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CGF
2011
13 years 6 days ago
Two-Level Grids for Ray Tracing on GPUs
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm an...
Javor Kalojanov, Markus Billeter, Philipp Slusalle...
SI3D
2012
ACM
12 years 4 months ago
An example-based motion synthesis technique for locomotion and object manipulation
We synthesize natural-looking locomotion, reaching and grasping for a virtual character in order to accomplish a wide range of movement and manipulation tasks in real time. Our vi...
Andrew W. Feng, Yuyu Xu, Ari Shapiro
FOCS
2008
IEEE
14 years 3 months ago
Clock Synchronization with Bounded Global and Local Skew
We present a distributed clock synchronization algorithm that guarantees an exponentially improved bound of O(log D) on the clock skew between neighboring nodes in any graph G of ...
Christoph Lenzen, Thomas Locher, Roger Wattenhofer
GRAPHITE
2007
ACM
14 years 15 days ago
Compact and efficient generation of radiance transfer for dynamically articulated characters
We present a data-driven technique for generating the precomputed radiance transfer vectors of an animated character as a function of its joint angles. We learn a linear model for...
Derek Nowrouzezahrai, Patricio D. Simari, Evangelo...
IVA
2009
Springer
14 years 3 months ago
Methodologies for the User Evaluation of the Motion of Virtual Humans
Abstract. Virtual humans are employed in many interactive applications, including (serious) games. Their motion should be natural and allow interaction with its surroundings and ot...
Sander E. M. Jansen, Herwin van Welbergen