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Institute for Visualization and Interactive Systems

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)