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» Meshed atlases for real-time procedural solid texturing
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TOG
2002
115views more  TOG 2002»
13 years 10 months ago
Meshed atlases for real-time procedural solid texturing
Nathan A. Carr, John C. Hart
CGF
2008
188views more  CGF 2008»
13 years 11 months ago
Real-Time Rendering and Editing of Vector-based Terrains
We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landsc...
Eric Bruneton, Fabrice Neyret
EGH
2003
Springer
14 years 4 months ago
GPU algorithms for radiosity and subsurface scattering
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two di...
Nathan A. Carr, Jesse D. Hall, John C. Hart
EDUTAINMENT
2006
Springer
14 years 2 months ago
Research of Dynamic Terrain in Complex Battlefield Environments
In this paper, we present a novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle. We explore a few methods for dynamic terrain sur...
Xingquan Cai, Fengxia Li, Haiyan Sun, Shouyi Zhan
VC
2002
129views more  VC 2002»
13 years 10 months ago
Modeling a Murex cabritii sea shell with a structured implicit surface modeler
Implicit surface modeling systems have been used since the mid-1980s for the generation of cartoon-like characters. Recently implicit models combined with constructive solid geome...
Callum Galbraith, Przemyslaw Prusinkiewicz, Brian ...