We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware. Our framework allows us to bound the screen space error of a pie...
Christian Eisenacher, Quirin Meyer, Charles T. Loo...
In this paper, we present sketchy-ar-us, a modified, real-time version of the Loose and Sketchy algorithm used to render graphics in an AR environment. The primary challenge was ...
Michael Haller, Florian Landerl, Mark Billinghurst
At the center of the video game experience is the interface. Before a player grabs the first powerup or meets the first obstacle, the would-be-adventurer must accept the limitatio...
Graphic cards performance increase and fast Internet connections are popularising Networked Virtual Environments. This immature paradigm of real-time applications has still to sol...
The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inte...