Origin-Centric Approach to Hi Fidelity Visualisation and Simulation

Bibliography Mirror

This page mirrors thesis web references for convenience and in the case some become unavailable. They are numbered as per the thsis bibliography. Some entries have been left out because they could not be mirrored, e.g. books, sites that represent the home page of a company or organisation and articles on pay to access sites.

1. Clipping plane definition, http://skuld.bmsc.washington.edu/raster3d/html/r3d_hints.html,
mirror/r3d_hints.html

2. DirectX,  http://www.microsoft.com/windows/directx/default.mspx,
a better URL  (as of February 08) is now:
http://www.microsoft.com/windows/directx/productinfo/default.mspx

3. Distributed Interactive Simulation, http://standards.ieee.org/reading/ieee/std_public/description/compsim/1278.1-1995_desc.html,
mirror/1278.1-1995_desc.html

4. Floating-point Arithmetic Precision, Options for IA-32 and Itanium®-based Systems,
http://parallel.ru/docs/Intel/c_ug/linux220.htm,
mirror/linux220.htm

7. IEEE Floating Point Numbers, Standard 754,
http://steve.hollasch.net/cgindex/coding/ieeefloat.html,
mirror/ieeefloat.html

8. Lazy Evaluation,
http://en.wikipedia.org/wiki/Lazy_evaluation,
mirror/Lazy_evaluation.htm

9. Linux Time Tips,
http://www.linuxsa.org.au/tips/time.html,
mirror/LinuxTime.html

10. Machine Epsilon,
http://en.wikipedia.org/wiki/Machine_epsilon,
mirror/Machine_epsilon.htm

12. Pixel Shader 2.0 precision,
http://www.digit-life.com/articles2/ps-precision,
mirror/PixelShader2.0precision.htm

14. The IEEE 754 Standard for Binary Floating Point Arithmetic,
http://www.cs.berkeley.edu/~wkahan/ieee754status/IEEE754.PDF,
mirror/IEEE754.PDF

16. Virtual Earth,
http://local.live.com,
now redirects to:
http://maps.live.com/

17. VR Industry Value Expected to show Substantial Gains,
http://www.temple.edu/ispr/examples/ex03_10_24.html,
mirror/ex03_10_24.html

19. Z-buffer definition,
http://open-encyclopedia.com/Z-buffer,
mirror/Z-buffer.htm

20. RFC 768 - User Datagram Protocol, J. Postel, ISI, 28, 1980,
http://www.ietf.org/rfc/rfc768.txt

21. RFC 793 - Transmission Control Protocol, DARPA INTERNET PROGRAM  PROTOCOL SPECIFICATION, 1981,
http://tools.ietf.org/html/rfc793

23. The Virtual Reality Modeling Language, Part 1, 1997, ISO/IEC 14772-1:1997,
http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/

24. GeoServer, 1999,
http://topp.openplans.org/geoserver.html,
now: http://topp.openplans.org/geoserver

25. GeoVRML 1.1 Specification, 2002,
SRI International, http://www.geovrml.org/1.1/doc/concepts.html,
mirror/geovrml/concepts.html

26. Back Face Culling, 2003,
http://en.wikipedia.org/wiki/Back_face_culling,
mirror/Back_face_culling.htm

28. Geodesy for the Layman, Defence Mapping Agency, 1984,
http://www.ngs.noaa.gov/PUBS_LIB/Geodesy4Layman/toc.htm,
mirror/geodesy/toc.htm

30. Bader, M., Scientific Computing I, 2006,
http://www5.in.tum.de/lehre/vorlesungen/sci_comp/ws05/slides/fibo.pdf,
mirror/fibo.pdf

31. BAI, J. and ZHAO, X. and CHEN, J.",
Real-time Rendering of the Earth Surface Based on the Ellipsoidal Triangular Meshes,
Commission VI, WG VI/4, International Workshop Processing and Visualization using High-Resolution Images,
Topland Hotel, Pitsanulok, Thailand, Nov 2004,
mirror/BAI-02.pdf

32. Barrus, J. W. and Waters, R. C. and Anderson, D. B.,
Locales and Beacons: Efficient and Precise Support For Large Multi-User Virtual Environments, 1996,
Retrieved: March 1, 2003, http://www.merl.com/papers/TR95-16a/,
mirror/TR95-16a.pdf

33. Berger, A. and Hill, T.P., Newton's Method obeys Benford's Law, American Mathematical Monthly,
Mathematical Association of America,
Volume 114, Number 7, August 2007 , pp. 588-601.
http://www.ingentaconnect.com/content/maa/amm/2007/00000114/00000007/art00003

34. Bilas, S., The Continuous World of Dungeon Siege, Gas Powered Games, 2003,
http://www.drizzle.com/~scottb/gdc/continuous-world.htm,
mirror/continuous-world.htm

35. Bobic, N., Advanced Collision Detection Techniques, 2000,
http://www.gamasutra.com/features/20000330/bobic_01.htm,
mirror/bobic_01.htm

36.  Bruaset, A.M., Computers and Software, PDF slides,
http://www.ifi.uio.no/~inf1000/V2004/forelesninger/CompSoft-handouts.pdf,
mirror/CompSoft-handouts.pdf

37.  Blais C. and Brutzman, D. and Horner, D. and Niclaus, S.,
Web-based 3D technology for Scenario Authoring and Visualisation: the SAVAGE project,
Interservice/Industry Training, Simulation and Education Conference (I/ITSEC),
Orlando, Florida., 2001,
mirror/WebBased3dTechnology-Savage-IITSEC2001.pdf

39. Carmack, J., Carmack's .plan files blog, 29/1/2003,
note = {http://doom-ed.com/blog/category/doom-ed/john-carmack/},
mirror/John%20Carmack-planFilBlog.htm

40. Second Chance,
BlitzBasic Community Forum, Topic: Mystery of the disapearing planets, 2004,
http://www.blitzbasic.co.nz/Community/posts.php?topic=23366,
mirror/secondChance.htm

42. Chow, Y., Pose, R., Regan, M.,
Large Object Segmentation with Region Priority  Rendering,
Interservice/Industry Training, Simulation and Education Conference I/ITSEC,
Orlando, Florida., 2005,
mirror/acmPortal/p19-chow.pdf

43. Church, D., Object Systems,
http://www.d6.com/users/checker/ObjSys.ppt,
mirror/ObjSys.ppt

44. Goldberg D., What Every Computer Scientist Should Know About Floating-Point Arithmetic,
Edited reprint of article appearing in ACM Computing Surveys,
Association for Computing Machinery, Inc, March 1991.
mirror/ncg_goldberg.html

48. Positional definition, Webster dictionary,
http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=positional,
mirror/positionalDefinition.htm

49. Macedonia, M., Zyda, M. and Pratt, D. and Barham, P. and Zestwitz, S.,
NPSNET: A Network Software Architecture for Large-Scale Virtual Environments,
Presence: Teleoperators and Virtual Environments, Vol. 3, N. 4,
pp 265--287, 1994.
http://citeseer.ist.psu.edu/macedonia94npsnet.html

52. Herf, M., Know Your FPU,
http://www.stereopsis.com/FPU.html,
mirror//FPU.html

53. Hitchner, L.E., A Virtual Planetary Exploration: Very Large Virtual Environment,
SIGGRAPH 1992 Conference tutorial paper, 1992,
mirror/hitchner92virtual.pdf

54. Hoff III, K.E., Culver, T., Keyser, J., lin, M., Manocha, D,
Fast Computation of Generalized Voronoi Diagrams Using Graphics Hardware,
Proceedings of SIGGRAPH 1999, ISBN:0-201-48560-5,
pp 77 - 286, 1999.
mirror/acmPortal/voronoi.pdf

55. Jakobsen, T., Advanced Character Physics, 2003
Note = "{http://www.gamasutra.com/resource_guide/20030121/jacobson_01.shtml},
mirror/jacobson_01.shtml

57. Lindstrom, P. and Koller, D. and Ribarsky, W. and Hodges, L. and Bosch, A. and Faust, N.,
An Integrated Global GIS and Visual Simulation System,
Tech. Report GIT-GVU-97-07, Georgia Institute of Technology, March, 1997,
mirror/Lindstron-GIS-97-07.pdf

58.  Lode,
gamedev Community Forum, Topic: Large object in OpenGL look ugly???, 2002,
http://www.gamedev.net/community/forums/topic.asp?topic_id=106633,
mirror/Lode.htm

59. M., Zyda, M. and Pratt, D. and Barham, P. and Zestwitz, S.,
NPSNET: A Network Software Architecture for Large-Scale Virtual Environments,
Presence: Teleoperators and Virtual Environments, Vol. 3, N. 4,
pp 265--287, 1994.
http://citeseer.ist.psu.edu/macedonia94npsnet.html

61. Reddy M. and Iverson, L. and Leclerc, Y. and Heller, A.,
GeoVRML: Open Web-based 3D Cartography,
International Cartographic Conference (ICC2001),
Beijing, 6-10, August, 2001,
mirror/icc2001_geovrml.pdf

62. Sun Microsystems, Locale Object definition,
http://java.sun.com/products/java-media/3D/forDevelopers/J3D_1_2_API/j3dapi/javax/media/j3d/Locale.html,
mirror/Locale.html

63. MultiGen-Paradigm,
OpenFlight Scene Description Database Specification,
mirror/openFlight-of_spec_15_8.pdf

64. Nilssen, T.K. and Hjelle, O.,
INF2340: Simulation and Visualisation,
http://folk.uio.no/inf2340/forelesninger/Motivation.pdf,
mirror/Motivation.pdf

65. Nmuta, blitzCoder Community Forum, Topic: Huge worlds, 2003,
http://www.blitzcoder.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum4&topic=000352,
mirror/B3D-earlierZCSolution-07-03-postdisplay.cgi.htm

66. Nukomod,
blitzCoder Community Forum, Topic Large playing area  problems, 2004,
note = {http://www.blitzcoder.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum14&topic=001592,
mirror/blitz3D-thoughtZCWasInelegant-04-search.htm

67. Olson, C.L., FlightGear Scenery Generation Tools, 1997,
note = {http://www.jp.flightgear.org/Docs/Scenery/SceneryGeneration/SceneryGeneration.html,
mirror//SceneryGeneration.html

69. Povray, 2005,
http://www.povray.org/documentation/view/3.6.1/223/,
mirror/POV-RayDocumentation2.1.2.8TracingOptions.htm

71. Computational Science Education Project,
Computer Architecture, section 2.6 Data Representations,
http://www.phy.ornl.gov/csep/CSEP/CSEP.html,
mirror/FPDistribution-node8.html

72. Leclerc Y. and Reddy, M. and Eriksen, M. and Brecht, J. and Colleen, D.,
SRIs Digital Earth Project, Technical Note No. 560,
Published by Artificial Intelligence Center, SRI International, Menlo Park, CA., 2002,
mirror/sritn560.pdf

73. RocSearch, Video Game Industry,
http://www.rocsearch.com/pdf/Video%20Game%20Industry.pdf,
mirror/Video%2520Game%2520Industry.pdf

74. Ryan, J. and Coghlan, B., Grid Timespamps: the Leap Second Problem,
https://www.cs.tcd.ie/coghlan/meta/datagrid/PDPTAv7_2.pdf,
mirror/PDPTAv7_2.pdf

75. O'Neil S., A Real-Time Procedural Universe, Part Three: Matters of Scale,
http://www.gamasutra.com/features/20020712/oneil_01.htm,
July 12, 2002,
mirror/oneil_01.htm

76. S. E. Deering,  D. R. Cheriton,
RFC 966 - Host groups: A multicast extension to the Internet Protocol, Network Working Group,
Stanford University, December 1985,
http://tools.ietf.org/html/rfc966

78. Schmidt, H., CELX in Celestia, 2003,
http://celestia.h-schmidt.net/celx-summary-latest.html,
mirror/celx-summary-latest.html

80. Szofran, A., Global Terrain Technology for Flight Simulation,
Proceedings of the Game Developers Conference 2006,
San Jose, CA, 20--24, March 2006,
mirror/GDC2006_Szofran_Adam_Terrain_v1.doc

82. Thorne, C. and Weiley, V., Earth's Avatar: The Web Augmented Virtual Earth (WAVE),
Proceedings of the SIGGRAPH 2003 conference on Web graphics: in conjunction with ACM SIGGRAPH 2003, Session: Visualisation,
San Diego, CA, 27--31, July,
mirror/webgraphics-WAVE.pdf

83. Thorne, C., The Kata of Web3D. Proceedings of the SIGGRAPH 2004 conference on Web graphics: in conjunction with ACM SIGGRAPH 2004: Web Graphics, Session: 3D, Conference CD ROM, Los Angeles, CA, 8-12 August, http://www.floatingorigin.com/pubs/kataWeb3d-abstract.pdf

84. THORNE, C., Exploiting an Evolutionary Accident in Web3D Communications to Integrate Application Components, Proceedings of the SIGGRAPH 2005 conference on Web graphics: in conjunction with ACM SIGGRAPH 2005: Web Graphics, Session: 3D, Conference CD ROM, Los Angeles, CA, 31 July - 4 August,
http://www.floatingorigin.com/pubs/EvolutionaryAccident.pdf

85. THORNE, C., Using a Floating Origin to Improve Fidelity and Performance of Large, Distributed Virtual Worlds, Proceedings of the International Conference on Cyberworlds 2005, Nanyang Technical University, Singapore, 23-25 November, pp. 263-270, http://www.floatingorigin.com/pubs/thorneC-FloatingOrigin.pdf

86. THORNE, C., Error Minimizing Pipeline for Hi-Fidelity, Scalable Geospatial Simulation,  Proceedings of the International Conference on Cyberworlds, Lausanne, Switzerland, Nov. ember 28-29, pp81-88,
http://www.floatingorigin.com/pubs/thorneC-Minimising.pdf

87. THORNE, C., Effects of Spatially Dependent Error on Rendering, Interaction and Motion in Simulation Worlds, accepted for publication in: Journal of Ubiquitous Computing and Intelligence: Ubiquitous Computing in Cyberworlds, Issue 2, 2007,
http://www.floatingorigin.com/pubs/thorne-UBCW.pdf

90. Wikipedia, Definition of Cartesian Coordinate System,
http://en.wikipedia.org/wiki/cartesian.coordinate.system,
mirror/Cartesian_coordinate.htm
 
91. Wikipedia.org, Definition of The Graphics Pipeline,
http://en.wikipedia.org/wiki/Graphics Pipeline,
mirror/Graphics_Pipeline.htm

92. Leclerc Y. and Reddy, M. and Eriksen, M. and Brecht, J. and Colleen, D.,
SRIs Digital Earth Project, Technical Note No. 560,
Published by Artificial Intelligence Center, SRI International, Menlo Park, CA., 2002,
mirror/sritn560.pdf

93. Zeller, C., Controlling the GPU from the CPU: the 3D API,
nVidia,
http://download.nvidia.com/developer/presentations/2004/Eurographics/EG_04_3DAPI.pdf,
mirror/EG_04_3DAPI.pdf