Sciweavers

2217 search results - page 243 / 444
» Surface based anti-aliasing
Sort
View
VMV
2003
165views Visualization» more  VMV 2003»
15 years 8 months ago
C1-Continuous Terrain Reconstruction from Sparse Contours
Contour lines from topographic maps are still the most common form of elevation data for the Earth’s surface and in the case of historical landscapes, they often are the only av...
Kai Hormann, Salvatore Spinello, Peter Schröd...
GRAPHICSINTERFACE
1998
15 years 8 months ago
Pain and Fatigue in Desktop VR
This paper describes a comprehensive experimental evaluation of a two-handed free-form surface editor called THRED, which uses a pair of Polhemus 3D trackers with added buttons in...
Christopher D. Shaw
VMV
2000
157views Visualization» more  VMV 2000»
15 years 8 months ago
Visualization of Principal Curvature Directions by Anisotropic Diffusion
Anisotropic diffusion is known to be a powerful tool in image processing. It enables the smoothing of initially noisy images while still retaining, respectively sharpening edges a...
Udo Diewald, Martin Rumpf
CAD
2006
Springer
15 years 6 months ago
A rational extension of Piegl's method for filling n-sided holes
N-sided hole filling plays an important role in vertex blending. To deal with the case that the corner is surrounded by rational surfaces (i.e. NURBS surfaces), an algorithm to fi...
Yi-Jun Yang, Jun-Hai Yong, Hui Zhang, Jean-Claude ...
TVCG
2008
149views more  TVCG 2008»
15 years 6 months ago
Antialiasing Procedural Shaders with Reduction Maps
Both texture maps and procedural shaders suffer from rendering artifacts during minification. Unlike texture maps, there exist no good automatic method to antialias procedural shad...
R. B. Van Horn III, Greg Turk