Computer Graphics Annotated Bibliography

Computer Graphics

Bibliography

 

by

Jonathan Eaker

 

LIS 612 - Kovacs


����������� The field of computer graphics is very unique among the computer fields because it is made up of scientists, programmers, artists, and even hobbyists. This makes the amount of literature out there very diverse, a book teaching a particular graphics API (an API is a set of code someone has created to do some application) will many times teach the basics as well as teaching the most complicated parts so that all parties will be covered. As a person who�s had interest in computer graphics since high school, I�ve used many of the material that is out there, but the project really showed me how much is out there that I didn�t know about, and I wish I had known when I was learning.

����������� I wanted to have endorsement of location for all my sources, because as we discussed in class, just because a book calls itself something doesn�t mean it really is. UNCC�s library is rather outdated in their computer graphics literature, much of it being from the 80�s and earlier, and it�s not a big collection to begin with. Since I did my undergraduate work at NC State, in Raleigh, and my brother goes there now, I used their library also. NC State has a large computer science department with a large with a number of faculty specializing in computer graphics. The domain for this bibliography is UNCC�s Atkins library, NC State�s D. H. Hill library, and my own collection of books.

����������� This bibliography is meant to be a current as could be using the domain chosen. Some of the sources aren�t widely available in computer graphics. Physical sources were searched for first and if they could not be found then online sources were used. MLA style citations were used to cite material.

 

 

Honor Pledge - I abided by the UNCG honor code on this assignment.


Indexing Services

 

CiteSeer.IST Scientific Literature Digital Library. 2004. Penn State University. 24 Oct. 2004 <http://citeseer.ist.psu.edu>

 

����������� This is an index of computer and information science papers that is very easy to use and has a large number of documents. When you search for computer graphics it returns 9743 documents. All of them seem relevant an on a wide array of topics in computer graphics. After searching it lists the document name and a link so you can see what other papers have cited this one. When you click on a document it returns lots of information about citations and similar documents and even a time line showing when it was cited. This is a very good source for an advanced user to find current and older papers and to see how often they have been used.

 

 

Association for Computing Machinery (ACM). ACM Guide to Computer Literature: 1997. New York: ACM, 1997.

 

����������� This is the ACM�s official Index for all computer literature from a very large number of sources. This publication actually stopped being produced after 1997 because the number of articles became very large and with the internet widely available it can now be found online at the ACM�s Portal page, but it is much more than just an index now, you can get an abstract and even the entire article with just a few clicks.It has the information indexed in several ways, by author, by keyword, by category, by proper noun, by reviewer, and by source. It�s a very large book but the different methods of searching make it very easy to use. The print is very small so that causes a bit of a problem especially if you had poor eyesight. In the keyword searches I found it interesting they used a * in the listing in place of the keyword it�s self, I guess that saves some space. This covers all computer sources so there are many computer graphics sources.


Abstracting Services

 

�Emerald Abstracts - Computer Abstracts International Database.� Emerald Abstracts. 2004. Emerald. 5 Nov. 2004 <http://titania.emeraldinsight.com/vl=7553353/cl=72/nw=1/rpsv/abstracts/caid/index.htm>.

 

����������� Emerald runs an abstracting service called �Computer Abstracts International Database�. They say that they have over 110,000 abstracts from over 200 different journals. They have monthly updates back to 1987 and they follow the ACM�s classification system (which I used as a thesauri source). I don�t have lots of money to get a look at the actual abstracts but it sounds like they do a good job of providing them.

 

 

IEEE. Computer & Control Abstracts: 2004. London: IEEE, 2004.

 

����������� These are abstracts created by the IEEE for all the computing and some engineering literature. It has a nice collection of abstracts for computer graphics literature. The abstracts themselves are short and concise. It also includes all the citation data. The articles range from the very technical to the not so technical (�Nifty Assignments�, about a guy at Stanford who runs a webpage for creating better homework assignment for engineering students). It is very large, the 2004 edition, issued monthly, through September is almost 9000 pages. The text is very small and a bit hard to read. It also includes an author index at the back of the book.


Thesauri

 

�I.3 Computer Graphics.� The ACM Computing Classification System. 1998. ACM. 10 Sep. 2004 <http://www.acm.org/class/1998/I.3.html>.

 

����������� The ACM came up with a computer classification system that where they placed everything on a hierarchy that�s supposed to represent how everything is connected. They have a section for Computer graphics. It�s divided in to 10 sub-levels in which some of those are sub-divided. There is a lot more that they could add, but when you go through all the sub-divisions they have covered many of the major topics in computer graphics. This would be a good place for someone to look if they were searching for a topic in computer graphics but didn�t know what to look for or what the accepted name is. Also it could be used to find a search term that would give more focused results.

 

 

I could not find a second example of a thesaurus for Computer Graphics.


Guides to the Literature

 

Phelps, Charles. Selective Guide to Literature on Computer Graphics. Engineering Literature Guides No. 25. Washington D.C.: American Society for Engineering Education, 1997.

 

����������� This is a small source with only 17 pages but it gives a good introduction for someone who wants to learn more about computer graphics, where to find it. It�s divided into sections for different types of sources. Each source has a page or several paragraphs discussing how that type of source is used, what you�ll find in it, and what it�s used for. It then gives five to ten of the best sources of that type. The types of sources covered are Bibliographies and Literature Guides, Indexes and Abstracts, Encyclopedias, Dictionaries, Handbooks, Directories, Standards, Major Periodicals, Major Conferences, Important Books and Internet Resources. This would be a good source for someone new to computer graphics looking for more information and how to get it.

 

 

Carande, Robert. Information Sources for Virtual Reality: A Research Guide. Westport: Greenwood Press, 1993.

 

����������� This book says Virtual Reality, so I picked it up just for my own interest not as a source, but when I looked through it I discovered their idea of �virtual reality� is any �computer generated reality�. That�s a very broad definition which overlaps with many of the things computer graphics research attempts to do. Upon reading a few of the sections I discovered it would work great for my topic and it really had some good information. It is divided into chapters for each type of source it covers. Each chapter goes into great detail about what is in each of the sources, how to find them, and how to search for what you need in them. He does give a list of sources at the end of each chapter but most of the book is about how to search. The sources covered are Periodical Indexes, Technical Reports, Proceedings, Citation Indexes, Monographs, Dissertations, Government Publications, Patent Information, Newsletters, Electronic Conferences, Product Information (Non-Evaluative), Product Evaluations, Company Information, Contracts, Biographical Information, and Search Algorithms. This would be a great source for someone who is looking to start researching or just looking for more information in the topic.


Bibliographies

 

Electronic Visualization Library. 2004. The Collection of Computer Science Bibliographies. 2 Oct. 2004. <http://liinwww.ira.uka.de/bibliography/Graphics/EVlib/index.html>

 

����������� This is an online bibliography that covers papers from the Electronic Visualization Library Service in Germany. The over 3000 sources in the bibliography cover all aspects of computer graphics. The emphasis is visualization, the graphical display of data, but it applies to other areas too. It�s very easy to use and has lots of information about the bibliography itself. It has technical reports, conference proceedings, research papers, and magazine articles. This would be a very good source for someone doing research and needing to look up what else has been written on a specific topic. Most of the sources it contains seem to be very high-level.

 

 

Eurographics Bibliography Database. 2004. The Collection of Computer Science Bibliographies. 2 Oct. 2004. <http://liinwww.ira.uka.de/bibliography/Graphics/eurographics.html>

 

����������� This is a bibliography of Eurographics, the European equivalent of the American ACM SIGGRAPH. They have a bibliography of almost 700 sources from mostly European researchers. The majority of sources are articles from Computer Graphics Forum, their publication, but there are some conference proceedings also. These sources are all of a high level and would only be useful to someone doing research or trying to keep very current.


Dictionaries

 

Latham, Roy. The Dictionary of Computer Graphics and Virtual Reality. 2nd ed. New York: Springer-Verlag, 1995.

 

����������� This dictionary covers many words in the computer graphics literature that may not be familiar to everyone doing work in computer graphics. It�s not a very big book, only 170 pages or so. Of all the dictionaries of computer graphics found, this had the best and most thorough definitions. It usually gave a few sentences telling what each term meant. There are illustrations with some of the definitions. It also has with many of the terms, the part of speech and their pronunciation. The pronunciation is very helpful because many of the acronyms and terms have an accepted pronunciation that wouldn�t be apparent just from seeing the word. It also contains abbreviations and cross-references. After the actual definitions it had a section called the �Word List� where the author put words not in the book like variants of words, plurals, and some other jargon. He said this section was to aide in spelling and he made the list by running words he found in the literature through three different spell checkers and if they weren�t found in one, they were put on the list. There was also a bibliography with sources that could help with more specialized areas. A user of this source should probably be familiar with computer graphics for the definitions to mean anything.

 

 

Stevens, Robert T. Quick Reference to Computer Graphics Terms. Boston: Academic Press Professional, 1993.

 

����������� This book, called a quick reference (whatever that is supposed to be), is just a dictionary of terms. This book is bigger than the Latham dictionary and has many more terms. The definitions are short and concise. Sometimes too short because they give very little idea what the term means, but do at least give an idea what to look up for more information. It includes many pictures, diagrams, and equations where applicable. It differs from the Latham dictionary in that it doesn�t just cover computer graphics terms, it covers mathematical terms used in graphics. It also has a few major file types used in the computer graphics field, mostly image formats. It also has an appendix with contact information for many manufacturers of computer graphics equipment. In the preface the author says he selected the terms for the book by going through the forty plus books in his collection and some indices and periodicals and taking words used in them. Then he defined the words based on the book�s glossaries, traditional dictionaries, and by writing his own definitions.


Encyclopedias

 

Hollasch, Steve. Steve�s Computer Graphics Index. Steve Hollasch�s Home Page.26 Aug 2003. 23 Sep. 2004. <http://stevehollasch.com/cgindex/index.html>

 

����������� Mr. Hollasch calls this an index, but it�s clearly not. It has a good number of computer graphics terms with good explanations and arranged alphabetically, so it seems more like an encyclopedia. Mr. Hollasch works for Microsoft and does some work for the ACM so his knowledge of the topic is very good. It seems this is a work in progress. Each term will have a link or several talking about one aspect of it. Like for color, it has one link talking about CMYK, one for RGB, one for color blindness, and several more. Many of the entries a written by other authors that have more expertise in that area. They do a good job explaining fully what the term is so if you needed information as a novice or a more advanced user it would be a lot of help.

 

 

Murray. James D., Encyclopedia of Graphics File Formats. Sebastapol: O�Reilly & Associates. 1996.

 

����������� This is somewhat of a hard source to place; it�s both a handbook and an encyclopedia. I already have handbooks and I need another encyclopedia. This book is an alphabetical listing of all the major file formats up to it�s time of publication. This includes both commonly used ones and ones used by only one or two applications. Under each file format it tells what it�s used for, how they work, and sometimes equations showing how compression is done. They cover very well how to create each one. This would be a good resource to a novice or even a person who isn�t in the computer graphics field if they needed some basic info about what a format is for, but it would also help an advanced user wanting to find out how to read or write files in their own code.


Handbooks

 

Ulichney, Robert. Digital Halftoning. Cambridge: The MIT Press. 1987.

 

����������� This book isn�t quite as useful today as it would have once been but it covers the topic of halftoning, which is printing in only one color and doing things like shading in it. Some of the things in here would also be helpful when doing things with reducing or enlarging 2-D pics and keeping certain patterns. This book is for an advanced user, it actually says so in the preface. It�s a handbook because it mostly graphs and charts and pictures of bars that illustrate variations of the different halftoning algorithms. This makes it easy to see how it looks with different amounts of shading so you can pick the one you need. The text in here is minimal and mainly explains each algorithm.

 

 

Mortenson, Michael E. Computer Graphics Handbook: Geometry and Mathematics. New York: Industrial Press. 1990.

 

����������� This source is a handbook designed to help people in computer graphics with the math and computation side and not the actual algorithms. This is a good handbook for a person just starting out in computer graphics. It has all the geometry and math one would need to do almost any graphics operations and they are broken up into small sections of a page or two for each concept so that you can find what you need and not have to sort through the things you don�t. It gives everything step by step with explanations. It also has a section that covers the properties of basis and more complicated geometric shapes.


Manuals and Guides

 

Hedgley Jr., David R., User�s Guide for SKETCH. 2000. NASA Dryden Flight Research Center. 12 Nov. 2004 <http://www.dfrc.nasa.gov/DTRS/2000/PDF/H-2411.pdf>.

 

����������� This document is a NASA manual for a software package they call SKETCH. It�s a simple subroutine that takes a set of points that make up faces and cuts out the edges that couldn�t be seen from the front. I wrote out a program that did the same thing once so it�s nice to know NASA had to put this together and make a manual for it, I must have done pretty good. It�s a pretty simple document. It has some background on what it does. It shows how to use it. Then it gives an example with all the code to make it work. At the end it has a paper written on the underlying math that is involved. This document would be helpful to people at NASA who have to use this, but also to people who need to code this same type of software because this is a common problem.

 

Direct X.� MSDN. 2004. Microsoft. 13 Nov. 2004 <http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnanchor/html/anch_directx.asp>.

 

����������� This is the MSDN section devoted to DirectX. The MSDN is the Microsoft Developer�s Network, and it�s where they put all the user guides for their coding products. DirectX is Microsoft�s 3-D and multimedia software package. This gives you everything you need to know when starting out with DirectX.. They have well documented every command and how�s used, many times with small examples. The good thing about it being on the MSDN is that as long as you have internet access you can look up something in it easily. It�s a very good tool for new users to learn about the commands of DirectX and it�s also good for more advanced users because DirectX is huge and it�s easy forget how some functions work. It is written for someone who has an idea of how to code and knows about computer graphics but may or may not be new DirectX.


Textbooks

 

Foley, James D., Andries van Dam, Steven K. Feiner, and John F. Hughes. Computer Graphics: Principles and Practice. 2nd ed. in C. Reading: Addison-Wesley, 1996.

 

This was my textbook in my computer graphics project course as an undergraduate. This book is considered the best tool for learning the basics of computer graphics. It is a large book at nearly 1,200 pages and covers almost every topic someone would want to know about any computer graphics. It covers hardware, software, algorithms, underlying math concepts, and even things some don�t think of as computer graphics, like the properties of color and how the eye interprets it. It has illustrations, diagrams, equations, graphs, and color pictures. It covers the basics very well, but only gives small sections to more advanced topics, probably because they are so numerous and this book is meant as an introduction. This book was written for a computer graphics novice, but not for someone unfamiliar to computers or programming. It also assumed the reader has a good knowledge of all the math involved which include geometry, calculus, and linear algebra. When looking at other sources in other areas a large number of them would cite this book in their bibliography. That shows how widely used and respected this book is.

 

 

Angel, Edward. Interactive Computer Graphics: A Top-Down Approach with OpenGL. 2nd ed. Reading: Addison-Wesley, 2000.

 

����������� This was my textbook in an introduction to computer graphics class I took as an undergraduate. This book is much smaller than the other textbook source. It is meant as a basic introduction to computer graphics. While it does cover all the math needed to do things like translations, and rotations, none of it is very difficult and it steps through it so those whose math may be a little rusty can follow along. It actually has 2 appendices that just cover the math involved. This book contains lots of example source code. It even has another appendix that has the full code for 12 programs that illustrate some of the concepts covered in the text. This book also contains many illustrations, diagrams, and pictures. This is much more oriented toward the novice who maybe has some interest in computer graphics, but doesn�t want to know everything, just enough to write some programs or understand some concepts.


Monographs

 

Manoilov, Peter, G. Manoilov, and B. Delijska, comp. Elsevier�s Dictionary of Computer Graphics in English, German, French, and Russian. Amsterdam: Elsevier, 2000.

 

����������� This source is a dictionary of 10, 540 terms �commonly used in the theory and practice of computer graphic�, translated to English, German, French, and Russian. The compilers tell all the areas they tried to cover and it�s a long list that spans the entire field. The terms were gathered from book and papers, but they said some newer terms were taken from the internet. The structure is made so that a term is easy to find in any language. It starts with the English section where each term is listed alphabetically with a sequential entry number and the terms translation into the other languages. There are also some cross-references if there is a synonymous term. After that section is the German, French and Russian sections which have the term in alphabetically in that language and the number to look for it in the English section. The book also contains a section that gives a little explanation of the grammar symbols used in each of the languages. There is also a small bibliography in the back with some sources in all of the covered languages. This book is not for the novice or average user. It is for the person who is reading literature in a language foreign to them and needs to know what a term means in their own language.

 

Stein, Michael L., Eric Bowman, and Gregory Pierce. Direct 3D Professional Reference. Indianapolis: New Riders, 1997.

 

����������� This is a reference book that covers Microsoft�s Direct3D, a 3D package for Windows, which has now become a part of DirectX. This book has a lot of information, but not really enough of any one to call it any other type of source. It has an overview of computer graphics and an overview of Direct3D and DirectX. The largest section of the book is the �Function Reference� Section. It covers almost all of the operations in Direct3D and gives a little information about them like variations and return values. The last section of the book is an explanation of file and variable types in Direct3D usually just telling of what type the file or variable is and if it�s an array, how large it is. This would be a good book for someone who knows Direct3D but doesn�t remember all functions well, or needs to look up a seldom used function. Its format and writing make it of no use to anyone who doesn�t know at least the basics of Direct3D programming.


Histories

 

Segal, Mark and Kurt Akeley. The OpenGL Graphics System: A Specification (Version 2.0). 22 Oct. 2004. <http://www.opengl.org/documentation/specs/version2.0/glspec20.pdf>

 

����������� This is the official specification document for the newest version of OpenGL. OpenGL is the most widely used graphical language used in academia and on non-windows platforms. The document is 382 pages long. It has an overview of what OpenGL is and the basic operation behind it. It then goes into pretty good detail of how many of the functions were implemented giving equations and diagrams. It also has a �Corollaries� section that goes over some of the things that can be assumed when using OpenGL. It then goes through each version of OpenGL that has been released and the new commands it brought. It gives explanations of the new functions, any other changes in old functions and how each new function is used. This is a document I used when learning and using OpenGL. It is good for the novice because it tells how the functions are used, and it is good for the more advanced user because it gives the background and theory behind everything. This is also being used as a Standards and Specifications source.

 

 

Carlson, Wayne E., �An Historical Timeline of Computer Graphics and Animation.� Wayne Carlson�s Home Page. 2004. <http://accad.osu.edu/~waynec/history/timeline.html>

 

����������� This is a time line of computer graphics and animation. It actually starts in 1200 with the abacus, but it really starts with relevant listings in 1801 and covers inventions and developments that aided the field of computer graphics. He also added a few that don�t really have any connection to computer graphics (1952 - Air Force Project Blue Book organized to categorize UFO sightings). He covers hardware and software really well. This is a good source for anyone wanting to know how we got to where we are now, it�s probably not of interest to someone who does some work or research in the field and has wants to know about a brief history of computer graphics.


Treatises

 

Levkowitz, Haim. Color Theory and Modeling for Computer Graphics, Visualization, and Multimedia Applications. Boston: Kluwer Academic Publishers, 1997.

 

����������� This is a book that covers anything and everything one would want to know about color. It is extremely in-depth. It happens that I�m very interested in color theory, so I found this book really interesting, but most people would not need this much information unless they were doing some research. Some one could need some of the info and use only a chapter or two. The book looks at color from ever perspective possible, human vision, all of the color models, different ways to graph color, and more. It has a large bibliography in the back.

 

Glassner, Andrew S. ed. An Introduction to Raytracing. London: Academic Press, 1989.

 

����������� This source covers everything about raytracing. Raytracing is a shading model used in 3D graphics. It takes rays from light sources and traces them to the screen to show lighting, reflections, and refractions. The chapters in this book are written by different people, but the editor is the author of about half of them, so they aren�t that diverse. They are about different aspects of raytracing. It starts with the history of raytracing. Then it covers what raytracing is, the physics and math behind it, and how to create a raytracing system, and how to speed up raytracing algorithms. It also includes a raytracing glossary and bibliography. This would be very good for someone who wants to learn how to implement raytracing or make it better. Raytracing is a very complex model, so the book reflects that and would only be of use to rather advanced users.

 


Reviews

 

Hutchins, Carol, ed. Computing Reviews. New York: ACM, 2004.

 

����������� This source is a comprehensive review. The reviews are organized according to the ACM classification system with all of the subdivisions. It also has an author index. The reviews cover all types of sources like manuals, books, histories, papers, and lectures. Each review gives four or five paragraphs about the source. It has all of the citation information. Between the citation information and the review it has a one line description that I assume is there to help you decide if this is a review you want to read. The reviews are not opinionative; they just give a brief, 2 or 3 paragraph, overview of the article. This would be a good source for someone doing research on a particular topic and looking for articles about. It�s easy enough to understand for most people but I doubt most would want to use it.

 

 

����������� I could not find another example of what looked like real review. I found several that looked to be more of a bibliography. I had thought there would be some retrospective ones out there, but I guess not. My thinking is that there is little interest for older material because most of it is out of date and of little use today.


Annuals and Yearbooks

 

Both of the conference proceedings are of annual conferences and have been coming out once yearly for over 10 years, so that makes them annuals. The annotations are listed there.


Field Guides

 

There are no field guides for computer graphics.


Almanacs

 

There are no almanacs for computer graphics.


Compendia and Anthologies

 

Post, Frits H., Gregory M. Nielson, and Georges-Pierre Bonneau, ed. Data Visualizatoin: The State of the Art. Boston; Kluwer Academic Press, 2003.

 

����������� This is an anthology covering the entire field of visualization (the visual display of data). This book is divided into sections, with each section having several papers by different authors. The attempt of the book was to cover most of the current topics in visualization. Some of the articles are very complicated while others are somewhat simpler. Many have math and equations, but some are just text explanations and descriptions of concepts. The book is filled with diagrams, pictures and graphs. A few of the papers have source code. This would be a source for a high-level user working in visualization, or someone who wants to know more about the topic.

 

 

Laurent, Pierre-Jean, Paul Sablonniere, Larry L. Schumaker, ed. Curve and Surface Design. Nashville: Vanderbilt University Press, 2000.

 

����������� This is an anthology of papers about curves and surfaces. There is actually another volume called �Curve and Surface Fitting�. The book is divided into many sections and tries to cover all areas of cure and surface design. Since it is about curves and surfaces, there are many diagrams and pictures of them. It also is very math intensive because curves and surfaces work off very complicated equations. This would be used by a high-level user who didn�t just want to know about surfaces but wanted to know what new ideas were being tried.


Periodicals

 

Galvis-Assmus, Patricia ed. Computer Graphics Quarterly. New York: SIGGRAPH, 2004.

 

����������� This is the official periodical of ACM SIGGRAPH. It comes out 4 times a year with another issue that covers their yearly conference. The individual issues are not very thick. They contain articles, recurring monthly sections, opinions, a list of student and professional chapters and contact info, a public policy section, and lots of pictures. None of the articles or sections are very in-depth or very complicated and most of the articles are about things that a wide number of people would find interesting. In one issue they had an article on how things in the Lord of the Rings movies were made. This could be used by someone who is a novice or high-level users. Since SIGGRAPH is open to students and all people involved or interested in computer graphics many members aren�t researchers so they make this publication so that all the members can read it.

 

 

Dill, John ed. Computer Graphics and Applications. Los Alamitos: IEEE Computer Society, 2004.

 

����������� This is a monthly periodical produced by the IEEE about the computer graphics field. It�s fairly large and more complicated than the ACM�s periodical. It has lots of advertisements for workshops and books and some requests for papers. Some of the articles have math and equations with diagrams and pictures. Its subject matter is very diverse and covers many areas. It had some monthly articles and a section that told about new products divided into hardware and software. The new products section was not a review but just basic information about what companies planned to release that month. Since the IEEE members tend to be trained engineers, the subject matter can be a little more complicated than the ACM�s periodical and still reach the audience. It would be good for people in the field who want to keep up with current developments but didn�t want or have time to read all the papers coming out.


Conference Proceedings

 

Proceedings: Computer Graphics International: Crete, Greece, June 16-19, 2004. Los Alamitos: IEEE Computer Society, 2004.

 

����������� This source starts out with information about the conference, like who was involved and what all was covered, and even list of some things presented but not in the book like some tutorials and talks. It also has lists of people on various panels and committees of the computer graphics international organization. There are around 50 articles covering various computer graphics topics in-depth. They are divided into sections such as �Mesh Representation�, �Illumination�, and �Collision Detection�. These articles are very in-depth and very complex. They are filled with diagrams, pictures, illustrations, equations, and some sample code. Since this was an international conference the articles are from all over the world. This is for an expert in computer graphics, probably someone in research who wants to keep up with current progress in different areas.

 

 

Yagel, Roni, and Gregory M. Nielson. Proceedings Visualization �96: October 27-November 1, 1996. New York: ACM, 1996.

 

����������� This is the proceedings of the IEEE�s conference on visualization, produced by the IEEE and the ACM. It�s a very thick source. It starts by telling about the keynote speaker and what he talked about. It then tells about some of the presentations that took place. Most of the source is the papers from the conference. They are divided into sections of similar concepts. They are very complex articles coverall all aspects of visualization. It also has a section that covers some of the panels and the discussions that took place. This would be of use to someone that is an advanced user and wants to keep up with the most current research in visualization.


Technical Reports

 

Tateosian, Laura G. and Christopher G. Healey. �NPR: Art Enhancing Computer Graphics.� NCSU Technical Reports. 27 May 2004. Computer Science Dept. North Carolina State University. 2 Nov. 2004 <ftp://ftp.ncsu.edu/pub/unity/lockers/ftp/csc_anon/tech/2004/TR-2004-17.pdf>.

 

����������� This is a technical report done by one of my old professors, Dr. Healey, and my TA Laura Tateosian. It was done for the Knowledge Discovery Lab at NC State where most of the equipment was bought with a grant or donated, and this works a guide to what the lab hopes to accomplish, probably to get more grants. He actually gave us most of this report as a presentation one day in class. NPR stands for Non-Photorealistic Rendering and covers a wide range of topics where the picture drawn on the screen is supposed to look artistic rather than realistic. For a technical report this is probably as light as one could get. It does get very technical but it never has too many equations or math. It�s very in-depth, most people, even those interested in computer graphics, would not want or need all of this information.

 

 

Technical Reports for the Department of Computer Science. 2004. Computer Science Dept. University of North Carolina at Chapel Hill. 2 Nov. 2004 <http://www.cs.unc.edu/cgi-bin/compServ/techrep/make.files.cgi?year=2004&Submit=Start+Search>.

 

����������� This site is the list of technical reports from 2004 for the computer science department at UNC. Since the focus of their Computer Science Department is computer graphics, many of these have some connection to it. A good number of the reports deal with computer graphics user interaction (which UNC is well known for) which has in the past been used to create new hardware and methods for interaction. Looking through some of the reports they are very complicated and most are filled with equations and formulas and hard to understand without a very advanced knowledge of the subject. This is for a high-level user, possibly someone in industry who is looking for a new product to manufacture.


Patents

 

Rauchfuss, Brian D., Cook, Val, and Piazza, Tom. Anisotropic filtering technique. Intel Corporation, assignee. Patent 6,816,167. 9 Nov. 2004.

 

����������� This is a patent dealing with a filtering method that is used when doing some form of mip-mapping. It�s very high-level and very technical. I had trouble understanding most of it. Mip-mapping is used extensively in computer graphics so this would be very important to someone who wants to use it. Since most mip-mapping today is done in hardware and Intel is the assignee, I would assume they are putting some mip-mapping algorithm in one of their chips.

 

 

Liu, Zicheng, Zhang, Zhengyou, Cohen, Michael F., and Jacobs, Charles E. Rapid Computer Modeling of Faces for Animation. Microsoft Corporation, assignee. Patent 6,807,2004. 19 Oct. 2004.

 

����������� This is a patent for a method of taking 2-D pictures and video of someone�s face and turning them into 3-D meshes. This is something done before but the process here is made much easier and simplified greatly. This is great use these days with the number of 3-D films being made using models of real human faces. It is a very complex but easy enough that I got most of what they were doing. This would be of use to people trying to create software for making meshs of faces, not to average or novice users.


Dissertations

 

Alex, John. �Hybrid Sketching: A New Middle Ground Between 2- and 3-D.� Diss. MIT, 2005.

 

����������� This paper has a date of Feb. 2005 on and I assume that�s when Mr. Alex will actually present it. It�s about converting 2-D drawings to 3-D. I actually started writing a program that does this one time so I found browsing it very interesting. He goes over the basic concept of 2-D technical drawings and how to convert them to 3-D. Then he goes into his new technique to do it. It has diagrams on nearly every page, and goes very in-depth into the subject. This source would only be of interest to someone who was very advanced and understood this area of the field very well.

 

 

Pfautz, Jonathan David. �Depth Perception in Computer Graphics.� Diss. U. of Cambridge, 2000.

 

����������� This is a dissertation that was written for a philosophy degree dealing with depth perception and how computer graphics makes things appear 3-D on a 2-D screen. It was actually very interesting. It is very comprehensive covering everything from just getting something to appear 3-D to refresh rates and how they affect your perception. These are all things many people wouldn�t think about as being computer graphics topics. This is a very high-level document and would be for advanced users. It would probably be as helpful to someone in science or psychology who wants to know more about how the eye and brain look at 3D graphics, as it would be to computer graphics researchers.


Preprints

 

�Graphics authors/titles recent submissions.� Cornell Library arXIv.org e-print Archive. 2004. Cornell University. 26 Oct. 2004. <http://arxiv.org/list/cs.GR/recent#1>.

 

����������� This is where they put the Cornell graphics e-prints. All of the papers I read were very high-level and complex. They cover all areas from the mathematics behind graphics to an article about making polygons from images. This would be only for people who work or research in computer graphics and need to keep up to date on current research.

 

 

Subr, Dartic Sankar, Gopi, M., Pajarola, Renato, and Sainz, Miguel. �Point Light Field for Point Rendering Systems.� UCI Computer Graphics Lab Publications. 2004. University of California, Irvine. 26 Oct. 2004. <http://www.ics.uci.edu/~graphics/pub/UCI-ICS-03-28.pdf>

 

����������� This is a preprint by some researchers at UCI about a new type of lighting/shading model. It is full of diagrams and explanations, but I could not understand the majority of the paper. They have included some color pictures showing different iterations of their lighting/shading model. It�s a fairly short article at only 6 pages. It would only be of use to people who are high level users and probably trying to stay current in lighting/shading models.


Tables

 

Wright Jr., Richard S. and Michael Sweet. OpenGL SuperBible, 2nd ed. Indianapolis: Waite Group Press, 1999. 49.

 

����������� The OpenGL SuperBible is book that tries to teach OpenGL to novices. It�s made for people who have and those who have not had any graphics training. It has many tables in it, but this is one I used quite a bit. It has a list of all the major colors, plus others of interest, my favorite being �Barney purple�. Out from them it has listings for �Red Component�, �Green Component�, and Blue Component�. In OpenGL you make colors by combinations of Red, Green, and Blue, and it can be somewhat non-intuitive how a color should be created. This table gives you somewhere to start, so if you know you want a shade of brown, you look at the table, use their brown, then change the numbers until you find what you like. This table is simple enough for someone without much experience, but useful enough for an advanced user.

 

 

Woo, Mason, Jackie Neider, Tom Davis and Dave Shreiner. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2. 3rd ed. Reading: Addison-Wesley, 1999. 603-630.

 

����������� The OpenGL Programming Guide (also know as the �red book�, there are other colors for other topics) is the guide used by most people for reference and to learn OpenGL. The table in this book is in one of the appendices in the back. It�s a table of what are called �state commands�, which are commands used to set different state variables. Things like color, light attributes, buffer use are included but as there are 27 pages of these it covers almost everything. The table gives the command as used in OpenGL code, then in the next column is a short description of the command. That is followed by the �Attribute Group� which is what the command is for, like �lighting� or �fog�. That is followed by the initial value the variables are set at. Then finally is the �Get Command� which is a command that can be called to see what the variables are currently set at. This table is very helpful. It shows all the commands you�ll need to set anything up, and they are all together, instead of searching through the text. I used it all the time when coding because there is no way for anyone to remember all the command and their settings. This would be good for a new user needing to learn commands or an advanced user who just need to look up something. It�s easy to read if you have a basic understanding of OpenGL.


Standards and Specifications

 

Segal, Mark and Kurt Akeley. The OpenGL Graphics System: A Specification (Version 2.0). 22 Oct. 2004 <http://www.opengl.org/documentation/specs/version2.0/glspec20.pdf>.

 

����������� This was also used as a source in the Histories section, the annotation is located there.

 

 

�Wildcat Realizm 800 Specifications.� 3DLabs.com. 2004. 3D Labs. 2 Nov. 2004 <http://www.3dlabs.com/products/product.asp?prod=293&page=6>.

 

����������� This is a web page with the specs for a new video card by 3D Labs, the maker of very high quality cards. These cards go along with the computer graphics field because many times the programmers will tailor their code to way the cards are made and what they can handle in hardware. These specifications tell everything about this video card. It even has a chart displaying video modes. This would only be of interest to someone at a high-level that needs to know the most current hardware and how much it can handle. Most of the things listed only a very advanced user would understand and these cards are made for industry and academia and out of the price range of most home users.


Government Publications

 

United States. Cong. Senate. 108th Congress, 1st Session. S. 354, National Transportation Modeling and Analysis Program Establishment Act [introduced in the U.S. Senate; 11 Feb. 2003]. 108th Congress. Congressional Bills, Thomas.loc.gov. 10 Nov. 2004.

 

����������� This is a bill in congress about creating computer software to model traffic and other forms of transportation for national, state, and regional use. This was a very interesting document. It not very complicated at all, but it spells out everything the program is supposed to do and how much is allocated for it. This source wouldn�t be very useful to anyone except companies that might be used to develop this software. This would be a very large software package from the amount of money allocated ($6,000,000 in 2004) so there would probably be lots of interest from GIS and mapping software companies.

 

 

Hedgley Jr., David R., User�s Guide for SKETCH. 2000. NASA Dryden Flight Research Center. 12 Nov. 2004 <http://www.dfrc.nasa.gov/DTRS/2000/PDF/H-2411.pdf>.

 

����������� This document is both a Government Publication and a Manual so it is described in the Manuals and Guides section.


Taxonomic Literature

 

There is no taxonomic literature for computer graphics.


Other Primary Sources

 

Finding Nemo. Dir. Andrew Stanton. Disney/Pixar, 2003.

 

����������� A rendered children�s movie is an excellent source of computer graphics information. Pixar is widely considered the best in the industry of 3D graphics and developments in the field. They have many people on their staff that were once researchers at universities and this gives them a knowledge base without compare. By watching this movie it�s easy for anyone to see how complex computer graphics have become, from the characters having realistic facial expressions to the perfectly rendered water with all its reflections and refractions. Movies like this are the best advertiser for the field because a person can watch this and say �I�d like to do that� and then they start to learn more. This source also appeals to anyone in computer graphics because it shows the best the field has to offer in the way of pre-rendered animation.

 

Tales of Symphonia. Dir. Yoshito Higuchi. Namco, 2004.

 

����������� Another very good source of computer graphics information on the state of the field is a video game, because as opposed to a movie where there is no fixed time to render each frame, a game must be created on the fly. Tales of Symphonia is a game realeased in the summer of 2004 that uses many of the current technologies to show what can be done with computer graphics without having expensive hardware. The game itself is cell-shaded, which is a technique of non-photorealistic rendering that takes attempts to take a 3D scene and make it look like a 2D drawing (cell coming from hand drawn animation cells). There are scenes in the game where it is very hard to distinguish what is a 2D texture and what are 3D rendered polygons. All this is done while the user is playing and is all the more impressive. This is another great way to for the field to get new people into research or industry.


Trade Catalogs and Manufactures� Literature

 

�Wildcat Realizm 800.� 3DLabs.com. 2004. 3D Labs. 2 Nov. 2004 <http://www.3dlabs.com/products/product.asp?prod=293>.

 

����������� This is the same item I used for the specification section, but on the webpage they had the things they used to send me, to sell their products. As opposed to the straightforward data on the specifications this is much more written to emphasize the strengths of this video card. They even tout the company�s �40 years of combined engineering talent� to sell their product. They usually send this stuff on little postcards when they have a new product. These video cards are very expensive, over $1000 for many of them, and so telling why you should spend that much and how much better they are is very important. One thing this page does is it mainly advertises the new special features of the card, not the actual work it�s going to do. This is written with the expert in mind but in a way that a non-expert could read it because many time the purchasing decision for these items aren�t up to the researchers or workers themselves.

 

 

�Silicon Graphics Tezro Visual Workstation.� SGI.com 2004. Silicon Graphics, Inc. 2 Nov. 2004 <http://www.sgi.com/products/workstations/tezro>.

 

����������� This is the SGI webpage for their newest workstation, the Tezro. SGI is the leading manufacturer of top of the line computer graphics equipment. Their equipment is used by nearly everyone doing graphics for TV and movies. They also come with a very large price tag. Getting their users to understand why they should upgrade to the newest item is essential. Their products pages are made to sell their products. The Tezro page has a lot of information. The most interesting thing I found was a line saying �Tezro is designed to help topflight individuals and teams deliver cutting-edge results in ever-shorter production cycles--whether you are an innovative designer, scientist, engineer, defense specialist, film producer, or geophysicist.� That�s a diverse group and when I found what they call the �key applications� it�s made for they list scientific visualization (the NC State Astrophysics dept. used an older model when I was in school), oil and gas, film restoration and mastering, geospatial imaging, medical imaging, and several others. So they are selling to a wide audience and many of the non-computer people may not be sold on just the specs. They have a section called �Features and Benefits� that tells a spec and then tells what it means to a non-technical person. They have lots of specs but they also have a section of �Customer Successes� where companies like BMW, Boeing, and Mack Trucks, tell how the SGI system helped them. This would be for a user that probably buys for a company but may or may not know what specification they need to meet. Personally I found this very interesting because SGI is such a dominant force that I wouldn�t think they have to advertise much, but they do more than most any other site I�ve seen.


Directories

 

�ACM SIGGRAPH Industry Directory.� SIGGRAPH.org. 2004. ACM SIGGRAPH. 8 Nov. 2004 <http://www.siggraph.org/cgi-bin/cgi/idindex.html>.

 

����������� This is the very large directory from SIGGRAPH of companies that have something to do with the computer graphics. In the directory they have a search function or you can go to the bottom and browse through each of the companies that start with a certain letter. They also have the companies broken down into �Hardware�, �Services�, and �Software� sections. Under each of those there are sub-categories that list all the companies of that type. When you click on a company it gives their contact information and a little bit about what they do. This would be helpful to someone in industry or possibly research who was looking to find companies that do a certain type of work. It could also be helpful to person in the industry looking for a job because they can see almost every company in the graphics field.

 

 

�Computer Graphics Education Directory� SIGGRAPH.org. 2004. ACM SIGGRAPH 11 Nov. 2004 <http://cs.wcsu.edu/siggraph>.

 

����������� This directory is in transition so the web address may change. It�s a directory of schools that have some form of computer graphics related class or program. It is very thorough, covering all types of schools from K-12 to Universities that offer Doctorates. They also let you browse different areas of focus. Now they also have a geographical listing that lets you look by state and continent. This would be a good source for students looking to find an undergraduate or graduate program to enroll in, or for someone who is looking for a faculty position at a college or university.


Atlases

 

I could find no sources which fit the definition of an atlas in computer graphics.


Union Lists

 

WorldCat. 2004. OCLC. 10 Nov. 2004 <http://www.oclc.org/worldcat/default.htm>.

 

����������� WorldCat is the largest Union List around with over 9,000 libraries contributing. You could find almost any computer graphics sources you needed. It can be a bit overwhelming. This source would be good for someone who really needed to look at everything for their research, and probably wouldn�t be helpful to the average user.

 

 

Leeds Art Libraries in Co-operation.� Leeds. 1998. LALIC. 10 Nov. 2004 <http://www.leeds.gov.uk/documents/85186ADFD9A9A45B80256E1C0042167F.pdf>.

 

����������� This is a union list created by a group of libraries and colleges in the city of Leeds in the UK of all the Journals their members have, and who has what. They have a list of subjects covered and computer graphics is one and they do have most of the major computer graphics journals listed. This would probably be useful mostly to people in and around Leeds but it shows a smaller union list and that could be useful to people trying to find things in their area, and since it�s easy to search could me useful to anyone searching for computer graphics information.

Nonprint Materials

 

�The SIGGRAPH Art Show.� SIGGRAPH.org. 2004. ACM SIGGRAPH. 13 Nov. 2004 <http://www.siggraph.org/artdesign>.

 

����������� This is part of the SIGGRAPH national conference where artists and others who have created artwork using various methods display it for others to see. It�s very interesting to see what different people have done with 3D programs. The art include both single frame art and animation that sometimes has sound. Most people wouldn�t think of a bunch of computer guys coming up with art work but it�s very nice. It really shows how much and how diverse the field of computer graphics is.

 

 

�Computer Graphics World�s Online Gallery.� Computer Graphics World Online. 2004. Computer Graphics World. 13 Nov. 2004 <http://cgw.pennnet.com/Gallery/cgw/gallery.cfm> .

 

����������� This is a gallery of artwork submitted by readers of Computer Graphics World. Each month they pick artwork for that month�s gallery going all the way back to 1996. Looking through the galleries you really can see the diversity of the artists and what kinds of amazing things people can do with 3D graphics. Computer Graphics World tends to be a magazine more for artists anyway, so this what these people do for a living. This would be good for anyone at any level to see what can be done with computer graphics. I know one of my professors said that just because we can do graphics it doesn�t make us artists, and those are the people who really use this stuff. This could actually be used as a tool to get people into the field and the industry.

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