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VIS
2004
IEEE
135views Visualization» more  VIS 2004»
14 years 5 months ago
Adaptive 4-8 Texture Hierarchies
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
Kenneth I. Joy, Lok M. Hwa, Mark A. Duchaineau
ACCV
2009
Springer
13 years 11 months ago
Natural Image Segmentation with Adaptive Texture and Boundary Encoding
We present a novel algorithm for unsupervised segmentation of natural images that harnesses the principle of minimum description length (MDL). Our method is based on observations ...
Shankar Rao, Hossein Mobahi, Allen Y. Yang, Shanka...
CGF
2008
217views more  CGF 2008»
13 years 4 months ago
A Flexible Kernel for Adaptive Mesh Refinement on GPU
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive ...
Tamy Boubekeur, Christophe Schlick
VC
2008
143views more  VC 2008»
13 years 4 months ago
A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets
We present an adaptive out-of-core technique for rendering massive scalar volumes employing single pass GPU raycasting. The method is based on the decomposition of a volumetric dat...
Enrico Gobbetti, Fabio Marton, José Antonio...
VISUALIZATION
1997
IEEE
13 years 8 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...