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CGA
2011
12 years 12 months ago
Practical Character Physics for Animators
—We describe a graphics system that significantly improves the visual quality of certain types of 3D character motion animated through traditional means by inferring physical pr...
Ari Shapiro, Sung-Hee Lee
ICIP
2009
IEEE
14 years 9 months ago
Parallel High Resolution Real-time Visual Hull On Gpu
In this paper we present an efficient high resolution Image Based Visual Hull (IBVH) algorithm that entirely runs in real-time on a single consumer graphics card. The target appli...
PRESENCE
2000
94views more  PRESENCE 2000»
13 years 8 months ago
Virtual Environments with Four or More Spatial Dimensions
We describe methods for displaying complex, texturemapped environments with four or more spatial dimensions that allow for real-time interaction. At any one moment in time, a thre...
Michael D'Zmura, Philippe Colantoni, Gregory Seyra...
TOG
2002
165views more  TOG 2002»
13 years 8 months ago
CHARMS: a simple framework for adaptive simulation
Finite element solvers are a basic component of simulation applications; they are common in computer graphics, engineering, and medical simulations. Although adaptive solvers can ...
Eitan Grinspun, Petr Krysl, Peter Schröder
SI3D
2009
ACM
14 years 3 months ago
Granular visibility queries on the GPU
Efficient visibility queries are key in many interactive rendering techniques, such as occlusion culling, level of detail determination, and perceptual rendering. The occlusion q...
Thomas Engelhardt, Carsten Dachsbacher