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Eric Haines
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2020 – today
- 2020
- [c5]Morgan McGuire, Julie Dorsey, Eric Haines, John F. Hughes, Steve Marschner, Matt Pharr, Peter Shirley:
A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers. MAM@EGSR 2020: 25-28 - [e4]Dan Casas, Eric Haines, Sheldon Andrews, Natalya Tatarchuk, Zdravko Velinov:
I3D '20: Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, September 15-17, 2020. ACM 2020, ISBN 978-1-4503-7589-4 [contents]
2010 – 2019
- 2018
- [c4]Edward Angel, Eric Haines, Dave Shreiner:
Getting started with webGL and three.js. SIGGRAPH Courses 2018: 2:1-2:82 - 2017
- [c3]Ed Angel, Eric Haines:
An interactive introduction to WEBGL and three.JS. SIGGRAPH Courses 2017: 17:1-17:95 - 2010
- [j6]Morgan McGuire, Eric Haines:
Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D). IEEE Trans. Vis. Comput. Graph. 16(5): 705-706 (2010)
2000 – 2009
- 2009
- [e3]Eric Haines, Morgan McGuire, Daniel G. Aliaga, Manuel M. Oliveira, Stephen N. Spencer:
Proceedings of the 2009 Symposium on Interactive 3D Graphics, SI3D 2009, February 27 - March 1, 2009, Boston, Massachusetts, USA. ACM 2009, ISBN 978-1-60558-429-4 [contents] - 2008
- [b3]Tomas Möller, Eric Haines, Nathaniel Hoffman:
Real-time rendering, 3rd Edition. Peters 2008, ISBN 9781568814247, pp. I-XVIII, 1-1027 - [e2]Eric Haines, Morgan McGuire:
Proceedings of the 2008 Symposium on Interactive 3D Graphics, SI3D 2008, February 15-17, 2008, Redwood City, CA, USA. ACM 2008, ISBN 978-1-59593-983-8 [contents] - [e1]Eric Haines, Morgan McGuire:
Proceedings of the 2008 ACM Symposium on Solid and Physical Modeling, Stony Brook, New York, USA, June 2-4, 2008. ACM 2008 [contents] - 2006
- [j5]Eric Haines:
An Introductory Tour of Interactive Rendering. IEEE Computer Graphics and Applications 26(1): 76-87 (2006) - 2002
- [b2]Tomas Akenine-Möller, Eric Haines:
Real-time rendering, 2nd Edition. A K Peters 2002, ISBN 978-1-56881-182-6, pp. I-XIV, 1-835 - [c2]Vincent Scheib, Theo Engell-Nielsen, Saku Lehtinen, Eric Haines, Phil Taylor:
The demo scene. SIGGRAPH Abstracts and Applications 2002: 96-97 - 2001
- [j4]Eric Haines:
Soft Planar Shadows Using Plateaus. J. Graphics, GPU, & Game Tools 6(1): 19-27 (2001) - 2000
- [j3]Eric Haines:
A Shaft Culling Tool. J. Graphics, GPU, & Game Tools 5(1): 23-26 (2000)
1990 – 1999
- 1999
- [b1]Tomas Möller, Eric Haines:
Real-time rendering. A K Peters 1999, ISBN 978-1-56881-101-7, pp. I-XIV, 1-482 - 1996
- [j2]Eric Haines, Steven Worley:
Fast, Low Memory Z-Buffering when Performing Medium-Quality Rendering. J. Graphics, GPU, & Game Tools 1(3): 1-5 (1996) - 1994
- [p2]Eric Haines:
Point in Polygon Strategies. Graphics Gems 1994: 24-46 - [p1]Andrew S. Glassner, Eric Haines:
C Header File and Vector Library. Graphics Gems 1994: 558-570
1980 – 1989
- 1989
- [c1]John R. Wallace, K. A. Elmquist, Eric A. Haines:
A Ray tracing algorithm for progressive radiosity. SIGGRAPH 1989: 315-324 - 1986
- [j1]Eric A. Haines, Donald P. Greenberg:
The Light Buffer: A Shadow-Testing Accelerator. IEEE Computer Graphics and Applications 6(9): 6-16 (1986)
Coauthor Index
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