Sciweavers

168 search results - page 29 / 34
» Structural realism and Davidson
Sort
View
SIGGRAPH
1993
ACM
14 years 1 months ago
Hierarchical Z-buffer visibility
An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generat...
Ned Greene, Michael Kass, Gavin S. P. Miller
CGF
2006
173views more  CGF 2006»
13 years 9 months ago
C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering
We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed ...
Enrico Gobbetti, Fabio Marton, Paolo Cignoni, Marc...
EGH
2010
Springer
13 years 7 months ago
AnySL: efficient and portable shading for ray tracing
While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementi...
Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusal...
VIS
2004
IEEE
135views Visualization» more  VIS 2004»
14 years 11 months ago
Adaptive 4-8 Texture Hierarchies
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
Kenneth I. Joy, Lok M. Hwa, Mark A. Duchaineau
VIS
2004
IEEE
153views Visualization» more  VIS 2004»
14 years 11 months ago
Anisotropic Volume Rendering for Extremely Dense, Thin Line Data
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce huge amounts of data including vector fields. While these vector data such as ...
Gregory L. Schussman, Kwan-Liu Ma