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ACSC
2006
IEEE
14 years 1 months ago
Human visual perception of region warping distortions
Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end l...
Yang-Wai Chow, Ronald Pose, Matthew Regan, James P...
IDMS
1997
Springer
188views Multimedia» more  IDMS 1997»
13 years 11 months ago
An Approach for an Adaptive Visualization in a Mobile Environment
With the evolving availability of wireless communication servicesand of affordable mobile devices such as notebooks or Personal Digital Assistants, mobile computing is becoming wid...
Luc Neumann, Alberto Barbosa Raposo
TVCG
2008
93views more  TVCG 2008»
13 years 7 months ago
Interactive, Internet Delivery of Visualization via Structured Prerendered Multiresolution Imagery
Abstract-We present a novel approach for latency-tolerant remote visualization and rendering where client-side frame rate display performance is independent of source dataset size,...
Jerry Chen, Ilmi Yoon, Wes Bethel
SIGGRAPH
1999
ACM
13 years 11 months ago
The VolumePro Real-Time Ray-Casting System
This paper describes VolumePro, the world’s first single-chip realtime volume rendering system for consumer PCs. VolumePro implements ray-casting with parallel slice-by-slice p...
Hanspeter Pfister, Jan Hardenbergh, Jim Knittel, H...
SI3D
1995
ACM
13 years 11 months ago
Real-Time Programmable Shading
One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the colo...
Anselmo Lastra, Steven Molnar, Marc Olano, Yulan W...