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BibTeX entry
@Article{Dargie:2007:MTM,
author = "James Dargie",
title = "Modeling techniques: movies vs. games",
journal = j-COMP-GRAPHICS,
volume = "41",
number = "2",
pages = "2:1--2:??",
month = may,
year = "2007",
CODEN = "CGRADI, CPGPBZ",
DOI = "https://doi.org/10.1145/1268941.1268944",
ISSN = "0097-8930",
bibdate = "Wed Jun 18 10:13:11 MDT 2008",
bibsource = "http://www.math.utah.edu/pub/tex/bib/siggraph2000.bib",
abstract = "Computer graphic artists are constantly trying to
emulate the real world. A main canvas that we paint
reality on is the computer generated (CG) 3D model. CG
models are used in a variety of ways for many
disciplines. Although uses can run the gamut from
medical visualization, accident recreation and
entomology, main uses of this technology lie within the
realm of movie visual effects and 3D gaming. The models
themselves are not always accomplished the same way,
and depend greatly upon which application it is being
utilized in. The main difference between the two is
that the CG movie model is simply built to be seen,
while its video game cousin is built to interact
with.",
acknowledgement = ack-nhfb,
articleno = "2",
fjournal = "Computer Graphics",
journal-URL = "http://portal.acm.org/browse_dl.cfm?idx=J166",
}
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