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EGH
2004
Springer
15 years 8 months ago
Efficient partitioning of fragment shaders for multiple-output hardware
Partitioning fragment shaders into multiple rendering passes is an effective technique for virtualizing shading resource limits in graphics hardware. The Recursive Dominator Split...
Tim Foley, Mike Houston, Pat Hanrahan
CGF
2007
129views more  CGF 2007»
15 years 4 months ago
Texturing Internal Surfaces from a Few Cross Sections
We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal ...
Nico Pietroni, Miguel A. Otaduy, Bernd Bickel, Fab...
TOG
2008
158views more  TOG 2008»
15 years 4 months ago
Lapped solid textures: filling a model with anisotropic textures
We present a method for representing solid objects with spatiallyvarying oriented textures by repeatedly pasting solid texture exemplars. The underlying concept is to extend the 2...
Kenshi Takayama, Makoto Okabe, Takashi Ijiri, Take...
APPROX
2005
Springer
131views Algorithms» more  APPROX 2005»
15 years 10 months ago
Approximation Schemes for Node-Weighted Geometric Steiner Tree Problems
Abstract. In this paper we introduce a new technique for approximation schemes for geometrical optimization problems. As an example problem, we consider the following variant of th...
Jan Remy, Angelika Steger
ESA
2005
Springer
113views Algorithms» more  ESA 2005»
15 years 10 months ago
Optimal Integer Alphabetic Trees in Linear Time
Abstract. We show that optimal alphabetic binary trees can be constructed in O(n) time if the elements of the initial sequence are drawn from a domain that can be sorted in linear ...
T. C. Hu, Lawrence L. Larmore, J. David Morgenthal...