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ReaderFor a few topics in class, we will use external readings (things that aren't in the book) for some topics not covered in the book. Because of copyright issues, they are not placed on the web. You can access the acrobat files in Each reading is referred to on the course calendar by a name like "Rsubd1". Here, we give that name, the file name in the directory, and a brief description.
This article originally appeared in Game Developer Magazine (and still) appears in the online edition called "Gamasutra"). While the intro is a bit data, the article does make a nice, gentle introduction to how subdivision works.
File: gamasutra_subdivision1.pdf
This is the second part of the article above - its not as useful for the class, but you might find it interesting.
File: gamasutra_subdivision1.pdf
This is an excellent chapter from an outstanding book. The book is so good that I have considered using it for class.
The chapter in Shirley on Texture Mapping, along with the OpenGL book is adequate - however, if you're really interested in this important topic, I strongly recommend this chapter.
File: texturing.pdf
This is the "original source" for the material. In addition to being historically significant, the paper is very complete.
File: p253-porter.pdf
A good discussion of some nuts and bolts mathematics of implementing compositing.
file:smith95a.pdf
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