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CGI
1998
IEEE
15 years 11 months ago
Hierarchical Visibility Culling with Occlusion Trees
In the scope of rendering complex models with high depth complexity, it is of great importance to design outputsensitive algorithms, i.e., algorithms with the time complexity prop...
Jirí Bittner, Vlastimil Havran, Pavel Slav&...
RT
1999
Springer
15 years 11 months ago
Interactive Rendering with Arbitrary BRDFs using Separable Approximations
A separable decomposition of bidirectional reflectance distributions (BRDFs) is used to implement arbitrary reflectances from point sources on existing graphics hardware. Two-dim...
Jan Kautz, Michael D. McCool
SIGGRAPH
1989
ACM
15 years 11 months ago
Ray tracing deterministic 3-D fractals
As shown in 1982, Julia sets of quadratic functions as well as many other deterministic fractals exist in spaces of higher dimensionality than the complex plane. Originally a boun...
John C. Hart, Daniel J. Sandin, Louis H. Kauffman
CGI
2004
IEEE
15 years 10 months ago
Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current...
Daniel Weiskopf, Manfred Weiler, Thomas Ertl
CGI
2001
IEEE
15 years 10 months ago
Multiple Conceptions of Character-Based Interactive Installations
This paper presents ways of approaching the design of successful character-based interactive installations. We rationalize our arguments within the context of both Disney's &...
Bruce Blumberg, Bill Tomlinson, Marc Downie