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CGF
2004
113views more  CGF 2004»
13 years 9 months ago
Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful
We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries an...
Jirí Bittner, Michael Wimmer, Harald Piring...
TOG
2002
162views more  TOG 2002»
13 years 9 months ago
Interactive skeleton-driven dynamic deformations
This paper presents a framework for the skeleton-driven animation of elastically deformable characters. A character is embedded in a coarse volumetric control lattice, which provi...
Steve Capell, Seth Green, Brian Curless, Tom Ducha...
EGH
2010
Springer
13 years 7 months ago
Architecture considerations for tracing incoherent rays
This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hier...
Timo Aila, Tero Karras
TOG
2010
124views more  TOG 2010»
13 years 4 months ago
Piles of objects
We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion ...
Shu-Wei Hsu, John Keyser
TOG
2010
111views more  TOG 2010»
13 years 4 months ago
Detail-preserving fully-Eulerian interface tracking framework
This paper introduces a fully-Eulerian interface tracking framework that preserves the fine details of liquids. Unlike existing Eulerian methods, the proposed framework shows good...
Nambin Heo, Hyeong-Seok Ko