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» Computer graphics identification using genetic algorithm
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SI3D
2003
ACM
15 years 7 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
15 years 17 days 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»
15 years 18 days 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
15 years 7 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
15 years 4 days 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