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CGF
2006
107views more  CGF 2006»
13 years 7 months ago
Volume-Surface Trees
Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD-trees or BSP trees. Such HS3 usually provi...
Tamy Boubekeur, Wolfgang Heidrich, Xavier Granier,...
SI3D
1992
ACM
13 years 11 months ago
Lights from Highlights and Shadows
Designing the illumination of a scene is a di cult task because one needs to render the whole scene in order to look at the result. Obtaining the correct lighting e ects may requi...
Pierre Poulin, Alain Fournier
DAGSTUHL
2010
13 years 9 months ago
Local and Global Illumination in the Volume Rendering Integral
This article is intended as an update of the major survey by Max [40] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [...
Nelson Max, Min Chen
WSCG
2004
160views more  WSCG 2004»
13 years 9 months ago
Real-Time Rendering of 3D Magic Lenses having arbitrary convex Shapes
We present a real-time algorithm for rendering volumetric 3D Magic LensesTM having arbitrary convex shapes. During fragment processing the algorithm performs a second depth test u...
Timo Ropinski, Klaus Hinrichs
CGF
1998
134views more  CGF 1998»
13 years 7 months ago
Progressive Iso-Surface Extraction from Hierarchical 3D Meshes
A multiresolution data decomposition offers a fundamental framework supporting compression, progressive transmission, and level-of-detail (LOD) control for large two or three dime...
Wenli Cai, Georgios Sakas, Roberto Grosso, Thomas ...