3D game engine design - a practical approach to real-time computer graphics
By D. Eberly. 2000
363 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/508206a06acfb628c5e7684db9a005675f5569e0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Shiyu Huang
- Mary C. Whitton
- M. Meehan
- S. Razzaque
- F. Brooks
- Deva Ramanan
- Sanja Stojanovic
- Dragisa Stanujkic
Citations in the corpus
- An objective multi-criteria approach to optimization using MOORA method and interval grey numbers (2012, background): “Then, the distance between 1 x and 2 x can be calculated as signed difference between its centers (Eberly 2007), as is shown below:”
- Expecting the Unexpected: Training Detectors for Unusual Pedestrians with Adversarial Imposters (2017, methodology): “We animate these models in a 3D scene with a 2D billboard to capture the scene background [11], as shown in Figure 2.”
- Effect of latency on presence in stressful virtual environments (2003, methodology): “The rendering of the virtual scene took place on a dual-processor Pentium 4 1.8 GHz PC with a dualvideo output nVidia Geforce4 Ti 4600 graphics card and Creative Labs Audigy sound card running a heavily modified version of the WildMagic software game engine [ Eberly 2000 ].”
- Conservative interpolation between volume meshes by local Galerkin projection (2011, unknown): “This algorithm follows that of Eberly [ 11 ] .”