service digital design and development Aurenya (Calgary) Contract creative, animation, and digital effects Absolute (Calgary) Animation production and web design BioWare (Edmonton) Games and animation production Ethereal 3D (Calgary) 3D Animation for broadcast, video, and new media Firetoad Software (Calgary) Video game development Framework Animation (Lethbridge) 3D animation for architecture, engineering visualization, and broadcast video Framework Animation Lethbridge, Alberta http://www.frameworkanimation.com

    57. SIGGRAPH Computer Graphics Newsletter - Real-Time Interactive Graphics - May 98
    realtime Interactive graphics in computer Gaming. It is difficult to ignore theexcitement in the computer gaming community about real-time 3D graphics.
    http://www.siggraph.org/publications/newsletter/v32n2/columns/fraser.html

    DETAILS
    COLUMNS
    CONTRIBUTIONS
    a a a
    REAL-TIME INTERACTIVE GRAPHICS
    Vol.32 No.2 May 1998 ACM SIGGRAPH
    Real-time Interactive Graphics in Computer Gaming
    Scott S.Fisher
    Telepresence Research Inc. Glen Fraser
    SOFTIMAGE Inc.
    May 98 Columns
    Scott S.Fisher
    Glen Fraser

    It is difficult to ignore the excitement in the computer gaming community about real-time 3D graphics. Everywhere, the talk seems to be of faster 3D engines of hardware acceleration, texture-mapping and advanced real-time lighting effects. As computer graphics hardware gets more powerful and more accessible, game developers are realizing a wider range of expressive possibilities. And every year, we see progressively more realistic “virtual worlds” packaged in game form. But the quest for realism and the creation of convincing “worlds” is not only about fancy graphics. Just as important (perhaps even more important) are how the player interacts with the world and shares experiences with its virtual residents. Real-time interaction can take many forms. Perhaps many of us are most inclined to think of high-speed Quake-style shoot-em-ups as the most “advanced” interactive games available today. These games certainly test our split-second reflexes and fast-twitch muscle tissues. Through networked playing modes, these games also provide us with a means of interacting (killing, more often than not) and communicating (“Die, scum!”) with other real people, inside the artificial world. Of course, not all real-time games that feature strong interaction with other people are of this genre. For many years, text-based virtual worlds such as Multi User Dungeons (MUDs) and MUD, Object Oriented (MOOs) have been allowing people to role-play and interact with one another via the “interface” of an on-line, virtual persona or “avatar.” Some of these have been essentially chat rooms, while many others take on more game-like qualities, with virtual places to explore and hurdles to overcome. More recently, these elaborate interactive communities have gone graphical.

    58. SIGGRAPH Computer Graphics Newsletter - Real-Time Interactive Graphics - Novembe
    there are only a limited number of real options available Some of their time may bespent designing the the user by displaying the appropriate graphics and sound
    http://www.siggraph.org/publications/newsletter/v33n4/columns/realtime.html

    DETAILS
    COLUMNS
    CONTRIBUTIONS
    ARCHIVE
    REAL-TIME INTERACTIVE GRAPHICS
    Vol.33 No.4 November 1999 ACM SIGGRAPH
    Real-time Interactive Storytelling
    Scott S.Fisher
    Telepresence Research Inc. Glen Fraser
    SOFTIMAGE Inc.
    November 99 Columns
    Real-Time Interactive Graphics

    During a recent vacation in Vancouver, I was randomly selected off the street by a TV crew, and asked (presumably as a member of the general public) a series of questions related to computing for an upcoming show. After talking about the Internet, peripherals and so on, I was posed the final question - "what do you think computers will be able to do in five years?" I was somewhat surprised that the first thing that came into my head was neither real-time ray-tracing nor one billion polygons per second but rather, "I really hope that computers will become better tools for storytelling." By profession, I am a software developer, and have worked on various creative and visual computing tools that can relate to storytelling - tools such as virtual reality, motion capture, virtual sets, real-time viewing and high-level animation. By hobby, I enjoy a number of creative pursuits. I dabble in computer animation and music. But my favorite and most satisfying creative pastime is writing - poems and stories. I find it a challenge to come up with good stories, and the process of writing brings me a lot of pleasure. I’m no longer a big computer game fanatic, but in my teens I would hang around arcades, pouring my hard earned paper-route or busboy money into the games. I remember my excitement when Dragon’s Lair first came out, and how awe-struck I was at its hand-drawn cel animation and new style of gameplay. Compared to most games (then as well as now), it greatly limits the player’s options for interaction - in fact, the player actually had no control over the path taken through the game - but these constraints allowed it to use a much more compelling "look" to tell its story. Fortunately for my wallet, I probably enjoyed watching others play more than I enjoyed playing myself. Many of us wanted to see the whole story, how it would "end up" - and if we weren’t good enough (or rich enough) to save the princess with our own hands, we could at least choose to stand on our tip-toes and watch over the bigger guys’ shoulders.

    59. GVU Center: Biomedical Imaging And Visualization
    which allows us to explore the feasibility of computing the surgeon/organ interactionsin realtime. IEEE computer graphics and Applications, Vol 13, No 6., pp
    http://www.cc.gatech.edu/gvu/visualization/surgsim/
    Virtual Environments and Real-time Deformations for Surgery Simulation
    This project is concerned with the simulation of the perceived environment which a surgeon encounters when he or she is performing an endoscopic surgery procedure. The goal is to explore physically-based deformations of several organs in a scene while emphasising real-time interaction. For our prototyping we are focusing specificly on abdominal procedures which target the removal of the gall bladder.
    We have already developed a simple system which allows us to explore the feasibility of computing the surgeon/organ interactions in real-time. Using the results of the first prototype, the next step in this project is to develop a realistic simulator which will provide detailed visual and tactile feedback to the user.
    Project Members:
    From Georgia Tech
    From Medical College of Georgia
    • Dr. Richard Rowe
    • Dr. Thomas Gadacz
    • Ellen Palm
    References:
    • "Interactively Deformable Models for Surgery Simulation,"
      with J. O'Brien. invited chapter in Medical Multimedia (with CD-ROM) by U. Liverpool and Intellect Ltd., Oxford, U.K, to appear.

    60. Generating Ray-Traced Imagery In Real-Time (MIT Computer Graphics Group)
    realtime ray-casting and ray-tracing Check out our several recent papers on this,posted here (search for Alex or Bala). Back to Seth Teller s homepage.
    http://graphics.csail.mit.edu/~seth/raytracedimagery.html
    Real-time ray-casting and ray-tracing:
    Check out our several recent papers on this, posted here (search for Alex or Bala).
    Back to Seth Teller's homepage

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