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» Computer graphics identification using genetic algorithm
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SI3D
2003
ACM
14 years 1 months ago
Direct manipulation of interactive character skins
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
Alex Mohr, Luke Tokheim, Michael Gleicher
MIG
2010
Springer
13 years 6 months ago
Navigation Queries from Triangular Meshes
Abstract. Navigation meshes are commonly employed as a practical representation for path planning and other navigation queries in animated virtual environments and computer games. ...
Marcelo Kallmann
JMLR
2010
115views more  JMLR 2010»
13 years 6 months ago
Message-passing for Graph-structured Linear Programs: Proximal Methods and Rounding Schemes
The problem of computing a maximum a posteriori (MAP) configuration is a central computational challenge associated with Markov random fields. There has been some focus on “tr...
Pradeep Ravikumar, Alekh Agarwal, Martin J. Wainwr...
SIBGRAPI
2003
IEEE
14 years 1 months ago
Picking and Snapping for 3D Input Devices
A picking mechanism (pointing and indicating) with the cursor is essential for any direct-manipulation application. The windowing systems, under which control a direct-manipulation...
Shin-Ting Wu, Marcel Abrantes, Daniel Tost, Harlen...
EGH
2010
Springer
13 years 6 months ago
Restart trail for stackless BVH traversal
A ray cast algorithm utilizing a hierarchical acceleration structure needs to perform a tree traversal in the hierarchy. In its basic form, executing the traversal requires a stac...
Samuli Laine