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Institute for Visualization and Interactive Systems
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Interne Seiten |
    
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Sorry, this document is only available in German. 
Interne Seiten
Dieser Bereich ist nur für die Teilnehmer des
Seminars "Algorithmen für Computerspiele" im
Sommersemester 2001 bestimmt.
Artikel
C. Muratori:
Inspecting the 3D Pipeline, Part 1 (GDMAG Dec. 96)
C. Muratori:
Inspecting the 3D Pipeline, Part 2: Manipulation 3D
Matrices (GDMAG Feb. 97)
C. Hecker:
Perspective Texture Mapping, Part 1: Foundations (GDMAG Apr. 95)
C. Hecker:
Perspective Texture Mapping, Part 2: Rasterization (GDMAG Jun. 95)
C. Hecker:
Perspective Texture Mapping, Part 3: Endpoints and Mapping (GDMAG Aug. 95)
C. Hecker:
Texture Mapping, Part 4: Approximations (GDMAG Dec. 95)
C. Hecker:
Perspective Texture Mapping, Part 5: It's About Time (GDMAG Apr. 96)
B. Hook:
Texture Transparency and Texture Compression (GDMAG Nov. 97)
J. Blow:
Implementing a Texture Caching System (GDMAG Apr. 98)
S. Melax:
A Simple, Fast, and Effective Polygon Reduction
Algorithm (GDMAG Nov. 98)
P. Steed:
The Art of Low-Polygon Modeling (GDMAG Jun. 98)
B. Sharp:
Subdivision Surface Theory (GDMAG Jan. 00)
B. Sharp:
Implementing Subdivision Surface Theory (GDMAG Feb. 00)
Tony DeRose,
Michael Kass and Tien Truong: Subdivision surfaces in character animation,
SIGGRAPH 98, 85-94
L. Kobbelt, S. Campagna, H.-P. Seidel: A General
Framework for Mesh Decimation
R. Fosner:
All Aboard Hardware T&L (GDMAG Apr. 00)
M. Kelleghan:
Advanced BSP Techniques (GDMAG Oct. 96)
M. Kelleghan:
Octree Partioning Techniques (GDMAG Jul. 97)
C. Hecker:
Physics: The Next Frontier (GDMAG Oct. 96)
C. Hecker:
Physics, Part 2: Angular Effects (GDMAG Dec. 96)
C. Hecker:
Physics, Part 3: Collision Response (GDMAG Feb. 97)
C. Hecker:
Physics, Part 4: The Third Dimension (GDMAG Jun. 97)
C. Hecker:
How to Simulate a Ponytail (GDMAG Mar. 00)
C. Hecker:
How to Simulate a Ponytail, Part 2 (GDMAG Apr. 00)
J. Lander:
Oh My God! They Inverted Kine! (GDMAG Sep. 98)
M. Gleicher:
Retargeting Motion to New Characters (SIGGRAPH 98, 33-42)
W. Ridgway:
Incorporating Motion Capture Animation into an AI Engine
(GDMAG Jun. 98)
J. Lander:
When Two Hearts Collide (GDMAG Feb. 99)
J. Lander:
Collision Response (GDMAG Mar. 99)
N. Bobic:
Advanced Collision Detection Techniques (GDMAG May 99)
J. van der Burg:
Building an Advanced Particle System (GDMAG Mar. 00)
J. Lander:
A Clean Start: Washing Away the Millenium (GDMAG Dec. 99)
J. Lander:
Research on the Rhine: Reflection on Water Simulation (GDMAG Jan. 00)
S. Woodcock: Game AI: The State of the Industry
(GDMAG Oct. 98,
GDMAG Aug. 99)
B. Stout:
Adding Planning Capabilities to Your Game AI (GDMAG Jan. 98)
A. Lamothe:
Building Brains Into Your Game (GDMAG Aug. 95)
W. B. Stout:
Smart Move: Path-Finding (GDMAG Oct. 96)
S. Vincke:
Real-Time Pathfinding for Multiple Objects (GDAMG Jun. 97)
L. O'Brian:
Fuzzy Logic in Games (GDMAG Apr. 96)
R. Huebner:
Adding Languages to Game Engines (GDMAG Sep. 97)
J. Regier:
Postmortem: Myth: The Fallen Lords(GDMAG Apr. 98)
W. Ridgway:
Postmortem: Zombie's SpecOps: Rangers Lead the Way (GDMAG Jul. 98)
J. Jack:
Postmortem: Monolith's Shogo: Mobile Armored Division (GDMAG Oct. 98) J. Chey:
Postmortem: Irrational Games' System Shock 2 (GDMAG Nov. 99)
S. Denman:
Postmortem: Surreal Software's Drakan: Order of the Flame
(GDMAG Nov. 00)
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