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» Parallel graphics and visualization
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FDG
2009
ACM
15 years 9 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
VRML
2009
ACM
15 years 9 months ago
2LIP: filling the gap between the current and the three-dimensional web
In this article we present a novel approach, the 2-Layer Interface Paradigm (2LIP), for designing simple yet interactive 3D web applications, an attempt to marry advantages of 3D ...
Jacek Jankowski, Stefan Decker
VRST
2009
ACM
15 years 9 months ago
Judgment of natural perspective projections in head-mounted display environments
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to th...
Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Scot...
GRAPHITE
2006
ACM
15 years 8 months ago
Inverse tone mapping
In recent years many tone mapping operators (TMOs) have been presented in order to display high dynamic range images (HDRI) on typical display devices. TMOs compress the luminance ...
Francesco Banterle, Patrick Ledda, Kurt Debattista...
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SI3D
2006
ACM
15 years 8 months ago
Abstract shade trees
Shade Trees Morgan McGuire George Stathis Hanspeter Pfister Shriram Krishnamurthi Brown University Harvard Extension School MERL Brown University As GPU-powered special effects be...
Morgan McGuire, George Stathis, Hanspeter Pfister,...