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CGI
2001
IEEE
13 years 8 months ago
Robust Invisible Watermarking of Volume Data Using the 3D DCT
Yinghui Wu, Xin Guan, Mohan S. Kankanhalli, Zhiyon...
CGI
2001
IEEE
13 years 8 months ago
Javra: A Simple, Extensible Java Package for VRML
Javra is a Java package for handling VRML scene graphs; it operates either stand-alone or in combination with a VRML browser. The combination of Javra and a VRML browser forms an ...
Huub van de Wetering
CGI
2001
IEEE
13 years 8 months ago
Using A-Buffer in Radiosity
Anti-aliasing in form factor computation and precise determination of shadow boundaries are important issiresfor Radiosity method. A-Buffer is a technique introduced by Carpenter ...
Q. Wang, J. H. Tang, C. H. Lim, H. C. Teh, Z. Y. H...
CGI
2001
IEEE
13 years 8 months ago
Volumes of Expression: Artistic Modelling and Rendering of Volume Datasets
This paper presents the design and implementation of artistic effects in modelling and rendering of volume datasets. Following different stages of a volume-based graphics pipeline...
Steve M. F. Treavett, Min Chen, Richard Satherley,...
CGI
2001
IEEE
13 years 8 months ago
A Hybrid Approach to the Recovery of Deformable Superquadric Models from 3D Data
The problem of recovering the shape of objects from three-dimensional data is important to many areas of computer graphics and vision. We present here a method for the recovery of...
James Sinnott, Toby Howard
CGI
2001
IEEE
13 years 8 months ago
Modeling and Rendering of Various Natural Phenomena Consisting of Particles
The simulation of various natural phenomena is one of the important research fields in computer graphics. In particular, aspects such as sky, clouds, water, fire, trees, smoke, te...
Tomoyuki Nishita, Yoshinori Dobashi
CGI
2001
IEEE
13 years 8 months ago
Towards Real Time Virtual Human Life Simulations
This paper describes an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal ...
Etienne de Sevin, Marcelo Kallmann, Daniel Thalman...
CGI
2001
IEEE
13 years 8 months ago
An Inverse Kinematics Method Based on Muscle Dynamics
Inverse kinmatics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes...
Taku Komura, Yoshihisa Shinagawa, Tosiyasu L. Kuni...
CGI
2001
IEEE
13 years 8 months ago
Dynamic Refinement of Deformable Triangle Meshes for Rendering
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. The method increases surface smoothness in regions of high deformation by splitting...
Kolja Kähler, Jörg Haber, Hans-Peter Sei...