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CGF
2008
100views more  CGF 2008»
15 years 4 months ago
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D ...
Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho, Tsung-S...
EC
2008
209views ECommerce» more  EC 2008»
15 years 3 months ago
Human Body Pose Estimation with Particle Swarm Optimisation
In this paper we address the problem of human body pose estimation from still images. A multi-view set of images of a person sitting at a table is acquired and the pose estimated....
Spela Ivekovic, Emanuele Trucco, Yvan R. Petillot
CGF
2006
130views more  CGF 2006»
15 years 3 months ago
Wrinkling Coarse Meshes on the GPU
The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to gen...
Jörn Loviscach
146
Voted
CGF
2007
121views more  CGF 2007»
15 years 3 months ago
Real-Time Simulation of Thin Shells
This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D s...
Min Gyu Choi, Seung Yong Woo, Hyeong-Seok Ko
125
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COMCOM
2007
84views more  COMCOM 2007»
15 years 3 months ago
A genetic approach for adding QoS to distributed virtual environments
Distributed Virtual Environment (DVE) systems have been designed last years as a set of distributed servers. These systems allow a large number of remote users to share a single 3...
Silvia Rueda, Pedro Morillo, Juan M. Orduña...