Real-Time Rendering (1st ed.) Bibliography
This is the bibliography of the First Edition (1999) of the book
Real-Time Rendering. Since many of the
references have web resources associated with them, we have made this hyperlinked
version of the bibliography available. The Second Edition bibliography
is also available.
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Abrash, Michael,
Michael Abrash's Graphics Programming Black Book, Special Edition,
The Coriolis Group, Inc., Scottsdale, Arizona, 1997.
Amazon listing.
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Airey, John M.,
John H. Rohlf, and
Frederick P. Brooks Jr.,
"Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments,"
Computer Graphics (1990 Symposium on Interactive 3D
Graphics),
vol. 24, no. 2, pp. 41-50, March 1990.
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Airey, John M.,
Increasing Update Rates in the Building Walkthrough System
with Automatic Model-Space Subdivision and Potentially Visible Set Calculations,
Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science,
University of North Carolina at Chapel Hill, July 1990.
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Akeley, K., and T. Jermoluk,
"High-Performance Polygon Rendering,"
Computer Graphics (SIGGRAPH '88 Proceedings),
vol. 22, no. 4, pp. 239-246, August 1988.
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Akeley, Kurt,
"The Silicon Graphics 4D/240GTX Superworkstation,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 71-83, July 1989.
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Akeley, K., P. Haeberli, and D. Burns,
tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
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Akeley, Kurt,
"RealityEngine Graphics,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 109-116, August 1993.
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Aliaga, D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C.
Erikson,
"Power Plant Walkthrough: An Integrated System for Massive Model
Rendering,"
Technical Report TR#97-018, Computer Science Department,
University of North Carolina at Chapel Hill, 1997.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, E. Baker, R. Bastos, M. Whitton,
F. Brooks Jr., and D. Manocha,
"A Framework for the Real-Time Walkthrough of Massive Models,"
Technical Report UNC TR#98-013, Computer Science Department,
University of North Carolina at Chapel Hill, 1998.
ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html
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Aliaga, D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff,
T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton,
F. Brooks, and D. Manocha,
"MMR: An Interactive Massive Model Rendering System Using
Geometric and Image-Based Acceleration,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 199-206, April 1999.
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Angel, Edward,
Interactive Computer Graphics--A top-down approach with OpenGL,
Addison-Wesley, Reading, Massachusetts, 1997.
Amazon listing.
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Antonio, Franklin,
"Faster Line Segment Intersection,"
in David Kirk, ed., Graphics Gems III,
Academic Press, Inc., Boston, pp. 199-202, 1992.
http://www.graphicsgems.org/.
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Appel, Andrew W., with Maia Ginsburg,
Modern Compiler Implementation in C,
Cambridge University Press, New York, 1998.
-
Arenberg, Jeff,
"Re: Ray/Triangle Intersection with Barycentric Coordinates,"
in Eric Haines, ed., Ray Tracing News, vol. 1, no. 11,
November 1988.
http://www.realtimerendering.com/resources/RTNews/html/rtnews5b.html#art3
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Arvo, James,
"Backward Ray Tracing,"
SIGGRAPH '86 Developments in Ray Tracing course notes,
August 1986.
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Arvo, James,
"A Simple Method for Box-Sphere Intersection Testing,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., Boston, pp. 335-339, 1990.
http://www.graphicsgems.org/.
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Arvo, James, ed.,
Graphics Gems II,
Academic Press Inc., Boston, 1991.
http://www.graphicsgems.org/.
Amazon listing.
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Assarsson, Ulf, and Tomas Möller,
"Optimized View Frustum Culling Algorithms,"
Technical Report 99-3, Department of Computer Engineering,
Chalmers University of Technology, March 1999.
http://www.ce.chalmers.se/staff/uffe
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Badouel, Didier,
An Efficient Ray-Polygon Intersection,
in Graphics Gems, ed. Andrew S. Glassner, Academic Press Inc.,
Boston, pp. 390-393, 1990.
http://www.graphicsgems.org/.
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Ballard, Dana H.,
"Strip Trees: A Hierarchical Representation for Curves,"
Graphics and Image Processing, vol. 24, no. 5, pp. 310-321, May 1981.
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Barad, Haim and Mark Atkins,
"Implementing Mixed Rendering,"
Game Developer, vol. 4, no. 6, pp. 34-42, September
1997.
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Barad, Haim, Mark Atkins, Or Gerlitz, and Daniel Goehring,
"Real-Time Procedural Texturing Techniques Using MMX,"
http://www.gamasutra.com/features/programming/19980501/mmxtexturing_01.htm
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Baraff, D.,
"Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation,"
Computer Graphics (SIGGRAPH '90 Proceedings),
vol. 24, no. 4, pp. 19-28, August 1990.
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Baraff, David, and Andrew Witkin,
"Physically Based Modeling,"
Course 13 notes at SIGGRAPH '98, 1998.
http://www.cs.cmu.edu/~baraff/sigcourse/
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Barber, C.B., D.P. Dobkin, and H. Huhdanpaa,
"The Quickhull Algorithm for Convex Hull,"
Geometry Center Technical Report GCG53, July 1993.
http://www.geom.umn.edu/software/qhull/
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Barequet, G., B. Chazelle, L.J. Guibas, J.S.B. Mitchell, and A. Tal,
"BOXTREE: A Hierarchical Representation for Surfaces in 3D,"
Eurographics '96, Eurographics Association, eds. J. Rossignac and F. Sillion, Blackwell Publishers, vol. 15, no. 3, pp. C-387-C-484,
August 1996.
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Barkans, Anthony C.,
"Color Recovery: True-Color 8-Bit Interactive Graphics,"
IEEE Computer Graphics and Applications,
vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
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Barkans, Anthony C.,
"High-Quality Rendering Using the Talisman Architecture,"
in the Proceedings of the 1997 SIGGRAPH/Eurographics Workshop
on Graphics Hardware, Los Angeles, CA, pp. 79-88, August 1997.
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Bastos, Rui, Kenneth Hoff, William Wynn, and Anselmo Lastra,
"Increased Photorealism for Interactive Architectural Walkthroughs,"
Proceedings 1999 Symposium on Interactive 3D
Graphics, pp. 183-190, April 1999.
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Baum, Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget,
"Making Radiosity Usable: Automatic Preprocessing and Meshing
Techniques for the Generation of Accurate Radiosity Solutions,"
Computer Graphics (SIGGRAPH '91 Proceedings),
vol. 25, no. 4, pp. 51-60, July 1991.
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de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf,
Computational Geometry--Algorithms and Applications,
Springer-Verlag, Berlin, 1997.
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Bergman, L. D., H. Fuchs, E. Grant, and S. Spach,
"Image Rendering by Adaptive Refinement,"
Computer Graphics (SIGGRAPH '86 Proceedings),
vol. 20, no. 4, pp. 29-37, August 1986.
-
Bier, Eric A., and Kenneth R. Sloan, Jr.,
"Two-Part Texture Mapping,"
IEEE Computer Graphics and Applications,
vol. 6, no. 9, pp. 40-53, September 1986.
-
Bigos, Andrew,
"Avoiding Buffer Clears,"
journal of graphics tools,
vol. 1, no. 1, pp. 19-20, 1996.
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Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz,
"Designing a PC Game Engine,"
IEEE Computer Graphics and Applications,
pp. 46-53, Jan./Feb. 1998.
http://computer.org/cga/cg1998/g1toc.htm
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Blinn, J.F., and M.E. Newell,
"Texture and reflection in computer generated images,"
Communications of the ACM, vol. 19, no. 10, pp. 542-547,
October 1976.
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Blinn, James F.,
"Models of Light Reflection for Computer Synthesized Pictures,"
ACM Computer Graphics (SIGGRAPH '77), vol. 11, no. 2, pp. 192-198,
July 1977.
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Blinn, James,
"Simulation of wrinkled surfaces,"
Computer Graphics (SIGGRAPH '78 Proceedings),
vol. 12, no. 3, pp. 286-292, August 1978.
-
Blinn, Jim,
"Me and My (Fake) Shadow,"
IEEE Computer Graphics and Applications,
vol. 8, no. 1, pp. 82-86, January 1988.
Also collected in [43].
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Blinn, Jim,
"Dirty Pixels,"
IEEE Computer Graphics and Applications,
vol. 9, no. 4, pp. 100-105, July 1989.
Also collected in [44].
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Blinn, Jim,
"A Trip Down the Graphics Pipeline: Line Clipping,"
IEEE Computer Graphics and Applications, vol. 11, no. 1,
pp. 98-105, January 1991.
Also collected in [43].
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Blinn, Jim,
"Hyperbolic Interpolation,"
IEEE Computer Graphics and Applications, vol. 12, no. 4,
pp. 89-94, July 1992.
Also collected in [43].
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Blinn, Jim,
Jim Blinn's Corner: A Trip Down the Graphics Pipeline,
Morgan Kaufmann Publishers, Inc., San Francisco, 1996.
Amazon listing.
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Blinn, Jim,
Jim Blinn's Corner: Dirty Pixels,
Morgan Kaufmann Publishers, Inc., San Francisco, 1998.
Amazon listing.
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Blinn, Jim,
"W Pleasure, W Fun,"
IEEE Computer Graphics and Applications, vol. 18, no. 3,
pp. 78-82, May/June 1998.
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Bloomenthal, Jules, ed.,
Introduction to Implicit Surfaces,
Morgan Kaufmann Publishers, Inc., San Francisco, 1997.
Amazon listing.
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Booth, Rick,
Inner Loops,
Addison-Wesley, Reading, Massachusetts, 1997.
Amazon listing.
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Bresenham, J.E.,
"Algorithm for Computer Control of a Digital Plotter,"
IBM Systems Journal, vol. 4, no. 1, pp. 25-30, 1965.
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Brittain, Don,
"Don's 3D Studio MAX R2 Page"
http://www.west.net/~brittain/3dsmax2.htm
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Burwell, John M.,
"Redefining High Performance Computer Image Generation,"
Proceedings of the IMAGE Conference, Scottsdale, Arizona, June 1996.
-
Carpenter, Loren,
"The A-buffer, an Antialiased Hidden Surface Method,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 103-108, July 1984.
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Carter, Michael B., and Andreas Johannsen,
"Clustered Backface Culling,"
journal of graphics tools, vol. 3, no. 1, pp. 1-14, 1998.
-
Catmull, Edwin,
"Computer Display of Curved Surfaces,"
Proceedings of the IEEE Conference on Computer Graphics, Pattern
Recognition and Data Structures, Los Angeles, pp. 11-17, May 1975.
-
Chen, S. E.,
"Quicktime VR - An Image-Based Approach to Virtual
Environment Navigation,"
Computer Graphics (SIGGRAPH '95 Proceedings),
pp. 29-38, August 1995.
-
Cignoni, P., C. Montani, and R. Scopigno,
"Triangulating Convex Polygons Having T-Vertices,"
journal of graphics tools, vol. 1, no. 2, pp. 1-4, 1996.
-
Clark, James H.,
"Hierarchical Geometric Models for Visible Surface
Algorithms," Communications of the ACM, vol. 19, no.
10, pp. 547-554, October 1976.
-
Clay, Sharon R.,
"Optimization for Real-Time Graphics Applications,"
Silicon Graphics Inc., February 1996.
http://www.sgi.com/software/performer/presentations/tune_wp.pdf
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Coelho, Rohan, and Maher Hawash,
DirectX, RDX, RSZ, and MMX Technology,
Addison-Wesley, Reading, Massachusetts, 1998.
Includes VTune evaluation version. New chapters 24 and 25 are
available online at http://www.awl.com
Amazon listing.
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Cohen, M.F., and J.R. Wallace,
Radiosity and Realistic Image Synthesis,
Academic Press Professional, Boston, 1993.
Amazon listing.
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Cohen, Jonathan D., Ming C. Lin, Dinesh Manocha, and Madhave Ponamgi,
"I-COLLIDE: An Interactive and Exact Collision Detection System for
Large-Scaled Environments,"
Proceedings 1995 Symposium on Interactive 3D Graphics,
pp. 189-196, 1995.
http://www.cs.unc.edu/~geom/
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Cohen, Jonathan D., Marc Olano, and Dinesh Manocha,
"Appearance-Preserving Simplification,"
Computer Graphics (SIGGRAPH '98 Proceedings),
pp. 115-122, July 1998.
http://www.cs.unc.edu/~geom/APS/
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Cook, Robert L., and Kenneth E. Torrance,
"A reflectance model for computer graphics,"
Computer Graphics (SIGGRAPH '81 Proceedings),
vol. 15, no. 3, pp. 307-316, July 1981.
-
Cook, Robert L., and Kenneth E. Torrance,
"A Reflectance Model for Computer Graphics,"
ACM Transactions on Graphics,
vol. 1, no.1, pp. 7-24, January 1982.
-
Cook, Robert L.,
"Shade Trees,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 223-231, July 1984.
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Cook, Robert L., Loren Carpenter, and Edwin Catmull,
"The Reyes Image Rendering Architecture,"
Computer Graphics (SIGGRAPH '87 Proceedings),
vol. 21, no. 4, pp. 95-102, July 1987.
-
Coorg, S., and S. Teller,
"Temporally Coherent Conservative Visibility,"
Twelfth Annual ACM Symposium on Computational Geometry,
May 1996.
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Coorg, S., and S. Teller,
"Real-Time Occlusion Culling for Models with Large Occluders,"
in Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 83-90, April 1997.
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Cormen, T.H., C.E. Leiserson, and R. Rivest,
Introduction to Algorithms,
MIT Press, Inc., Cambridge, Massachusetts, 1990.
Amazon listing.
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"Cosmo3D--Programmer's Guide,"
Silicon Graphics Inc., 1997.
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Cox, Michael, David Sprague, John Danskin, Rich Ehlers, Brian
Hook, Bill Lorensen, and Gary Tarolli,
"Developing High-Performance Graphics Applications for the PC
Platform," Course 29 notes at SIGGRAPH '98, 1998.
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Cripe, Brian and Thomas Gaskins,
"The DirectModel Toolkit: Meeting the 3D Graphics
Needs of Technical Applications,"
Hewlett-Packard Journal, pp. 19-27, May 1998.
http://www.hp.com/hpj/98may/ma98a3.htm
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Crow, Franklin C.,
"Shadow Algorithms for Computer Graphics,"
Computer Graphics (SIGGRAPH '77 Proceedings),
vol. 11, no. 2, pp. 242-248, July 1977.
-
Crow, Franklin C.,
"Summed-Area Tables for Texture Mapping,"
Computer Graphics (SIGGRAPH '84 Proceedings),
vol. 18, no. 3, pp. 207-212, July 1984.
-
Cruz-Neira, Carolina, Daniel J. Sandin, and Thomas A. DeFanti,
"Surround-screen Projection-based Virtual Reality: The
Design and Implementation of the CAVE,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 135-142, August 1993.
http://www.ee.iastate.edu/~cruz/sig93.paper.html
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Culler, David E., and Jaswinder Pal Singh, with Anoop Gupta,
Parallel Computer Architecture: A Hardware/Software
Approach, Morgan Kaufmann Publishers Inc., San Francisco,
1998.
Amazon listing.
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Cunningham, Steve,
"3D Viewing and Rotation using Orthonormal Bases,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., Boston, pp. 516-521, 1990.
http://www.graphicsgems.org/.
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Cychosz, J.M. and W.N. Waggenspack Jr.,
"Intersecting a Ray with a Cylinder,"
in Paul S. Heckbert, ed., Graphics Gems IV,
AP Professional, Boston, pp. 356-365, 1994.
http://www.graphicsgems.org/.
-
Cyrus, M., and J. Beck,
"Generalized two- and three-dimensional clipping,"
Computers and Graphics, vol. 3, pp. 23-28, 1978.
-
Dam, Erik B., Martin Koch, and Martin Lillholm,
"Quaternions, Interpolation and Animation,"
Technical Report DIKU-TR-98/5, Department of Computer Science,
University of Copenhagen, July 1998.
http://ftp.diku.dk/students/myth/quat.html
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Decoret, Xavier, Gernot Schaufler, François Sillion, and
Julie Dorsey,
"Multi-layered impostors for accelerated rendering,"
Proceedings of Eurographics '99, vol. 18, no. 3, 1999.
-
Deering, Michael,
"Geometry Compression,"
Computer Graphics (SIGGRAPH '95 Proceedings),
pp. 13-20, August 1995.
-
Diefenbach, Paul J., and Norman I. Badler,
"Multi-Pass Pipeline Rendering: Realism for Dynamic Environments,"
Proceedings 1997 Symposium on Interactive 3D Graphics,
pp. 59-70, April 1997.
http://www.openworlds.com/employees/paul/index.html
-
"DirectX 6.0 SDK,"
Microsoft, 1998.
http://www.microsoft.com/directx/default.asp
-
"DirectModel 1.0 Specification,"
Hewlett-Packard, September 1997.
-
Do Carmo, Manfred P.,
Differential Geometry of Curves and Surfaces,
Prentice-Hall, Inc., Englewoods Cliffs, New Jersey, 1976.
Amazon listing.
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Donovan, Walt,
Personal communication, 1999.
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Dorbie, Angus,
Personal communication, 1998-9.
-
Duff, Tom,
"Compositing 3-D Rendered Images,"
Computer Graphics (SIGGRAPH '85 Proceedings),
vol. 19, no. 3, pp. 41-44, July 1985.
-
Durand, Frédo, George Drettakis, and Claude Puech,
"The Visibility Skeleton: A Powerful and Efficient
Multi-Purpose Global Visibility Tool,"
Computer Graphics (SIGGRAPH '97 Proceedings),
pp. 89-100, August 1997.
http://w3imagis.imag.fr/Membres/Fredo.Durand/PUBLI/siggraph97/index.htm
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Durand, Frédo, George Drettakis, and Claude Puech,
"The 3D Visibility Complex: a unified data-structure
for global visibility of scenes of polygons and smooth
objects,"
Canadian Conference on Computational Geometry,
pp. 153-158, August 1997.
-
Eberly, David,
"Dynamic Collision Detection using Oriented Bounding Boxes,"
http://www.magic-software.com/
-
Ebert, David S., F. Kenton Musgrave, Darwyn Peachey, Ken
Perlin, and Steven Worley,
Texturing and Modeling: A Procedural Approach, second
edition, AP Professional, San Diego, 1998.
Amazon listing.
-
Eckel, George,
IRIS Performer Programmer's Guide,
Silicon Graphics Inc., 1997.
http://www.sgi.com/software/performer/manuals.html
-
Elber, Gershon,
"Line illustrations in computer graphics,"
The Visual Computer,
vol. 11, no. 6, pp. 290-296, 1995.
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Erikson, C., "Polygonal Simplification: An Overview," Technical Report TR96-016, UNC Chapel Hill Computer Science Department, 1996. http://www.cs.unc.edu/~eriksonc/Research/Paper/Index.html
-
Ernst, I., D. Jackel, H. Russeler, and O. Wittig,
"Hardware Supported Bump Mapping: A step towards higher quality
real-time rendering,"
in 10th Eurographics Workshop on Graphics Hardware,
pp. 63-70, 1995.
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Ernst, I., H. Russeler, H. Schulz, and O. Wittig,
"Gouraud Bump Mapping,"
Proceedings of the 1998 Eurographics/SIGGRAPH Workshop on Graphics Hardware,
Lisbon, Portugal, pp. 47-53, August 1998.
-
Euclid (original translation by Heiberg, with introduction and
commentary by Sir Thomas L. Heath),
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Second Edition, Revised with Additions, Volume I (Books I, II),
Dover Publications, Inc., New York, 1956.
Amazon listing.
-
Evans, F., S. Skiena, and A. Varshney,
"Stripe: A Software Tool For Efficient Triangle Strips,"
Visual Proceedings (SIGGRAPH '96),
p. 153, August 1996.
http://www.cs.sunysb.edu/~stripe/
-
Evans, F., S. Skiena, and A. Varshney,
"Optimizing Triangle Strips for Fast Rendering,"
Proceedings of the IEEE Visualization'96, eds. Yagel, R. and G.M.
Nielson, San Francisco, pp. 319-326, October 1996.
http://www.cs.sunysb.edu/~stripe/
-
Evans, F., S. Skiena, and A. Varshney,
"Efficiently Generating Triangle Strips for Fast Rendering,"
ACM Transactions of Graphics,
April 1997.
http://www.cs.sunysb.edu/~stripe/
-
Eyles, J., S. Molnar, J. Poulton, T. Greer, A. Lastra, N. England,
and L. Westover,
"PixelFlow: The Realization,"
in the Proceedings of the 1997 SIGGRAPH/Eurographics Workshop
on Graphics Hardware, Los Angeles, CA, pp. 57-68, August 1997.
-
"The Fahrenheit Project," 1997.
http://www.sgi.com/fahrenheit/
-
Farin, Gerald,
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Practical Guide,
Fourth Edition (First Edition, 1988),
Academic Press Inc., San Diego, 1996.
Amazon listing.
-
Farin, Gerald E. and Dianne Hansford,
The Geometry Toolbox for Graphics and Modeling,
A.K. Peters Ltd., Boston, 1998.
http://eros.cagd.eas.asu.edu/~farin/gbook/gbook.html
Amazon listing.
-
Fisher, F., and A. Woo,
"R.E versus N.H Specular Highlights,"
in Paul S. Heckbert, ed., Graphics Gems IV,
Academic Press, Inc., Boston, pp. 388-400, 1994.
-
Flavell, Andrew,
"Run Time Mip-Map Filtering,"
Game Developer, vol. 5, no. 11, pp. 34-43, November
1998.
http://www.gdmag.com/code.htm
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Foley, J.D., A. van Dam, S.K. Feiner, and J.H. Hughes,
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Second Edition,
Addison-Wesley, Reading, Massachusetts, 1990.
Amazon listing.
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Foley, J.D., A. van Dam, S.K. Feiner, J.H. Hughes, and R.L. Philips,
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Addison-Wesley, Reading, Massachusetts, 1994.
Amazon listing.
-
Fuchs, H., Z.M. Kedem, and B.F. Naylor,
"On Visible Surface Generation by A Priori Tree Structures,"
Computer Graphics (SIGGRAPH '80 Proceedings),
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Fuchs, H., G.D. Abram, and E.D. Grant,
"Near Real-Time Shaded Display of Rigid Objects,"
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Fuchs, H., J. Poulton, J. Eyles, T. Greer, J. Goldfeather,
D. Ellsworth, S. Molnar, G. Turk, B. Tebbs, and L. Israel,
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Processor-Enhanced Memories,"
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Funkhouser, Thomas A., and Carlo H. Séquin,
"Adaptive Display Algorithm for Interactive Frame Rates
During Visualization of Complex Virtual Environments,"
Computer Graphics (SIGGRAPH '93 Proceedings),
pp. 247-254, August 1993.
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-
Funkhouser, Thomas A.,
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Visualization of Architectural Models,
Ph.D. Thesis, University of California, Berkeley, 1993.
http://www.cs.princeton.edu/~funk/
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Garland, Michael, and Paul S. Heckbert,
"Simplifying Surfaces with Color and Texture using Quadric Error
Metrics,"
IEEE Visualization 98, pp. 263-269, July 1998.
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Glassner, Andrew S., ed.,
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Academic Press Inc., London, 1989.
Amazon listing.
-
Glassner, Andrew S., ed.,
Graphics Gems,
Academic Press Inc., 1990.
http://www.graphicsgems.org/.
Amazon listing.
-
Glassner, Andrew S.
"Computing Surface Normals for 3D Models,"
Andrew S. Glassner, ed.,
Graphics Gems,
Academic Press Inc., pp. 562-566, 1990.
-
Glassner, Andrew,
"Building Vertex Normals from an Unstructured Polygon List,"
in Paul S. Heckbert, ed., Graphics Gems IV,
AP Professional, Boston, pp. 60-73, 1994.
-
Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 1, Morgan Kaufmann Publishers Inc., San Francisco, 1995.
Amazon listing.
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Glassner, Andrew S.,
Principles of Digital Image Synthesis,
vol. 2, Morgan Kaufmann Publishers Inc., San Francisco, 1995.
Amazon listing.
-
Glide 3.0 Programming Guide,
3dfx Interactive, Inc., 1998.
http://www.3dfx.com/
-
Goldman, Ronald,
"Intersection of Three Planes,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 305, 1990.
-
Goldman, Ronald,
"Intersection of Two Lines in Three-Space,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 304, 1990.
-
Goldman, Ronald,
"Matrices and Transformations,"
in Andrew S. Glassner, ed., Graphics Gems,
Academic Press, Inc., pp. 472-475, 1990.
-
Goldman, Ronald,
"Recovering the Data from the Transformation Matrix,"
in James Arvo, ed., Graphics Gems II,
Academic Press, Inc., pp. 324-331, 1991.
-
Goldman, Ronald,
"Decomposing Linear and Affine Transformations,"
in David Kirk, ed., Graphics Gems III,
Academic Press, Inc., pp. 108-116, 1992.
-
Goldsmith, Jeffrey, and John Salmon,
"Automatic Creation of Object Hierarchies for Ray Tracing,"
IEEE Computer Graphics and Applications, vol. 7, no. 5,
pp. 14-20, May 1987.
-
Golub, Gene, and Charles Van Loan,
Matrix Computations, Third Edition,
Johns Hopkins University Press, 1996.
Amazon listing.
-
Gonzalez, Rafael C., Richard E. Woods, and Ralph C. Gonzalez,
Digital Image Processing, Third Edition,
Addison-Wesley, Reading, Massachusetts, 1992.
Amazon listing.
-
Gooch, Amy, Bruce Gooch, Peter Shirley, and Elaine Cohen,
"A Non-Photorealistic Lighting Model for Automatic
Technical Illustration,"
Computer Graphics (SIGGRAPH '98 Proceedings),
pp. 447-452, July 1998.
http://www.cs.utah.edu/~gooch/SIG98/abstract.html
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Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesenfeld
"Interactive Technical Illustration,"
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Earth than it’s own satellite, the moon. When you think about it, we regard the moon with such powerful.
Pain can be defined quite simply as a symptom of some physical hurt or disorder.
Summer is often synonymous with beaches, ballparks and barbecues, all offering tempting snacks.
The Centers for Disease Control & Prevention on Saturday began distributing cards at airports.
The Myspace page defines the individual, his or her characteristics, traits, personal choices.


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This website allows researchers to take part in the TREConference and easily compare the efforts of their search engine. This website facilitates the comparison and ranking of runs in a manner that, we hope, makes it easy for the researcher.
The below summary is from the official TREC website. "The Text REtrieval Conference (TREC), co-sponsored by the National Institute of Standards and Technology (NIST) and U.S. Department of Defense, was started in 1992 as part of the TIPSTER Text program. Its purpose was to support research within the information retrieval community by providing the infrastructure necessary for large-scale evaluation of text retrieval methodologies. In particular, the TREC workshop series has the following goals:


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--- layout: page # All the Categories of posts --- {% for tag in site.categories %} {% capture tag_name %}{{ tag | first }}{% endcapture %}


Major Earthquakes from the Past 7 Days
Overview of all major (M4.5+) and other significant earthquakes from the past week.
Made with D3.js. All data from the USGS Earth Quake Hazards Program. Includes all earthquakes with with a magnitude greater than or equal to 4.5 on the Richter scale (M4.5+), as well as other earthquakes deemed significant by the USGS. Earthquake descriptions from USGS and Wikipedia. Data current as of (Data loading...)
Earthquake Magnitude
Rollover for details


How many guests are coming?
Meat-eaters
Adults
Kids
Vegetarians
Adults
Kids
How long will the BBQ last?
Up to six hours
More than six hours
How many guests are coming?
Meat-eaters
Adults
Kids
Vegetarians
Adults
Kids
How long will the BBQ last?
Up to six hours
More than six hours


This is a plugin that uses Geodesignhub API and advanced machine learning and natural language processing algorithms to showcase key components of your design based on the diagram description. This plugin is free and open source and the code for this plugin is located on a GitHub repository.


| 1 | package fr.sii.ogham.email.sendgrid.v4.sender.impl.sendgrid.compat; | |
| 2 | ||
| 3 | import com.sendgrid.helpers.mail.objects.Email; | |
| 4 | ||
| 5 | /** | |
| 6 | * Compatibility wrapper that wraps {@link Email} instance and delegates | |
| 7 | * operations to it. | |
| 8 | * | |
| 9 | * @author Aurélien Baudet | |
| 10 | * @see CompatUtil | |
| 11 | * @see CompatFactory | |
| 12 | */ | |
| 13 | public class CorrectPackageNameEmailCompat implements EmailCompat { | |
| 14 | private final Email delegate; | |
| 15 | ||
| 16 | public CorrectPackageNameEmailCompat() { | |
| 17 | this(new Email()); | |
| 18 | } | |
| 19 | ||
| 20 | public CorrectPackageNameEmailCompat(Email delegate) { | |
| 21 | super(); | |
| 22 | this.delegate = delegate; | |
| 23 | } | |
| 24 | ||
| 25 | @Override | |
| 26 | public String getName() { | |
| 27 |
2
1. getName : negated conditional → NO_COVERAGE 2. getName : negated conditional → SURVIVED |
if (delegate == null) { |
| 28 |
1
1. getName : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getName → NO_COVERAGE |
return null; |
| 29 | } | |
| 30 |
2
1. getName : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getName → NO_COVERAGE 2. getName : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getName → SURVIVED |
return delegate.getName(); |
| 31 | } | |
| 32 | ||
| 33 | @Override | |
| 34 | public String getEmail() { | |
| 35 |
2
1. getEmail : negated conditional → SURVIVED 2. getEmail : negated conditional → NO_COVERAGE |
if (delegate == null) { |
| 36 |
1
1. getEmail : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getEmail → NO_COVERAGE |
return null; |
| 37 | } | |
| 38 |
2
1. getEmail : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getEmail → NO_COVERAGE 2. getEmail : replaced return value with "" for fr/sii/ogham/email/sendgrid/v4/sender/impl/sendgrid/compat/CorrectPackageNameEmailCompat::getEmail → SURVIVED |
return delegate.getEmail(); |
| 39 | } | |
| 40 | ||
| 41 | } | |
Mutations | ||
| 27 |
1.1 2.2 |
|
| 28 |
1.1 |
|
| 30 |
1.1 2.2 |
|
| 35 |
1.1 2.2 |
|
| 36 |
1.1 |
|
| 38 |
1.1 2.2 |


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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
A sound source represents a single source of sound to be played.
| Method Summary | |
SoundDriver |
getSoundDriver()
|
SoundState |
getState()
|
boolean |
isPlaying()
|
void |
pause()
|
void |
play()
|
void |
queueBuffer(SoundBuffer buffer)
Description: Specify the current Buffer object, which means the head entry in its queue. |
void |
rewind()
|
void |
setContainer(SoundDataContainer container)
An alternate to explicitly providing the buffers via the queueBuffer method is to provide a sound data container which will generate the data needed to create the buffers. |
void |
setDirection(javax.vecmath.Tuple3f direction)
Description: If DIRECTION does not equal the zero vector, the Source is directional. |
void |
setLoop(boolean loop)
LOOPING is a flag that indicates that the Source will not be in STOPPED state once it reaches the end of last buffer in the buffer queue. |
void |
setMaxDistance(float maxDistance)
|
void |
setMaxTime(long ms)
|
void |
setMaxVolume(float maxVolume)
|
void |
setMinVolume(float minVolume)
|
void |
setPosition(javax.vecmath.Tuple3f position)
|
void |
setReferenceDistance(float refDistance)
REFERENCE_DISTANCE is the distance at which the Listener will experience GAIN (unless the implementation had to clamp effective GAIN to the available dynamic range). |
void |
setRelative(boolean relative)
SOURCE_RELATIVE set to TRUE indicates that the values specified by POSITION are to be interpreted relative to the listener position |
void |
setRolloffFactor(float factor)
ROLLOFF_FACTOR is per-Source parameter the application can use to increase or decrease the range of a source by decreasing or increasing the attenuation, respectively. |
void |
setVelocity(javax.vecmath.Tuple3f velocity)
|
void |
setVolume(float gain)
|
void |
stop()
|
| Method Detail |
public void queueBuffer(SoundBuffer buffer)
For a PLAYING or PAUSED Source, using the Source command with BUFFER is an INVALID_OPERATION. It can be applied to INITIAL and STOPPED Sources only. Specifying an invalid bufferName will result in an INVALID_VALUE error while specifying an invalid sourceName results in an INVALID_NAME error.
public void setContainer(SoundDataContainer container)
container
- public void play()
public void pause()
public void rewind()
public void stop()
public boolean isPlaying()
public void setPosition(javax.vecmath.Tuple3f position)
public void setVelocity(javax.vecmath.Tuple3f velocity)
public void setDirection(javax.vecmath.Tuple3f direction)
public SoundState getState()
public void setVolume(float gain)
public void setReferenceDistance(float refDistance)
refDistance
- public void setRolloffFactor(float factor)
factor
- public void setRelative(boolean relative)
relative
- public void setLoop(boolean loop)
loop
- public void setMaxVolume(float maxVolume)
public void setMinVolume(float minVolume)
public void setMaxDistance(float maxDistance)
public void setMaxTime(long ms)
public SoundDriver getSoundDriver()
|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Horizontal swipe
You can swipe native elements. This is a plain div.
You can automatically swipe custom elements, too. This is a paper-card.
This is another paper-card. Hello!
This is another div but it can't be swiped.
Curve swipe
You can swipe native elements. This is a plain div.
You can automatically swipe custom elements, too. This is a paper-card.
This is another paper-card. Hello!
This is another div but it can't be swiped.
Swipe disabled
You can swipe native elements. This is a plain div.
You can automatically swipe custom elements, too. This is a paper-card.
This is another paper-card. Hello!
This is another div.


Implementing the Salesforce to database sample integration
This sample integration captures updates in Salesforce and then calls a database stored procedure, which synchronizes that database with the Salesforce updates.
-
You need an account in a Salesforce installation that is used for development. This account must have Salesforce API access, which is available in a Salesforce Enterprise account or a Salesforce Developer account. To obtain a free developer account, visit https://developer.salesforce.com/signup. It takes less than two minutes to obtain a Salesforce account.
If you already created the Twitter to Salesforce sample integration:
-
{prodname} is already registered as a Salesforce client. You do not need to do this again.
-
You already have a Salesforce connection, which you can reuse in this sample integration.
If you did not already create the Twitter to Salesforce sample integration, then you must register {prodname} as a Salesforce client and create a Salesforce connection in order to complete the Salesforce to database sample integration.
-
To implement, deploy, and test this sample integration, the main steps are:
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-intro.adoc - include::../../modules/tutorials/proc-register-with-sf.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-intro.adoc - include::../../modules/tutorials/proc-create-sf-connection.adoc[]
Creating and deploying the Salesforce to database sample integration
To create and deploy an integration that uses the Salesforce connection that you created and the database connection that is provided with {prodname}, the main steps are:
-
You registered your {prodname} environment as a Salesforce client.
-
You created a {prodname} Salesforce connection.
-
{prodname} is open and you are logged in.
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-create-integration.adoc - include::../../modules/tutorials/proc-sf2db-choose-start.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-create-integration.adoc - include::../../modules/tutorials/proc-sf2db-choose-finish.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-create-integration.adoc - include::../../modules/tutorials/proc-sf2db-add-mapping-step.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-create-integration.adoc - include::../../modules/tutorials/proc-sf2db-name-and-publish.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-intro.adoc - include::../../modules/tutorials/proc-sf2db-confirm-works.adoc[]
Unresolved include directive in modules/ROOT/pages/tutorials/assembly-sf2db-intro.adoc - include::../../modules/tutorials/proc-clean-up.adoc[]


WITNESS LIST
Urban Affairs Committee
February 23, 2016 - 10:00 AM
Identify & address potential gaps in cities' cybersecurity policy.
On:
Agrawal, Chandra Mauli (University of Texas at San Antonio)
Dickson, John (Principal Denim Group)
Fogle, Chris (Delta Risk LLC, A Chertoff GRP Co.)
Hurtado, Larry (Digital Defense, Inc.)
Igo, Shanna (Texas Municipal League)
Jones, Robert (City of Corpus Christi)
Miller, Hugh (City of San Antonio)
Myers, Scott (root9b)
Sarich, Greg (CPS Energy)
Tull, Anthony (City of Granbury)
White, Gregory (University of Texas at San Antonio/ The Center for Infrastructure Assurance
and Security)
Registering, but not testifying:
On:
Block, Edward (Department of Information Resources)
1


Garmin Zumo 660 Motorcycle GPS
It’s been over a week since I received my Garmin Zumo 660 Motorcycle GPS unit. I thought I’d give it a run-down for potential buyers on my experience for the first week. Firstly I should mention, I’ve never owned another Garmin unit, and had two mobile GPS’ units before (one being Nokia N800 with Bluetooth external GPS and other Apple iPhone 3G). The reason I bring this up is that a lot of the reviews I’ve seen written compare it to it’s predecessor, Zumo 550, which obviously I can’t do.
Maps
What good is a GPS without good map quality? Garmin’s maps are by Navteq, and generally are of a good standard here in Ireland. The only roads it has presented trouble with are roads that have opened in the last 6 months, which I guess were too soon to be compiled in to the quarterly updates they provide (of which one should be free when you register). Lane assist comes with the unit, and although only works for me with high profile and busy junctions, it is well worth the inclusion.
Custom Maps
Garmin allow a cool feature called custom maps, which means you can
overlay images, giving the edge GPS co-ordinates, so that your map
can replace a section of theirs. A good example would be replacing
Dublin Zoo map with all the attractions (Lions, Tigers etc) visible
on your GPS. Similar to this is a not oft published feature allowing
you to have supplemental maps, be they Garmin official (I have Australia
and New Zealand) or from other sources, such as OpenStreetMap (OSM).
OpenStreetMap is always more up-to-date than any maps Garmin will release,
but accuracy is always a problem given the wiki nature. Nevertheless OSM can
include contours in a topographical style, which are the most expensive maps
to purchase.
POI
POI stands for Points Of Interest. They are
the Hospitals, Restaurants and Fuel stations listed on your unit. While
Garmin’s included list is good and somewhat comprehensive, OpenStreetMap
ones were good to have. Most of the OSM ones end up in the wrong format
and look slightly odd, but are fairly accurate. You can only have one
set of custom Points of Interest, so it’s worth bearing that in mind
if you need more (combine them).
Setting up the unit
Set-up is extremely straight forward and doesn’t require more skill than hanging a picture really. You get a RAM mount, which you can choose to either use the U bracket or the clutch handle mount, fitting almost all motorcycles. I had to use the clutch mount on my motorcycle, I simply didn’t have the bar space to mount the unit anywhere else. The RAM Mount plate screws into the Garmin mount, and the ram mount is held on to the base by a dual ball and socket joint, allowing maneuverability on the GPS. There’s a thumb screw on the ball joint to stop it moving when a comfortable position is found.
I then wired the units four molded wires (all in one wire until the end run)
under my tank, with the
positive and negative to their respective terminals
on the battery. I didn’t want to fiddle around with my ignition, so I
just wired it direct (Garmin says it draws less than 1/2 milliamp
with no unit in place), which after a week doesn’t seem to have
affected my battery. Their is a fuse on the positive side, so that
is a welcome addition. The other two wires are 3.5mm female jacks
for connection to a pre-existing motorcycle entertainment unit, or
for using directly. I;ve used the 3.5mm jack directly for headphones,
and found they worked well (although bog standard headphones in helmets
can be sore and you have to make sure to ‘detach’ yourself getting off).
For those reasons I’ve been looking at purchasing a Scala G4 Powerset
Bluetooth headset (which incidentally comes in a bundle with the TomTom
Competitor: The Rider).
I paired my current phone, Apple iPhone 3G without any issues. It will load your phonebook on to the device, but does not do this immediately (let it stay actively paired for a while), although immediately after pairing you can dial any number you like. I’ve only dialed using the inbuilt mic and speaker on the unit while stationary and the quality seemed acceptable, but would definitely be more useful if a headset was used. No SMS functionality is available which is an Apple limitation, disappointing in my opinion (would like to see SMS’ pop up onscreen!). You can see compatible phones on Gamin’s Bluetooth phone list.
Using Computer Software
I’ve only used BaseCamp and it’s poorer cousin RoadTrip on Apple Mac OS X, which is the main mapping and routing software (on Windows it’s called MapSource). I’ll start off with the biggest limitation: crappy maps on your computer. The software (probably due to licensing) only comes with a very poor ‘basemap’ which is a bog-standard zoomed out view on the map. If you like me wanted to look at your favorite locations, your out of look as they’ll appear on a blue sea-like background. I ‘fixed’ this by using an OpenStreetMap (which incidentally is a good way to test accuracy for your locale).
Also for Windows and Mac is POI Loader, which helps you load any custom Points of Interest you may have.m As I mentioned earlier, only one “extra” (in addition to Garmin included ones) set can be loaded on, so if you want say custom speed cameras and Open Street Map POI or Geocaching locations, you’ll have to combine them using other tools first.
Geocaching
Geocaching is GPS treasure hunting, for want of a better explanation, or see Groundspeak’s informative video. GPS units with a good accuracy level are needed, as well as good maps. Some of the most popular units used are topographical ones, but you can use a road GPS like the Zumo 660. Geocaching used to require printing out co-ordinates and clues, and then inputting that manually. I found an excellent website/guide to do Paperless Geocaching. You need to subscribe to Geocaching.com to get the relevant points around you, but you get a lot of information in to the Zumo - like size of the cache, logs of people who last found it, the hint, the location blurb and so on.
If you never done Geocahcing.com you can join and print caches for free, then input co-ordinates in to the Zumo (Where to? Menu > Co-Ordinates) to see if you like it. The only major difficulty is the last few meters, as you’ll want to go to in to pedestrian mode, and then use the compass to get the exact spot (which you have to look at co-ordinates for). At this point I grow impatient and just use my iPhone to get me the last few meters, but it’s only happened once. It definitely saves my iPhone battery since the Zumo is run off the vehicle, so no worries there. Also cool is the way you can set a distance before loading the points, so if you drive past a Geocache location you can be alerted. You can set alert distance lower or higher depending on your will (it could get annoying in a big city with a large radius!!).
Logs and Favorites
I found it easy to add my custom locations, such as family, friends etc. It can be done through the unit or done through the software on a computer. The computer version for some unknown reason won’t use addressing information on the unit, so finding the address you need, if present, is best done on the unit. Other than that for rural Irish locations, I used Google Maps in Satellite/Map view and used the latitude and longitude lab extensions to right click on a place and get co-ordinates. I then copy and pasted these in to the Garmin software as a custom waypoint (warning: they both use different format for co-ordinates, so be careful and double check location after).
Logs are a cool way to check your mileage, average speed, etc. Logs are automatically kept each time you select a location to travel to. For those of you out there like me, who like graphs, even probably meaningless ones, there a good (and free) service from Garmin called: Garmin Connect. You can see all your route information on a shareable Google Map, and export it to Google Earth. Links to this information can be shared on Twitter, Facebook etc. I made a trip out to a friend of mine and within minutes of arriving home I sent him the details of my route out to him (which was useful as I found it hard to explain all the turns I took getting there).
Overall conclusion
A well made unit, with regular firmware updates, it’s hard not to recommend the Garmin Zumo 660 if you can afford the steep price a fully waterproof, ruggedized car and motorcycle unit comes in at (about € 550/$750). I got mine because I plan to use it for both uses, as well as Geocaching, monitoring mileage and routes to save fuel, etc. The mount for me is solid when the unit is held (and my unit is exposed, not behind my screen, so it gets the wind) but it’s hard to know sometimes whether the unit “clicked” properly in to the mount. That’s obviously a concern since you don’t want to drop the unit at speed. It has also frozen and shutdown twice, but that’s been resolved by a firmware update and hasn’t happened since.
I like Garmin’s interface better than almost any other GPS maker (bar Google Maps navigation, which is not as comprehensive yet, and only on phones), so ease of use is good in my opinion (esp. with gloves). A telling endorsement is the fact BMW and Harley-Davidson embed these units with new motorcycles.
Overall a solid unit for the small market of Motorcycle ready GPS units, a must buy for bikers who intend to travel and can justify the cost.


Spark is an easy Hot Keys manager. A Hot Key is an action attached to a keyboard shortcut. With Spark you can create and organize Hot Keys that can be executed everywhere, whatever the foreground Application.
You can create different kinds of Hot Keys. Hot Keys that launch an application, open a document, control iTunes, execute an AppleScript,
etcÉ
For example, you are typing a document or reading a web page and you don't like the track played by iTunes, just type the "Next Track" Hot Key combination and
iTunes will play the next track, without come on the foreground and without you need move the mouse.
To know what append in the background, read How does it Work?.


Slidify was created by a developer that just wanted his guests to interact with their pictures during his wedding.
The real time slideshow was so cool, that he created and open-sourced the Slidetagram Slidify.
Now anyone could create their own real time slideshow based in Instagram #hashtags for their event.


Week #7: Technical
SQL vs. NoSQL
What this is really comparing is relational databases versus non-relational databases. Non-relational databases are a relatively new thing. They were first developed in the 2000s while relational databases have been around since the 1970s. The main advantages of non-relational databases (NoSQL) is that they are more scaleable and provide better performance.
Here's how they work:
- SQL - The data is stored by rows and columns just like a spreadsheet. Data can be stored in multiple spreadsheets and these spreadsheets can be linked together so that you can pull data from multiple spreadsheets at the same time.
- NoSQL - Do away with the table-and-row model and store all relevant data together in a single 'document'. NoSQL databases work in several different formats. The simplest NoSQL databases store data in a 'key-value' format. To a Ruby user it's basically a hash.
SQL databases are vertically scalable while NoSQL databases are horizontally scalable. This means that SQLs are scaled by increasing the horse-power of the hardware while NoSQLs are scaled by increasing the database's servers.
A draw back to relational databases (SQL) is that they have to be taken offline in order to alter the database. Non-relational databases (NoSQL) are more dynamic and new information can be added on the fly.
Another argument against relational databases is that they can slow down the system. That's why companies with millions of users like Google have developed their own non-relational systems. The counter argument is that you, whoever you are, are not as big as Google and will not be searching as much data as Google. Additionally, relational databases have evolved in recent years and are much more powerful than they used to be.