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EUROGRAPHICS
2010
Eurographics
16 years 3 months ago
Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: i...
Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch
AMAI
2004
Springer
15 years 6 months ago
Logical Preference Representation and Combinatorial Vote
We introduce the notion of combinatorial vote, where a group of agents (or voters) is supposed to express preferences and come to a common decision concerning a set of non-independ...
Jérôme Lang
ICIP
2005
IEEE
15 years 12 months ago
A tensor-like representation for averaging, filtering and interpolation of 3-D object orientation data
Averaging, filtering and interpolation of 3-D object orientation data is important in both computer vision and computer graphics, for instance to smooth estimates of object orien...
Anders Brun, Carl-Fredrik Westin, Steven Haker, Ha...
VIS
2003
IEEE
121views Visualization» more  VIS 2003»
16 years 7 months ago
Hierarchical Clustering for Unstructured Volumetric Scalar Fields
We present a method to represent unstructured scalar fields at multiple levels of detail. Using a parallelizable classification algorithm to build a cluster hierarchy, we generate...
Christopher S. Co, Bjørn Heckel, Hans Hagen...
EDBT
2008
ACM
147views Database» more  EDBT 2008»
16 years 6 months ago
BITPEER: continuous subspace skyline computation with distributed bitmap indexes
In this paper, we propose a bitmap approach for efficient subspace skyline computation in a distributed setting. Our approach computes extended skylines which have been shown to i...
Katerina Fotiadou, Evaggelia Pitoura