Sciweavers

CGI
2003
IEEE
13 years 9 months ago
Modeling lobed leaves
In contrast to the extensively researched modeling of plant architecture, the modeling of plant organs largely remains an open problem. In this paper, we propose a method for mode...
Lars Mündermann, Peter MacMurchy, Juraj Pivov...
CGI
2003
IEEE
13 years 9 months ago
Fast Depth of Field Rendering with Surface Splatting
We present a new fast algorithm for rendering the depthof-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intens...
Jaroslav Krivánek, Jiri Zara, Kadi Bouatouc...
CGI
2003
IEEE
13 years 9 months ago
An inverse kinematics method for 3D figures with motion data
Taku Komura, Atsushi Kuroda, Shunsuke Kudoh, Chiew...
CGI
2003
IEEE
13 years 9 months ago
Diorama Engine - A 3D Directing Tool for 3D Computer Animation Production
This paper describes Diorama Engine, a 3D directing tool for 3D computer animation. The Diorama Engine is a limited but specialized tool that focuses on ease of scene construction...
Koji Mikami, Toru Tokuhara
CGI
2003
IEEE
13 years 9 months ago
Visualization of Musical Pitch
We have created software that shows a musician the pitch of the notes he or she is playing or singing, in real time and very accurately. This is useful as a teaching aid for begin...
Philip McLeod, Geoff Wyvill
CGI
2003
IEEE
13 years 9 months ago
Volume Rendering for Curvilinear and Unstructured Grids
A hardware polygon rendering pipeline can be used together with hardware compositing to volume-render arbitrary unstructured grids composed of convex polyhedral cells. This techni...
Nelson L. Max, Peter L. Williams, Cláudio T...
CGI
2003
IEEE
13 years 9 months ago
Cartoon Blur: Non-Photorealistic Motion Blur
Yuya Kawagishi, Kazuhide Hatsuyama, Kunio Kondo
CGI
2003
IEEE
13 years 9 months ago
Immersive Vehicle Simulators for Prototyping, Training and Ergonomics
In most vehicle simulators, complete physical mockups equipped with steering wheel, gearshift and pedals are required. These devices are essential in trying to simulate real condi...
Marcelo Kallmann, Patrick Lemoine, Daniel Thalmann...
CGI
2003
IEEE
13 years 9 months ago
Compressing Texture Coordinates with Selective Linear Predictions
In this paper we describe a strategy for efficient predictive compression of texture coordinates. Previous works in mesh compression often claim that this mesh property can simpl...
Martin Isenburg, Jack Snoeyink
CGI
2003
IEEE
13 years 9 months ago
Virtualizing Real-World Objects
High quality, virtual 3D models are quickly emerging as a new multimedia data type with applications in such diverse areas as e-commerce, online encyclopaedias, or virtual museums...
Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, ...