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SIBGRAPI
1999
IEEE
14 years 2 months ago
Real-Time Shadow Generation Using BSP Trees and Stencil Buffers
This paper describes a real-time shadow generation algorithm for polygonal environments illuminated by movable point light sources. The main goal is to quickly reduce the number o...
Harlen Costa Batagelo, Ilaim Costa Júnior
CGF
2010
148views more  CGF 2010»
13 years 10 months ago
Hardware-Assisted Projected Tetrahedra
We present a flexible and highly efficient hardware-assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our me...
André Maximo, Ricardo Marroquim, Ricardo C....
EGH
2011
Springer
12 years 9 months ago
Simpler and Faster HLBVH with Work Queues
A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed for ray tr...
Kirill Garanzha, Jacopo Pantaleoni, David K. McAll...
VISUALIZATION
2002
IEEE
14 years 2 months ago
A New Object-Order Ray-Casting Algorithm
Many direct volume rendering algorithms have been proposed during the last decade to render 2563 voxels interactively. However a lot of limitations are inherent to all of them, li...
Benjamin Mora, Jean-Pierre Jessel, René Cau...
CA
2002
IEEE
14 years 3 months ago
Employing Approximate 3D Models to Enrich Traditional Computer Assisted Animation
Although computer assistance for traditional animation is gaining a lot of attention during recent years, it still has to cope with many limitations. Part of the current research ...
Fabian Di Fiore, Frank Van Reeth