Sciweavers

WSCG
2003
158views more  WSCG 2003»
13 years 6 months ago
Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail
We present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is...
Bent Salgaard Larsen, Niels Jørgen Christen...
WSCG
2003
163views more  WSCG 2003»
13 years 6 months ago
Computing Subdivision Surface Intersection
Sandrine Lanquetin, Sebti Foufou, H. Kheddouci, Ma...
WSCG
2003
164views more  WSCG 2003»
13 years 6 months ago
Visual System for Tracking and Interpreting Selected Human Actions
This paper describes an autonomous vision system for realization of tasks consist of following a person with a mobile robot as well as interpreting some static and dynamic command...
Bogdan Kwolek
WSCG
2003
191views more  WSCG 2003»
13 years 6 months ago
Binary Histogram in Image Classification for Retrieval Purposes
Image retrieval can be considered as a classification problem. Classification is usually based on some image features. In the feature extraction image segmentation is commonly use...
Iivari Kunttu, Leena Lepistö, Juhani Rauhamaa...
WSCG
2003
109views more  WSCG 2003»
13 years 6 months ago
Accelerating Virtual Endoscopy
József Koloszár, Yi Jae-Young
WSCG
2003
145views more  WSCG 2003»
13 years 6 months ago
Real-Time Soft Shadows Using a Single Light Sample
We present a real-time rendering algorithm that generates soft shadows of dynamic scenes using a single light sample. As a depth-map algorithm it can handle arbitrary shadowed sur...
Florian Kirsch, Jürgen Döllner
WSCG
2003
170views more  WSCG 2003»
13 years 6 months ago
Shading by Spherical Linear Interpolation using De Moivre's Formula
In the classical shading algorithm according to Phong, the normal is interpolated across the scanline, requiring a computationally expensive normalization in the inner loop. In th...
Anders Hast, Tony Barrera, Ewert Bengtsson
WSCG
2003
163views more  WSCG 2003»
13 years 6 months ago
Virtual Dublin - A Framework for Real-Time Urban Simulation
We present a description of an urban simulation system work in progress. The goal is to create a large-scale immersive simulation of Dublin City that can then be used as a researc...
John Hamill, Carol O'Sullivan
WSCG
2003
130views more  WSCG 2003»
13 years 6 months ago
Real Time Skin Deformation with Bones Blending
Skeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level ...
Ladislav Kavan, Jiri Zara
WSCG
2003
318views more  WSCG 2003»
13 years 6 months ago
Quality Issues of Hardware-Accelerated High-Quality Filtering on PC Graphics Hardware
This paper summarizes several quality issues of an approach for high-quality filtering with arbitrary filter kernels on PC graphics hardware that has been presented previously. ...
Markus Hadwiger, Helwig Hauser, Torsten Mölle...