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» Complex Water Effects at Interactive Frame Rates
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CGI
2006
IEEE
13 years 10 months ago
Real-Time Rendering of Point Based Water Surfaces
Abstract. In recent years, attention has been paid to particle-based fluid simulation, with several methods being developed to incorporate particle-based simulation into CG animat...
Kei Iwasaki, Yoshinori Dobashi, Fujiichi Yoshimoto...
SAJ
2002
105views more  SAJ 2002»
13 years 4 months ago
Hierarchical level of detail optimization for constant frame rate rendering of radiosity scenes
The predictive hierarchical level of detail optimization algorithm of Mason and Blake is experimentally evaluated in the form of a practical application to hierarchical radiosity....
Shaun Nirenstein, Edwin H. Blake, Simon Winberg, A...
SIGGRAPH
1993
ACM
13 years 8 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
CHI
2004
ACM
14 years 4 months ago
Sharp or smooth?: comparing the effects of quantization vs. frame rate for streamed video
We introduce a new methodology to evaluate the perceived quality of video with variable physical quality. The methodology is then used to assess an existing guideline that high fr...
John D. McCarthy, Martina Angela Sasse, Dimitrios ...