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SIGGRAPH
1999
ACM
15 years 11 months ago
Art-based Rendering of Fur, Grass, and Trees
Artists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer gra...
Michael A. Kowalski, Lee Markosian, J. D. Northrup...
SIGGRAPH
2010
ACM
15 years 11 months ago
Feature-aligned T-meshes
High-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algor...
Ashish Myles, Nico Pietroni, Denis Kovacs, Denis Z...
SIGGRAPH
1993
ACM
15 years 10 months ago
Hierarchical Z-buffer visibility
An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generat...
Ned Greene, Michael Kass, Gavin S. P. Miller
IMR
2004
Springer
16 years 16 hour ago
Mesh Smoothing Schemes Based on Optimal Delaunay Triangulations
We present several mesh smoothing schemes based on the concept of optimal Delaunay triangulations. We define the optimal Delaunay triangulation (ODT) as the triangulation that mi...
Long Chen
IMR
2004
Springer
16 years 16 hour ago
Reliable Isotropic Tetrahedral Mesh Generation Based on an Advancing Front Method
In this paper, we propose a robust isotropic tetrahedral mesh generation method. An advancing front method is employed to control local mesh density and to easily preserve the ori...
Yasushi Ito, Alan M. Shih, Bharat K. Soni
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