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TOG
2002
118views more  TOG 2002»
15 years 4 months ago
Frequency space environment map rendering
We present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach is bas...
Ravi Ramamoorthi, Pat Hanrahan
AUGHUMAN
2011
14 years 11 months ago
Full body interaction for serious games in motor rehabilitation
Serious games and especially their use in healthcare applications are an active and rapidly growing area of research. A key aspect of games in rehabilitation is 3D input. In this ...
Christian Schönauer, Thomas Pintaric, Hannes ...
TOG
2010
124views more  TOG 2010»
14 years 11 months ago
Piles of objects
We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion ...
Shu-Wei Hsu, John Keyser
TOG
2010
117views more  TOG 2010»
14 years 11 months ago
Stable inverse dynamic curves
2d animation is a traditional but fascinating domain that has recently regained popularity both in animated movies and video games. This paper introduces a method for automaticall...
Alexandre Derouet-Jourdan, Florence Bertails-Desco...
TOG
2010
117views more  TOG 2010»
14 years 11 months ago
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual desi...
Damien Rohmer, Tiberiu Popa, Marie-Paule Cani, Ste...