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GRAPHICSINTERFACE
2004
15 years 8 months ago
A Hybrid Hardware-Accelerated Algorithm for High Quality Rendering of Visual Hulls
In this paper, a novel hybrid algorithm is presented for the fast construction and high-quality rendering of visual hulls. We combine the strengths of two complementary hardware-a...
Ming Li, Marcus A. Magnor, Hans-Peter Seidel
GRAPHICSINTERFACE
2003
15 years 8 months ago
Dynamic Canvas for Non-Photorealistic Walkthroughs
The static background paper or canvas texture usually used for non-photorealistic animation greatly impedes the sensation of motion and results in a disturbing “shower door” e...
Matthieu Cunzi, Joëlle Thollot, Sylvain Paris...
CGF
2010
153views more  CGF 2010»
15 years 6 months ago
Localized Delaunay Refinement for Sampling and Meshing
The technique of Delaunay refinement has been recognized as a versatile tool to generate Delaunay meshes of a variety of geometries. Despite its usefulness, it suffers from one la...
Tamal K. Dey, Joshua A. Levine, A. Slatton
CGF
2008
134views more  CGF 2008»
15 years 6 months ago
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that ty...
Erik Sintorn, Elmar Eisemann, Ulf Assarsson
CGF
2008
128views more  CGF 2008»
15 years 6 months ago
Hierarchical Convex Approximation of 3D Shapes for Fast Region Selection
Given a 3D solid model S represented by a tetrahedral mesh, we describe a novel algorithm to compute a hierarchy of convex polyhedra that tightly enclose S. The hierarchy can be b...
Marco Attene, Michela Mortara, Michela Spagnuolo, ...