Abstract is missing.
- A general joint component framework for realistic articulation in human charactersWei Shao, Victor Ng-Thow-Hing. 11-18 [doi]
- An automatic modeling of human bodies from sizing parametersHyewon Seo, Nadia Magnenat-Thalmann. 19-26 [doi]
- Direct manipulation of interactive character skinsAlex Mohr, Luke Tokheim, Michael Gleicher. 27-30 [doi]
- Incorporating dynamic real objects into immersive virtual environmentsBenjamin Lok, Samir Naik, Mary C. Whitton, Frederick P. Brooks Jr.. 31-40 [doi]
- Interactive navigation in complex environments using path planningBrian Salomon, Maxim Garber, Ming C. Lin, Dinesh Manocha. 41-50 [doi]
- Strangers and friends in caves: an exploratory study of collaboration in networked IPT systems for extended periods of timeAnthony Steed, Maria Spante, Ilona Heldal, Ann-Sofie Axelsson, Ralph Schroeder. 51-54 [doi]
- Non-invasive interactive visualization of dynamic architectural environmentsChristopher Niederauer, Mike Houston, Maneesh Agrawala, Greg Humphreys. 55-58 [doi]
- Matrix radiance transferJaakko Lehtinen, Jan Kautz. 59-64 [doi]
- Opacity light fields: interactive rendering of surface light fields with view-dependent opacityDaniel Vlasic, Hanspeter Pfister, Sergey Molinov, Radek Grzeszczuk, Wojciech Matusik. 75-82 [doi]
- Large haptic topographic maps: marsview and the proxy graph algorithmSean P. Walker, John Kenneth Salisbury Jr.. 83-92 [doi]
- Out-of-core construction and visualization of multiresolution surfacesPeter Lindstrom. 93-102 [doi]
- Interactive visibility culling in complex environments using occlusion-switchesNaga K. Govindaraju, Avneesh Sud, Sung-Eui Yoon, Dinesh Manocha. 103-112 [doi]
- Perceptually guided simplification of lit, textured meshesNathaniel Williams, David P. Luebke, Jonathan D. Cohen, Michael Kelley, Brenden Schubert. 113-121 [doi]
- User-guided simplificationYoungihn Kho, Michael Garland. 123-126 [doi]
- User-controlled creation of multiresolution meshesErik Pojar, Dieter Schmalstieg. 127-130 [doi]
- Budget sampling of parametric surface patchesJatin Chhugani, Subodh Kumar. 131-138 [doi]
- Interruptible renderingCliff Woolley, David P. Luebke, Benjamin Watson, Abhinav Dayal. 143-151 [doi]
- Shear-image order ray casting volume renderingYin Wu, Vishal Bhatia, Hugh C. Lauer, Larry Seiler. 152-162 [doi]
- Interactive image-based rendering using feature globalizationDaniel G. Aliaga, Dimah Yanovsky, Thomas A. Funkhouser, Ingrid Carlbom. 163-170 [doi]
- Detail synthesis for image-based texturingRyan M. Ismert, Kavita Bala, Donald P. Greenberg. 171-175 [doi]
- Application of the two-sided depth test to CSG renderingSudipto Guha, Shankar Krishnan, Kamesh Munagala, Suresh Venkatasubramanian. 177-180 [doi]
- Snap-together motion: assembling run-time animationsMichael Gleicher, Hyun Joon Shin, Lucas Kovar, Andrew Jepsen. 181-188 [doi]
- Specifying interaction surfaces using interaction mapsJeffrey S. Pierce, Randy F. Pausch. 189-192 [doi]
- An evaluation of methods for linking 3D viewsMatthew Plumlee, Colin Ware. 193-201 [doi]
- Pattern based procedural texturesSylvain Lefebvre, Fabrice Neyret. 203-212 [doi]
- Game artCelia Pearce, Robert Nideffer, Eddo Stern, Anne-Marie Schleiner, Brody Condon. 213-214 [doi]
- Does the metaverse start now?Michael Zyda, Robert Gehorsam, Philip Rosedale, Mark R. Mine, Mike Goslin, J. C. Herz. 215-218 [doi]
- The MOVES institute s America s army operations gameMichael Zyda, Alex Mayberry, Casey Wardynski, Russell Shilling, Margaret J. Davis. 219-220 [doi]
- Using CaveUT to build immersive displays with the unreal tournament engine and a PC clusterJeffrey Jacobson. 221-222 [doi]
- Smoke and mirrorsSheldon Brown. 223-224 [doi]
- Augmented reality user interfaces and techniques for outdoor modellingWayne Piekarski, Bruce H. Thomas. 225-226 [doi]