2008
DOI: 10.1201/b13171
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Essential Mathematics for Games and Interactive Applications

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Cited by 40 publications
(29 citation statements)
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“…There have been several methods for calculating shading, such as Phong interpolation [17], normal-vector interpolation shading [18], and per-fragment lighting [19]. Most of these techniques can be implemented faster than real-time in current graphics hardware.…”
Section: B Lighting Virtual Objectsmentioning
confidence: 99%
“…There have been several methods for calculating shading, such as Phong interpolation [17], normal-vector interpolation shading [18], and per-fragment lighting [19]. Most of these techniques can be implemented faster than real-time in current graphics hardware.…”
Section: B Lighting Virtual Objectsmentioning
confidence: 99%
“…We employed the three-channel RGB colour format with 8 bits for each channel. To create larger GKUs, it is possible to use four channel colour formats (ARGB) and more than 8 bits per channel [44,45]. The 16-bit RGBA format provides a maximum of 2 64 overlapping incidents.…”
Section: Gku As An Outlier Detection Methodsmentioning
confidence: 99%
“…The computations required in graphics are in essence, computations in a Clifford algebra. Indeed the use of quaternions to represent rotations is commonplace in commercial computer graphics systems, see [17]. So there is some hope that the support for Clifford algebra in future hardware may be better than it is now and hence the advantage of Clifford algebras will increase.…”
Section: Introductionmentioning
confidence: 99%