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» Scripting Graphical Applications by Demonstration
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I3D
2010
ACM
14 years 6 months ago
Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and...
Anton Kaplanyan, Carsten Dachsbacher
SI3D
2005
ACM
14 years 2 months ago
Geopostors: a real-time geometry / impostor crowd rendering system
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
SIGGRAPH
2010
ACM
14 years 1 months ago
Spatial relationship preserving character motion adaptation
This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as danci...
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
SIGGRAPH
1996
ACM
14 years 1 months ago
Progressive Meshes
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance...
Hugues Hoppe
SIGGRAPH
1993
ACM
14 years 1 months ago
Frequency domain volume rendering
The Fourier projection-slice theorem allows projections of volume data to be generated in O(n2 log n) time for a volume of size n3 . The method operates by extracting and inverse ...
Takashi Totsuka, Marc Levoy