Eric Haines

According to our database1, Eric Haines authored at least 16 papers between 1986 and 2020.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2020
A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers.
Proceedings of the Eurographics Workshop on Material Appearance Modeling, 2020

2018
Getting started with webGL and three.js.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
An interactive introduction to WEBGL and three.JS.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2010
Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D).
IEEE Trans. Vis. Comput. Graph., 2010

2008
Real-time rendering, 3rd Edition.
Peters, ISBN: 9781568814247, 2008

2006
An Introductory Tour of Interactive Rendering.
IEEE Computer Graphics and Applications, 2006

2002
The demo scene.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

Real-time rendering, 2nd Edition.
A K Peters, ISBN: 978-1-56881-182-6, 2002

2001
Soft Planar Shadows Using Plateaus.
J. Graphics, GPU, & Game Tools, 2001

2000
A Shaft Culling Tool.
J. Graphics, GPU, & Game Tools, 2000

1999
Real-time rendering.
A K Peters, ISBN: 978-1-56881-101-7, 1999

1996
Fast, Low Memory Z-Buffering when Performing Medium-Quality Rendering.
J. Graphics, GPU, & Game Tools, 1996

1994
Point in Polygon Strategies.
Proceedings of the Graphics Gems, 1994

C Header File and Vector Library.
Proceedings of the Graphics Gems, 1994

1989
A Ray tracing algorithm for progressive radiosity.
Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques, 1989

1986
The Light Buffer: A Shadow-Testing Accelerator.
IEEE Computer Graphics and Applications, 1986


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