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PG
2003
IEEE
14 years 1 months ago
Using Texture Synthesis for Non-Photorealistic Shading from Paint Samples
This paper presents several methods for shading meshes from scanned paint samples that represent dark to light transitions. Our techniques emphasize artistic control of brush stro...
Christopher D. Kulla, James D. Tucek, Reynold J. B...
PG
2003
IEEE
14 years 1 months ago
Physics Motivated Modeling of Volcanic Clouds as a Two Fluids Model
In this paper, we present a physics motivated modeling method for volcanic clouds as a two fluids model. Some previous methods model smoke or clouds as one fluid, but the volcan...
Ryoichi Mizuno, Yoshinori Dobashi, Bing-Yu Chen, T...
PG
2003
IEEE
14 years 1 months ago
Voxelization in Common Sampling Lattices
In this paper we introduce algorithms to voxelize polygonal meshes in common sampling lattices. In the case of Cartesian lattices, we complete the separability and minimality proo...
Haris Widjaya, Torsten Möller, Alireza Enteza...
PG
2003
IEEE
14 years 1 months ago
Hierarchical Least Squares Conformal Map
A texture atlas is an efficient way to represent information (like colors, normals, displacement maps ...) on triangulated surfaces. The LSCM method (Least Squares Conformal Maps...
Nicolas Ray, Bruno Lévy
PG
2003
IEEE
14 years 1 months ago
High-Quality Point-Based Rendering on Modern GPUs
In the last years point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to ...
Mario Botsch, Leif Kobbelt