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» To FRAME or not to FRAME in Probabilistic Texture Modelling
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EGH
2003
Springer
14 years 2 months ago
An optimized soft shadow volume algorithm with real-time performance
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader ...
Ulf Assarsson, Michael Dougherty, Michael Mounier,...
VISUALIZATION
2005
IEEE
14 years 2 months ago
View-Dependent Rendering of Multiresolution Texture-Atlases
Real-time rendering of massively textured 3D scenes usually involves two major problems: Large numbers of texture switches are a well-known performance bottleneck and the set of s...
Henrik Buchholz, Jürgen Döllner
CGI
2004
IEEE
14 years 24 days ago
Probabilistic Motion Sequence Generation
Creating long animation sequences with non-trivial repetitions is a time consuming and often difficult task. This is true for 2D images and even more true for 3D sequences. Based ...
Mirko Sattler, Ralf Sarlette, Reinhard Klein
VMV
2003
174views Visualization» more  VMV 2003»
13 years 10 months ago
Interactive Visualization of Large Finite Element Models
198 Triangles Std. Wire Frame 2 Triangles 32×32 Texture Finite element models used in crash worthiness simulations now contain more than one million mostly quadrilateral elements...
Dirc Rose, Thomas Ertl
EUROSSC
2006
Springer
14 years 22 days ago
Dynamic Bayesian Networks for Visual Surveillance with Distributed Cameras
Abstract. This paper presents a surveillance system for tracking multiple people through a wide area with sparsely distributed cameras. The computational core of the system is an a...
Wojciech Zajdel, Ali Taylan Cemgil, Ben J. A. Kr&o...