Publications

Hurley, K. High Dynamic Range Images, Extreme Game Developers Expo, October 2004 [PDF][PPT]
Hurley, K. Advanced Graphics Techniques Using Vertex and Pixel Shaders, Work in Progress [DOC]
Hurley, K., Treglia, Dante, et. al. Lighting Techniques Using Cube Maps., Game Programming Gems 3, Charles River Media, ISBN: 1584502339, July 2002
Hurley, K., Engle, W. et. al. Photorealistic Faces using Vertex and Pixel shaders. Direct3D ShaderX, Wordware Publishing ISBN: 1556220413, July 2002
Hurley, K. Extending Textures Beyond Simple Pixels, Game Developers Conference. March 21st, 2002 [PDF] [PPT]
Hurley, K. Towards More Photorealistic Faces, Xtreme Game Developers Conference. September 28th, 2001  [PPT]
Hurley, K. Lighting Techniques for Games, Xtreme Game Developers Conference. September 28th, 2001 [PPT]
Hurley, K. OpenGL to DirectX XBOX Porting Guide, NVIDIA Internal white paper. July 13th, 2001
Hurley, K. Ultimate Performance for 3D Graphics, Intel Developer Forum. July 2000, [PPT]
Hurley, K. Approximating Refraction. January 27th, 2000 [PDF] [DOC] [Source & Demo]
Hurley, K. Cubemaps for GeForce 256 Dispelling the Myths, NVIDIA white paper. December 16, 1999 [DOC]
Hurkey, K. NVTUNE, aka. NVIDIA Statitistics Driver and Application, NVIDIA Training presentation, April 1999 [PPT]

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