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CGF
2008
165views more  CGF 2008»
13 years 7 months ago
GPU-based Fast Ray Casting for a Large Number of Metaballs
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
Yoshihiro Kanamori, Zoltan Szego, Tomoyuki Nishita
ICALT
2010
IEEE
13 years 5 months ago
A New Approach Based on Modelled Traces to Compute Collaborative and Individual Indicators Human Interaction
We propose in this paper a new method to compute indicators based on models transformations. We use the concept of modeled trace and trace-based system to design an indicator. We u...
Tarek Djouad, Alain Mille, Christophe Reffay, Moha...
RT
2000
Springer
13 years 11 months ago
Walkthroughs with Corrective Texturing
Abstract. We present a new hybrid rendering method for interactive walkthroughs in photometrically complex environments. The display process starts from some approximation of the s...
Marc Stamminger, Jörg Haber, Hartmut Schirmac...
SIBGRAPI
2005
IEEE
14 years 1 months ago
Component-Based Adaptive Sampling
High-fidelity renderings of virtual environments is a notoriously computationally expensive task. One commonly used method to alleviate the costs is to adaptively sample the rend...
Kurt Debattista, Alan Chalmers
LATIN
2004
Springer
14 years 27 days ago
Cost-Optimal Trees for Ray Shooting
Predicting and optimizing the performance of ray shooting is a very important problem in computer graphics due to the severe computational demands of ray tracing and other applicat...
Hervé Brönnimann, Marc Glisse