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VR
1993
IEEE
103views Virtual Reality» more  VR 1993»
13 years 11 months ago
Data Complexity for Virtual Reality: Where do all the Triangles Go?
Screen space rendering statistics were gathered from 150 3D objects, each modeled by between 2K and 40K triangles. While there is wide variance by individual object, the overall t...
Michael F. Deering
AHS
2006
IEEE
104views Hardware» more  AHS 2006»
13 years 9 months ago
Evolutionary Design of Digital Circuits: Where Are Current Limits?
The objective of this paper is to classify the approaches proposed to the evolutionary digital circuit design in the recent years and to identify the levels of complexity and inno...
Lukás Sekanina
AGILEDC
2008
IEEE
14 years 1 months ago
Agile Infrastructure and Operations: How Infra-gile are You?
Some have described Agile and Infrastructure as an oxymoron: they just don’t fit together. During one year we have focused on using agile techniques in three different infrastru...
Patrick Debois
ISSTA
2007
ACM
13 years 9 months ago
Instrumenting where it hurts: an automatic concurrent debugging technique
As concurrent and distributive applications are becoming more common and debugging such applications is very difficult, practical tools for automatic debugging of concurrent appl...
Rachel Tzoref, Shmuel Ur, Elad Yom-Tov
CVPR
2010
IEEE
14 years 3 months ago
Tracking the Invisible: Learning Where the Object Might be
Objects are usually embedded into context. Visual context has been successfully used in object detection tasks, however, it is often ignored in object tracking. We propose a metho...
Helmut Grabner, Jiri Matas, Philippe Cattin, Luc V...