Glasbey, C. and Mardia, K. (1989). A Review of Im-
age Warping Methods. Journal of Applied Statistics,
25:155–171.
Glassner, A. S. (2000). Cubism and Cameras: Free-form
Optics for Computer Graphics. Technical report, Mi-
crosoft Research.
G
¨
oddeke, D. (2005). Playing Ping Pong with Render-To-
Texture. Technical report, University of Dortmund,
Germany.
Greene, N. (1986). Environment Mapping and other Ap-
plications of World Pojections. IEEE Comput. Graph.
Appl., 6(11):21–29.
Gr
¨
oller, M. E. and Acquisto, P. (1993). A Distortion Camera
for Ray Tracing. In Conner, Hernandez, Murthy, and
Power, editors, Visualization and Intelligent Design in
Engineering and Architecture. Elsevier Science Pub-
lishers.
Gustafsson, A. (1993). Interactive Image Warping. Master’s
thesis, Faculty of Information Technology.
H., B., J., Y., and Q., P. (1999). Non-Linear View Interpo-
lation. In The Journal of Visualization and Computer
Animation, volume 10, pages 233–241(9). John Wiley
& Sons, Ltd.
Harris, M. (2004). Dynamic Texturing. NVIDIA Corpora-
tion.
Heidrich, W. and Seidel, H.-P. (1998). View-independent
Environment Maps. In HWWS ’98: Proceedings
of the ACM SIGGRAPH/EUROGRAPHICS workshop
on Graphics hardware, pages 39–ff., New York, NY,
USA. ACM Press.
John Kessenich (2004). The OpenGL Shading Language
Version 1.20, 59 edition.
Kilgard, M. J. (May 19, 2004). NVIDIA OpenGL Exten-
sion Specifications. Technical report, NVIDIA Cor-
poration.
Leung, Y. and Apperley, M. (1994). A Review and Taxon-
omy of Distortion-Oriented Presentation Techniques.
ACM Transactions on Computer-Human Interaction,
1:126–160.
Margaret, F. (1995). Perspective Projection: the Wrong
Imaging Model.
Microsoft (2007). Direct3D 10 Programming Guide Ex-
cerpts. In SIGGRAPH ’07: ACM SIGGRAPH 2007
courses, pages 369–446, New York, NY, USA. ACM
Press.
Nelson, M. L. (Nicograph 1983). Computer Graphics Dis-
tortion for IMAX and OMNIMAX Projection. In
Nicograph 83MaxNicograph1983, pages 137–159.
Neumann, P. and Carpendale, S. (2003). Taxonomy for Dis-
crete Lenses. Technical Report 2003-734-37, Depart-
ment of Computer Science, University of Calgary.
NVIDIA (2004). OpenGL Cube Map Texturing.
NVIDIA (2005). NVIDIA GPU Programming Guide.
NVIDIA Corporation, 2.4.0 edition.
Polack-Wahl, J. A., Piegl, L. A., and Carter, M. L. (1997).
Perception of Images Using Cylindrical Mapping. The
Visual Computer, 13(4):155–167.
Rademacher, P. and Bishop, G. (1998). Multiple-Center-of-
Projection Images. In SIGGRAPH ’98: Proceedings
of the 25th annual conference on Computer graph-
ics and interactive techniques, pages 199–206, New
York, NY, USA. ACM Press.
Rase, W.-D. (1997). Fischauge-Projektionen als kar-
tographische Lupen. In Dollinger, F. and J.Strobl, ed-
itors, Angewandte Geographische Informationsverar-
beitung, volume IX of Salzburger Geographische Ma-
terialien. Selbstverlag des Instituts f
¨
ur Geographie der
Universit
¨
at Salzburg.
Segal, M. and Akeley, K. (2004). The OpenGL Graphics
System: A Specification, Version 2.0.
Singh, K. (2002). A Fresh Perspective. In Graphics Inter-
face, pages 17–24.
Spindler, M., Bubke, M., Germer, T., and Strothotte, T.
(2006). Camera Textures. In GRAPHITE ’06: Pro-
ceedings of the 4th international conference on Com-
puter graphics and interactive techniques in Australa-
sia and Southeast Asia, pages 295–302, New York,
NY, USA. ACM Press.
Swaminathan, R., Grossberg, M., and Nayar, S. (2003).
A Perspective on Distortions. In IEEE Conference
on Computer Vision and Pattern Recognition (CVPR),
volume II, pages 594–601.
Szeliski, R. and Shum, H.-Y. (1997). Creating Full View
Panoramic Image Mosaics and Environment Maps. In
SIGGRAPH ’97: Proceedings of the 24th annual con-
ference on Computer graphics and interactive tech-
niques, pages 251–258, New York, NY, USA. ACM
Press/Addison-Wesley Publishing Co.
Turkowski, K. (1999). Making Environment Maps from
Fisheye Photographs.
van Oortmerssen, W. (2002). FisheyeQuake/PanQuake.
Wan, L., Wong, T.-T., and Leung, C.-S. (2007). Isocube:
Exploiting the Cubemap Hardware. IEEE Trans-
actions on Visualization and Computer Graphics,
13(4):720–731.
Woo, M., Neider, J., Davis, T., and Shreiner, D. (1999).
OpenGL Programming Guide: The Official Guide
to Learning OpenGL, Version 1.2. Addison-Wesley
Longman Publishing Co., Inc., Boston, MA, USA.
Wood, D. N., Finkelstein, A., Hughes, J. F., Thayer, C. E.,
and Salesin, D. H. (1997). Multiperspective Panora-
mas for Cel Animation. In SIGGRAPH ’97: Pro-
ceedings of the 24th annual conference on Computer
graphics and interactive techniques, pages 243–250,
New York, NY, USA. ACM Press/Addison-Wesley
Publishing Co.
Wynn, C. (2002). OpenGL Render-to-Texture. In GDC.
NVIDIA Corporation.
Yang, Y., Chen, J. X., and Beheshti, M. (2005). Nonlinear
Perspective Projections and Magic Lenses: 3D View
Deformation. IEEE Computer Graphics and Applica-
tions, pages 76–84.
Yang, Y., Chen, J. X., Kim, W., , and Kee, C. (2003). Non-
linear Pojection: Using Deformations in 3D Viewing.
In Jim X. Chen, editor, Visualization Corner, pages
54–59. IEEE.
GRAPP 2008 - International Conference on Computer Graphics Theory and Applications
170