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SI3D
2005
ACM
14 years 6 months ago
User interfaces for interactive control of physics-based 3D characters
We present two user interfaces for the interactive control of dynamically-simulated characters. The first interface uses an ‘action palette’ and targets sports prototyping ap...
Peng Zhao, Michiel van de Panne
SI3D
2005
ACM
14 years 6 months ago
Towards space: time light field rendering
So far extending light field rendering to dynamic scenes has been trivially treated as the rendering of static light fields stacked in time. This type of approaches requires inp...
Huamin Wang, Ruigang Yang
SI3D
2005
ACM
14 years 6 months ago
Real-time relief mapping on arbitrary polygonal surfaces
This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space...
Fabio Policarpo, Manuel M. Oliveira, João L...
SI3D
2005
ACM
14 years 6 months ago
Volume catcher
It is difficult to obtain a specific region within unsegmented volume data (region of interest, ROI). The user must first segment the volume, a task which itself involves signi...
Shigeru Owada, Frank Nielsen, Takeo Igarashi
SI3D
2005
ACM
14 years 6 months ago
Interest management middleware for networked games
In this paper we present an implementation of an interest management scheme using standard message oriented middleware (MOM) technologies to provide scalable message dissemination...
Graham Morgan, Fengyun Lu, Kier Storey
SI3D
2005
ACM
14 years 6 months ago
Level-of-detail representation of bidirectional texture functions for real-time rendering
This paper presents a new technique for rendering bidirectional texture functions (BTFs) at different levels of detail (LODs). Our method first decomposes each BTF image into mul...
Wan-Chun Ma, Sung-Hsiang Chao, Yu-Ting Tseng, Yung...
SI3D
2005
ACM
14 years 6 months ago
Broad-phase collision detection using semi-adjusting BSP-trees
The broad-phase step of collision detection in scenes composed of n moving objects is a challenging problem because enumerating collision pairs has an inherent O(n2) complexity. S...
Rodrigo G. Luque, João Luiz Dihl Comba, Car...
SI3D
2005
ACM
14 years 6 months ago
Reducing blendshape interference by selected motion attenuation
Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is ...
John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulri...
SI3D
2005
ACM
14 years 6 months ago
Geopostors: a real-time geometry / impostor crowd rendering system
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...