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CGF
2010
129views more  CGF 2010»
13 years 6 months ago
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ...
Herwin van Welbergen, Ben J. H. van Basten, Arjan ...
AUTOMATICA
2008
154views more  AUTOMATICA 2008»
13 years 8 months ago
Approximately bisimilar symbolic models for nonlinear control systems
Control systems are usually modeled by differential equations describing how physical phenomena can be influenced by certain control parameters or inputs. Although these models ar...
Giordano Pola, Antoine Girard, Paulo Tabuada
CGF
2008
140views more  CGF 2008»
13 years 8 months ago
Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD
We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our ...
Xuan Yu, Rui Wang 0003, Jingyi Yu
NETGAMES
2006
ACM
14 years 2 months ago
Plug-replaceable consistency maintenance for multiplayer games
Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an appr...
Robert D. S. Fletcher, T. C. Nicholas Graham, Chri...
GRAPHICSINTERFACE
2007
13 years 10 months ago
A GPU based interactive modeling approach to designing fine level features
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for addi...
Xin Huang, Sheng Li, Guoping Wang