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» Physically Based Deformable Models in Computer Graphics
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AFRIGRAPH
2004
ACM
15 years 11 months ago
A local model of eye adaptation for high dynamic range images
In the real world, the human eye is confronted with a wide range of luminances from bright sunshine to low night light. Our eyes cope with this vast range of intensities by adapta...
Patrick Ledda, Luís Paulo Santos, Alan Chal...
CGF
2004
138views more  CGF 2004»
15 years 6 months ago
Fast Hybrid Approach for Texturing Point Models
We present three methods for texturing point models from sample textures. The first method, the point parameterization method, uses a fast distortion-bounded parameterization algo...
Haitao Zhang, Feng Qiu, Arie E. Kaufman
VRML
2004
ACM
15 years 11 months ago
The unreal editor as a Web 3D authoring environment
Epic Games provides a free game level editor with titles based on its Unreal engine. The editor provides a rich set of authoring tools that can be used to create fully interactive...
David Arendash
SIGGRAPH
2009
ACM
16 years 24 days ago
Spectral mesh processing
Spectral methods for mesh processing and analysis rely on the eigenvalues, eigenvectors, or eigenspace projections derived from appropriately defined mesh operators to carry out ...
Bruno Lévy, Hao Zhang 0002
GECCO
2008
Springer
154views Optimization» more  GECCO 2008»
15 years 7 months ago
Automated shape composition based on cell biology and distributed genetic programming
Motivated by the ability of living cells to form specific shapes and structures, we present a computational approach using distributed genetic programming to discover cell-cell i...
Linge Bai, Manolya Eyiyurekli, David E. Breen