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         Real Time Graphics Computer:     more books (63)
  1. GPU Gems 3 by Hubert Nguyen, 2007-08-12
  2. Real-Time Cameras, First Edition (The Morgan Kaufmann Series in Interactive 3D Technology) by Mark Haigh-Hutchinson, 2008-01-02
  3. Amiga Real-Time 3D Graphics by Andrew Tyler, 1992-10
  4. Real-time 3D Graphics for the Atari S. T. by Andrew Tyler, 1991-04-30
  5. Evaluation of 3D voxel rendering algorithms for real-time interaction on an SIMD graphics processor (Technical report. Washington University. Dept. of Computer Science) by Don Schreiter, 1988
  6. Using intelligent graphics terminals in real-time processing (NRL memorandum report) by Daniel Steiger, 1979
  7. A graphics oriented design methodology for real time control systems using Ada (Technical report. Southern Methodist University. School of Engineering ... Dept. of Computer Science and Engineering) by Geoffrey C Hingle, 1987
  8. PC graphics generation and management tool for real-time applications (SuDoc NAS 1.15:105749) by Long V. Truong, 1992
  9. Developing a graphics based management information systems for real-time transit operations: APTS at Tidewater Regional Transit by Lee D Han, 1993
  10. High-speed real-time animated displays on the ADAGEª RDS 3000 Raster Graphics System (SuDoc NAS 1.15:4095) by William M. Kahlbaum, 1989
  11. A real-time algorithm for least square splines and its application in computer-aided geometric design (Yale University. Dept. of Computer Science) by S. C Eisenstat, 1975
  12. GIT-GVU by Peter Lindstrom, 1996
  13. Real-time measurement of multiple three-dimensional positions by Robert Preece Burton, 1973
  14. Virtual GIS: A real-time 3D geographic information system (GIT-GVU) by David Koller, 1995

41. UVA Computer Graphics: Courses
latest innovations in computer graphics. CS 551/651 real-time Rendering Thiscourse examines real-time rendering of high-quality interactive graphics.
http://www.cs.virginia.edu/~gfx/courses/

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Here are the courses being taught in the area of computer graphics:
Fall 2004 CS 445/645 - Intro Graphics
This course introduces techniques for 2D and 3D computer graphics, including modeling and representation, illumination and shading, rendering, texturing, and advanced software tools. The student will learn fundamental algorithms and techniques and gain the knowledge necessary to understand and augment the latest innovations in computer graphics. CS 851 - Modern Research in Computer Graphics
We will look at a variety of topics in modern computer graphics research. Students will be expected to read and present research papers. CS 440 - Computer Graphics for Film Production
This interdisciplinary course will bring together students and concepts from computer science, architecture, media studies, music, and the visual and performing arts. Working in small teams that span these disciplines, and using state-of-the-art production software, students will propose, storyboard, film, animate, and edit short video segments incorporating three-dimensional computer generated visual effects. The course will culminate in a public presentation of student videos. Spring 2004 CS 446 - Real-Time Rendering This course examines real-time rendering of high-quality interactive graphics. Applications such as video games, simulators, and virtual reality have recently become capable of near cinematic-quality visuals at real-time rates. Students study the advances in graphics hardware and algorithms that are making this possible, including non-photorealistic rendering, occlusion culling, level of detail, terrain rendering, shadow generation, image-based rendering, and physical simulation. As part of a semester-long team project, students build a 3D video game with individual assignments that showcase the various real-time rendering techniques employed by a modern game engine.

42. Keep IT Simple Software
Developer of software for realtime computer graphics and virtual reality on Windows, Linux and MacOS X.
http://www.keepitsimple.nl/

43. Computer Graphics World - Matrox Axio HD And SD Real-Time Platforms Now Shipping
computer graphics World Matrox Axio HD and SD real-time Platforms Now Shipping -The Matrox Video Products Group is shipping the Matrox Axio family of
http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=OnlineArticles&SubSe

44. Bonzai Software
3D game engine based on the OpenGL API written in C++. Also realtime computer graphics examples using the OpenGL API.
http://www.bonzaisoftware.com
Bonzai Software About
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Combat Engine Features
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Lost City Game Info
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OpenGL Demos Glow
Water-Fire-Sky
Water Tutorial Depth Blur ... Book Reviews Ray Tracing BS Ray All dates are dd/mm/yy OpenGL Demos - Book Reviews Since books are still the best source for informations I created a review section. I will present some books related to OpenGL graphics and game programming. The first reviews are about two really great books every OpenGL programmer should have: The "OpenGL SuperBible" by Richard S. Wright, Jr. and Benjamin Lipchak, and Eric Lengyel's "Mathematics for 3D Game Programming and Computer Graphics". Read the reviews here OpenGL Demos - Water Tutorial GLSL version Mars_999 has posted a GLSL version of the water tutorial in the forum. Get it here Bonzai Software - Forum Online The BonzaiSoftware Feedback-Forum is online. If you have any problems running one of my demos you can post your questions here. Of course this is also the right place to comment the demos. Registration is free, but not required. BonzaiSoftware Forum I updated the water tutorial and fixed some small errors. I'd like to thank all the people who wrote me for their feedback!

45. Computer Graphics World - Tele-immersion: Tomorrow's Teleconferencing
rendered in real time using advanced computer graphics and vision techniques . Further limiting the realtime capabilities of tele-immersion are the
http://cgw.pennnet.com/Articles/Article_Display.cfm?&Section=Articles&SubSection

46. Real-Time Volume Graphics
A comprehensive overview of realtime volume graphics on graphics hardware. Participants should have a working knowledge of computer graphics and some
http://www.vrvis.at/via/resources/course-volgraphics-2004/
Real-Time Volume Graphics - SIGGRAPH 2004 Course #28
Course Notes and Slides

Course notes " Real-Time Volume Graphics ", Course #28, Siggraph 2004.
These are the actual notes (282 pages) as they were also included on the SIGGRAPH 2004 DVD, without slides.
The slides from the individual course parts are available below:
Introduction to GPU-Based Volume Rendering
.pps .pdf Christof Rezk-Salama
GPU-Based Ray Casting
.pdf Daniel Weiskopf
Local Illumination for Volumes
.pps .pdf Markus Hadwiger
Transfer Function Design: Classification Joe M. Kniss
Transfer Function Design: Optical Properties Joe M. Kniss
Pre-Integration and High-Quality Filtering
.pps Klaus Engel Atmospheric Effects, Participating Media, and Scattering Joe M. Kniss High-Quality Volume Clipping .pdf Daniel Weiskopf Non-Photorealistic Volume Rendering and Segmented Volumes .pps .pdf Markus Hadwiger Volume Deformation and Animation .pps .pdf Christof Rezk-Salama Dealing With Large Volumes .pps Klaus Engel Rendering from Difficult Data Formats .pdf Aaron E. Lefohn Category Visualization - volume rendering Course Organizers Christof Rezk-Salama University of Siegen, Germany

47. Cg Tutorial, The: The Definitive Guide To Programmable Real-Time Graphics - $34.
Once upon a time, realtime computer graphics was all about vertices, triangles,and pixels. In fact, it still is. However, the level at which a programmer
http://www.awprofessional.com/title/0321194969
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Related Articles
GPGPU: Is a Supercomputer Hiding in Your PC?
By Chris Seitz Jul 1, 2005
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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
By Randima Fernando ISBN: 0321228324 Mar 22, 2004

48. GPU Gems: Programming Techniques, Tips And Tricks For Real-Time Graphics - $41.9
GPU Gems Programming Techniques, Tips and Tricks for realtime graphics Now is an excellent time to be working in the field of computer graphics.
http://www.awprofessional.com/title/0321228324
Other Network Sites Adobe Press Addison-Wesley Professional BradyGames Cisco Press Exam Cram 2 Fair Shake Press Informit Peachpit Press Pearson Corporate Store Prentice Hall PTR Que Publishing Sams Publishing Wharton School Publishing Advanced Search Search Help Search for: Title Author Keywords ISBN Log In My Account Shopping Cart New Titles ... View Larger Image
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
Save up to 30%
when you Become a Member Member Price: $41.99 Usually ships in 24 hours. Your current savings is 10% List Price: Your Price: Free UPS Ground Shipping No minimum purchase
See details
Save to My Account Request an Instructor or Media review copy Corporate, Academic, and Employee Purchases International Buying Options
Related Articles
How to Internationalize your Eclipse Plug-In
By Cam-Thu Le Dan Kehn Scott Fairbrother May 9, 2003
Cargo Cult Software Engineering
By Steve McConnell Aug 15, 2003
From e-Business to Services: Why and Why Now?
By Ravi Kalakota Marcia Robinson Aug 15, 2003
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Cg Tutorial, The: The Definitive Guide to Programmable Real-Time Graphics

49. SIGGRAPH Computer Graphics Newsletter - Real-Time Interactive Graphics - Novembe
In any case, it’ll be a long time before the computer is able to register theboredom on realtime Interactive graphics - Scott S.Fisher and Glen Fraser
http://www.siggraph.org/publications/newsletter/v33n4/columns/realtime.html

DETAILS
COLUMNS
CONTRIBUTIONS
ARCHIVE
REAL-TIME INTERACTIVE GRAPHICS
Vol.33 No.4 November 1999 ACM SIGGRAPH
Real-time Interactive Storytelling
Scott S.Fisher
Telepresence Research Inc. Glen Fraser
SOFTIMAGE Inc.
November 99 Columns
Real-Time Interactive Graphics

During a recent vacation in Vancouver, I was randomly selected off the street by a TV crew, and asked (presumably as a member of the general public) a series of questions related to computing for an upcoming show. After talking about the Internet, peripherals and so on, I was posed the final question - "what do you think computers will be able to do in five years?" I was somewhat surprised that the first thing that came into my head was neither real-time ray-tracing nor one billion polygons per second but rather, "I really hope that computers will become better tools for storytelling." By profession, I am a software developer, and have worked on various creative and visual computing tools that can relate to storytelling - tools such as virtual reality, motion capture, virtual sets, real-time viewing and high-level animation. By hobby, I enjoy a number of creative pursuits. I dabble in computer animation and music. But my favorite and most satisfying creative pastime is writing - poems and stories. I find it a challenge to come up with good stories, and the process of writing brings me a lot of pleasure. I’m no longer a big computer game fanatic, but in my teens I would hang around arcades, pouring my hard earned paper-route or busboy money into the games. I remember my excitement when Dragon’s Lair first came out, and how awe-struck I was at its hand-drawn cel animation and new style of gameplay. Compared to most games (then as well as now), it greatly limits the player’s options for interaction - in fact, the player actually had no control over the path taken through the game - but these constraints allowed it to use a much more compelling "look" to tell its story. Fortunately for my wallet, I probably enjoyed watching others play more than I enjoyed playing myself. Many of us wanted to see the whole story, how it would "end up" - and if we weren’t good enough (or rich enough) to save the princess with our own hands, we could at least choose to stand on our tip-toes and watch over the bigger guys’ shoulders.

50. Conference | SIGGRAPH 2004
SIGGRAPH 2004 The 31st international conference on computer graphics and real-time Volume graphics Tuesday, Full Day, 830 am - 530 pm Room 515B
http://www.siggraph.org/s2004/conference/courses/28.php?pageID=conference

51. COMS 6160, Advanced Topics In Computer Graphics
realtime High Quality Rendering. COMS 6160 Advanced Topics in computer graphics, real-time Rendering (2nd ed), Chapter 2 on graphics Hardware Pipeline
http://www1.cs.columbia.edu/~ravir/6160/
Real-Time High Quality Rendering
COMS 6160 Advanced Topics in Computer Graphics, Fall 2004, Prof. Ravi Ramamoorthi Time Wed 6pm-8p Room 717 Hamilton
Overview
In this course, we will review some of the recent ideas that seek to bridge the gap between realism and interactivity. Topics include graphics hardware and modern programmable GPUs and applications, the use of complex lighting and shading with shadows and environment maps, image-based and real-time rendering methods based on precomputed imagery, analysis and signal-processing techniques including low-dimensional lighting models and factored representations, and interactive global illumination. Below are some example images produced in real-time using the systems we will be discussing.
Prerequisites
COMS 6160 is an advanced course concentrating on current research topics in computer graphics. The content may change with every offering and the course can be repeated for credit. It is targetted towards undergraduate and MS students with a knowledge of and interest in computer graphics (at the level of 4160 or equivalent), as well as PhD students working in graphics, vision, and robotics.
Relationship to Other Courses
This academic year, 2004-05, we finally have a full plate of computer graphics courses. I hope you will be enthusiastic about, and enrol in these offerings. The future offering of these courses will depend on your enthusiasm.

52. CS497: Real Time Computer Graphics
CS497 real time computer graphics. Fall 2001. 200315 Tue/Thu in 106B3Engineering Hall. Many of the most common computer graphics applications — games,
http://graphics.cs.uiuc.edu/~garland/class/realtime/
CS 497 Schedule Projects Links
CS497: Real Time Computer Graphics
Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed. Please read the Course Syllabus for more details.
Announcements
November 8 Class dedicated to term project proposals. October 25 No class October 25 Second project is due. October 9 The second project begins today. October 3 Project demos this evening at 5:00 in 1265 DCL. October 2 Project 1 due by 5:00 pm. September 6 The first project begins today. August 23 First day of class.
Quick Links
  • Class schedule and readings
  • Syllabus and policies
  • Projects
  • Links to on-line resources ...
  • uiuc.class.cs497mjg
    Important Dates
    August 23 First day of class November 9 Final drop deadline December 11 Final projects due at 12:00. December 11 Final project demos at 1:30. Last modified: Thu Nov 29 09:09:15 CST 2001
  • 53. CS497: Real Time Computer Graphics
    Class Web site http//graphics.cs.uiuc.edu/~garland/class/realtime/. Overview.Many of the most common computer graphics applications — games,
    http://graphics.cs.uiuc.edu/~garland/class/realtime/syllabus.html
    CS 497 Schedule Projects Links
    CS497: Real Time Computer Graphics
    Fall 2001 2:00-3:15 Tue/Thu in 106B3 Engineering Hall Prof. Michael Garland (Instructor)
    garland@cs.uiuc.edu

    3215 DCL

    Andrea Whitesell (Secretary)
    whitesel@uiuc.edu

    3120 DCL

    Class Web site: http://graphics.cs.uiuc.edu/~garland/class/realtime/
    Overview
    CS 318 ) or have an equivalent background. An existing knowledge of OpenGL is assumed.
    Format
    Papers This course is a research seminar; it is focused on reading and understanding papers drawn from the research literature. We will generally cover 1-2 papers per class. These papers will be handed out in advance, and you will be expected to have read them before coming to class. For each paper, you will be expected to send me a brief summary prior to class. First, you should describe the key points of the paper in 2-3 sentences. Then, you should write down the biggest question you have about the paper; this may be something you didn't understand or that you feel the authors didn't adequately address. E-mail this little write-up to me at garland+summary@cs.uiuc.edu

    54. Graphics & Image Analysis Research (UNC-CH Computer Science)
    Current projects include Advanced realtime Rendering, Research into creatinginteractive computer graphics systems that enable a viewer to experience
    http://www.cs.unc.edu/Research/ProjectIndex/GraphicsImage.html
    Search our Site OTHER AREAS: Hardware Systems and Architectures Mathematical and Theoretical Computing Software Systems RELATED PAGES: Faculty Research Areas Index Research Area Descriptions Research Laboratories Graphics and Image Analysis Research
    These groups conduct a variety of research related to graphics and image analysis. For information on specific projects, visit the links below. Computational Geometry Group
    Group working on various computational geometry-related problems. Current projects include: Geometric Basis for Visualizing Time-Varying Volume Data, Geometry for Molecular Biology, Pseudo Triangulations, Gzstream Library, GIS. (Snoeyink, et al.) Effective Virtual Environments Project
    Development of technologies and techniques to make virtual environment systems more effective for doing real work. Current projects include: Advanced Real-Time Rendering, Avatar Reconstruction (ARISE), Passive Haptics, Redirected Walking, etc. (Brooks, Whitton) Geometric Algorithms for Modeling, Motion, and Animation Group (GAMMA)

    55. OpenGL - The Industry Standard For High Performance Graphics
    fields of computer graphics, computer vision, and computational geometry. Developers Jahshaka 2.0 RC1 OpenGL and OpenML API realtime editing FX
    http://www.opengl.org/
    scriptpath="/scripts/" document.write("");
    The Industry's Foundation for High Performance Graphics
    from games to virtual reality, mobile phones to supercomputers
    About OpenGL Documentation Coding Resources Search
    OpenGL Forums
    Coding Features
    Real-Time Shading
    OpenGL.org RSS News Feeds
    RSS 1.0 RSS 2.0
    Recent OpenGL Job Openings
    Contests
    News highlights from Aug 2005
    Developer Survey
    Are you using the OpenGL Shading Language Yes - regularly Somewhat - I need more tutorials Rarely - no use for me yet View previous polls
    We've had hundreds of requests to sell OpenGL T-Shirts and Paraphernalia, so finally we have located an on-demand producer. If you are looking for an OpenGL T-Shirt, Mug or Mousepad, check out our store. Your browser does not support current web standards. It would be a good idea to visit http://www.webstandards.org/upgrade/

    56. CS280 - Advanced Computer Graphics - Spring 2005
    realtime interactive computer graphics is useful in a variety of applicationdomains, including entertainment, simulation and training, product design and
    http://www.cs.ucsb.edu/~cs280/spring2005/classMain.html
    CS 280: Real-Time Computer Graphics
    Spring 2005
    This home page and the class mailing list will be used as centers of communication for the class. While the webpage provides you with up-to-date information about assignments and what is currently going on in class, the mailing list serves as an open forum: questions, answers, suggestions, etc.
    General Information
    TA: Steve DiVerdi (sdiverdi@cs.ucsb.edu) Office Hours: Wed 1-3pm, in GSL
    Course Description: This course focuses on real-time 3D graphics algorithms. The capabilities of graphics hardware have been growing to a point where the creation of real-time interactive computer graphics is possible at a quality that was formerly limited to off-line movie production. Instead of spending minutes or hours to produce just one image, we can now generate appealing 3D scenes at rates of 30 to 60 a second and more.
    Prerequisite:
    You do not have to have taken CS180 before
    . However, prior experience in computer graphics is expected. We will provide some background information in class, but you are expected to catch up with the necessary CG techniques proactively . The following textbooks will help you get up to speed.
    Texts
    We highly recommend the following two books as your companions for this class. The first one is necessary, because you will learn how to program in a new language, Cg or HLSL, which is a special-purpose data-flow-oriented language that allows you to specify small programs that actually execute within the GPU of your computer:

    57. Interactive Computer Graphics
    realtime animation and manipulation of 3D-objects in stereo by interactivecomputer graphics. prepared by. Christian Henn. Introduction
    http://www.mih.unibas.ch/Booklet/Chapter1/Chapter1.html
    Real-time animation and manipulation of
    3D-objects in stereo by interactive computer
    graphics
    prepared by
    Christian Henn
    Introduction
    Modern graphics computers are powerful tools assisting the scientist in understanding complex three-dimensional (3-D) scenarios such as the atomic structure of a protein molecule, or a pelvis fracture as obtained by computer tomography (CT). Nowadays, graphics computers achieve such a high processing speed that it has become routine to manipulate even the most complex 3-D objects interactively, and to animate their dynamic properties in real-time.

    Principle
    Molecular modeling [Lipkowitz, 1990] is a general term involving interactive computer graphics and computational methods to construct, manipulate and analyze the structure and function of molecules. Recent advances in the development of graphics workstations have provided the scientist with virtual reality, i.e., highly complex molecular structures can be visualized and animated in real-time, providing accurate stereo impression employing state-of-the-art display technology [Akeley, 1993].
    Standard molecular modeling applications include a variety of tasks, ranging from rational design of novel organic compounds to understanding the assembly of biological macromolecules. Inherent to the visualization of these problems is the representation of a 3-D molecular system. At high resolution, as obtained by X-ray crystallography, nuclear magnetic resonance (NMR), or theoretical simulations, this task requires a structural description of the molecule in terms of its atomic coordinates. Atoms are often displayed as solid-renderd spheres, whereas covalent bonds are shown as sticks joining two atoms. Other properties of the molecule, e.g., its hydrophobic or electrostatic potential, which govern most of the intra- and intermolecular interactions, can best be displayed on a solvent-accessible surface generated from its atomic coordinates.

    58. Cescg '97 - Realtime-graphics On A
    Abstract In the field of realtime graphics, there s always need for higher 2 Iris Performer Programming Guide, Silicon graphics computer Systems,
    http://www.cg.tuwien.ac.at/studentwork/CESCG/CESCG97/pojar/
    Real-time-graphics on a PC Cescg '97 Seminar Paper by Erik Pojar Introduction Data structures Tree structure ... Conclusion Abstract : In the field of real-time graphics, there's always need for higher performance. A very common approach to get higher frame rates, is to simply buy a more powerful machine. In this paper we want to show a different way: There are many tricks and methods on the implementation side, one can use to speed up graphics output, which, quite often, are very simple to code, while still very powerful. In this paper we will discuss some of the these techniques we used for our PC-based real-time rendering library. First we talk about the 'scene tree', which describes the scene and gives us opportunity to minimize matrix multiplications, then we talk about minimal state switches, and finally, there's a chapter about face culling and object culling (using bounding boxes). 1. Introduction We are currently working on a graphics library with the following features:
    • fast (real-time) easy to use, but still powerful, giving you full control of the machine multi-platform implementation (PC / SGI / )

    59. 3dcgi.com - Your Guide To Cutting Edge 3D Graphics Technology
    Visit 3dcgi.com to see the future of 3d computer graphics technology. The project is a real time 3d rendering competition called The Imagine Cup.
    http://www.3dcgi.com/
    Subscribe
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    3dcgi's Recommended Graphics Books

    Web
    3D Graphics Technology Spotlight Press Releases Turbo Squid Announces New Hair Technology for 3ds Max
    Cebas Announces Product Upgrades at SIGGRAPH

    NVIDIA Sorbetto Brings a Fully Interactive Lighting Tool to the Film Industry

    New product 3DSOM Pro creates 3D models easily from photos...

    News Highlights There's a new online magazine for 3D digital artists called 3DCreative. It's published monthly and cost money to download, however there is a Lite version that's free to download. The Lite version is well done. It shows every page of the magazine although not every page is big enough to read. Check it out here Siggraph 2005 Roundup As the premiere conference on computer graphics and interactive techniques Siggraph 2005 drew a large number of attendees (29,122) but not much in the way of mainstream press coverage. But never fear, 3dcgi has rounded up some articles covering various aspects of the conference ranging from papers to the emerging technologies pavilion. The articles are listed in the order in which they were found. EE Times - Emerging tech lights up Siggraph
    Tom's Hardware Guide - THG Siggraph report - Day 1
    Tom's Hardware Guide - AET at Siggraph Siggraph News provides a range of coverage Gamasutra - Event Wrap Up: SIGGRAPH 2005 Tom's Hardware Guide - THG Video: Siggraph 2005 Emerging Technologies roundup Gamasutra - Technical Event Wrap Up: SIGGRAPH 2005 Gamasutra -

    60. Graphics: Real-Time Fuzz
    Article realtime Fuzz. Lengyel got started in computer graphics when hewas in high school. It began with a love of games. My first machine was the
    http://research.microsoft.com/graphics/realtime_fur.asp
    Have You Seen These Pages?
    AboutMSR

    Downloads

    Current Research
    home ... microsoft.com
    Real-time Fuzz
    by Suzanne Ross
    Do you remember the old nursery rhyme about Fuzzy Wuzzy, the bear who had no hair? This alliterative tongue-twister that continues to delight grade school children and crazed poets expresses just what's missing from computer graphics today. Fuzz. That's because, until recently, rendering realistic fuzzy objects took way too longfrom minutes a frame using line drawing to hours a frame with ray tracing. And hair isn't the only type of fuzz missing, the world of grass, leaves, fabric, and fur has also been ignored. Fortunately the gaming world won't have to view bald creatures much longer, because Jed Lengyel , a researcher at Microsoft, has developed techniques that, combined with the powerful hardware behind Xbox , Microsoft's new gaming console, make rendering realistic real-time fuzz a snap. Favorite Fuzzies
    Lengyel is an advocate for fuzziness. He likes to start conversations and technical papers with the line, "Make a list of your favorite things, and you will find that many of them are fuzzy." He morphs from a scientist into a poet when he talks about his own favorite fuzzy things. "My wife, my children, my mother, father, sisters, brothers, cousins, my dog, my cat, a fuzzy chick, a furry rabbit, a soft towel after a bath, a favorite shirt, an old couch, nice warm socks, a field of flowers, a forest, grass blowing in the wind, dandelion seeds waiting to fly..."

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