Sciweavers

HVEI
2009
13 years 8 months ago
Quantifying the effect of disruptions to temporal coherence on the intelligibility of compressed American Sign Language video
Communication of American Sign Language (ASL) over mobile phones would be very beneficial to the Deaf community. ASL video encoded to achieve the rates provided by current cellula...
Frank M. Ciaramello, Sheila S. Hemami
CGF
2008
168views more  CGF 2008»
13 years 11 months ago
Interactive Global Illumination for Deformable Geometry in CUDA
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a ...
Arne Schmitz, Markus Tavenrath, Leif Kobbelt
GEOINFO
2004
14 years 8 days ago
Non-Uniform Mesh Simplification Using Adaptative Merge Procedures
: The performance of a walkthrough over terrain models is deeply influenced by the real scenario high level of details. To guarantee natural and smooth changes in a sequence of sce...
Flávio Mello, Edilberto Strauss, Antonio A....
MVA
2007
161views Computer Vision» more  MVA 2007»
14 years 9 days ago
Using Space-Time Interest Points for Video Sequence Synchronization
We introduce an algorithm for synchronizing two video sequences recorded by stationary cameras. It extends common RANSAC-based approaches that recover either a homography or a fun...
Daniel Wedge, Du Huynh, Peter Kovesi
APVIS
2010
14 years 10 days ago
Interactive volumetric lighting simulating scattering and shadowing
In this paper we present a volumetric lighting model, which simulates scattering as well as shadowing in order to generate high quality volume renderings. By approximating light t...
Timo Ropinski, Christian Döring, Christof Rez...
SIGGRAPH
1993
ACM
14 years 3 months ago
Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model rep...
Thomas A. Funkhouser, Carlo H. Séquin
VISUALIZATION
1997
IEEE
14 years 3 months ago
ROAMing terrain: real-time optimally adapting meshes
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraf...
Mark A. Duchaineau, Murray Wolinsky, David E. Sige...
RT
2004
Springer
14 years 4 months ago
Real-time appearance preserving out-of-core rendering with shadows
Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging tas...
Michael Guthe, Pavel Borodin, Ákos Bal&aacu...
ICASSP
2007
IEEE
14 years 5 months ago
Video Quality Metrics - An Analysis for Low Bit Rate Videos
Objective video quality metrics reported in the literature have so far been focused on TV signals with large frame sizes, full TV frame rates, and high compressed bit rates. The a...
Ee Ping Ong, Mei Hwan Loke, Weisi Lin, Zhongkang L...
FDG
2009
ACM
14 years 5 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool