Representations for interactive photorealistic visualization of scenes range from compact 2D panoramas to dataintensive 4D light fields. In this paper, we propose a technique for ...
Ke Colin Zheng, Sing Bing Kang, Michael F. Cohen, ...
Many virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to...
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, And...
This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and...
In any hierarchical radiosity method, the most expensive part is the evaluation of the visibility. Many methods use sampling and ray casting to determine this term. Space partitio...
Traditionally, texture coordinates have been generated based solely on the model’s geometry, often even before a model’s textures have been created. With the arrival of new te...
Peter-Pike J. Sloan, David M. Weinstein, J. Dean B...