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CA
2002
IEEE
14 years 1 months ago
Randomly Accessible Procedural Animation of Physically Approximate Turbulent Motion
Complex virtual environments can be simulated with physical or procedural motion. Physical motion is more realistic, but requires the integration of an ordinary differential equat...
Hui Fang, John C. Hart
VC
2010
217views more  VC 2010»
13 years 6 months ago
Solving the Shallow Water equations using 2D SPH particles for interactive applications
In this paper, we introduce a 2D particle-based approach to achieve realistic water surface behaviors for interactive applications. We formulate 2D particle-based Shallow Water equ...
Hyokwang Lee, Soonhung Han
HPSR
2011
105views more  HPSR 2011»
12 years 8 months ago
Implementation of ARP-path low latency bridges in Linux and OpenFlow/NetFPGA
Abstract—This paper describes the implementation of ARPPath (a.k.a. FastPath) bridges, a recently proposed concept for low latency bridges, in Linux/Soekris and OpenFlow/NetFPGA ...
Guillermo Ibáñez, Bart De Schuymer, ...
CN
2010
152views more  CN 2010»
13 years 8 months ago
An environment-aware mobility model for wireless ad hoc network
Simulation is a cost effective, fast and flexible alternative to test-beds or practical deployment for evaluating the characteristics and potential of mobile ad hoc networks. Sinc...
Sabbir Ahmed, Gour C. Karmakar, Joarder Kamruzzama...
TVCG
2010
156views more  TVCG 2010»
13 years 6 months ago
Yet Faster Ray-Triangle Intersection (Using SSE4)
—Ray-triangle intersection is an important algorithm, not only in the field of realistic rendering (based on ray tracing), but also in physics simulation, collision detection, m...
Jirí Havel, Adam Herout