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CGF
2005
149views more  CGF 2005»
15 years 1 months ago
Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces
This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use a ray-casting approach on current graphics hardwar...
Markus Hadwiger, Christian Sigg, Henning Scharsach...
CG
2006
Springer
15 years 1 months ago
Interruptible collision detection for deformable objects
This paper presents an approach to performing time-critical collision detection for deformable objects. The deformable objects are represented by dense meshes and their deformatio...
César Mendoza, Carol O'Sullivan
ICDE
2007
IEEE
128views Database» more  ICDE 2007»
16 years 3 months ago
Efficient Evaluation of All-Nearest-Neighbor Queries
The All Nearest Neighbor (ANN) operation is a commonly used primitive for analyzing large multi-dimensional datasets. Since computing ANN is very expensive, in previous works R*-t...
Yun Chen, Jignesh M. Patel
CRYPTO
1993
Springer
118views Cryptology» more  CRYPTO 1993»
15 years 5 months ago
A Subexponential Algorithm for Discrete Logarithms over All Finite Fields
Abstract. There are numerous subexponential algorithms for computing discrete logarithms over certain classes of finite fields. However, there appears to be no published subexponen...
Leonard M. Adleman, Jonathan DeMarrais
DIGRA
2005
Springer
15 years 7 months ago
End of story? Quest, narrative and enactment in computer games
Espen Aarseth recently claimed that all games referred to as ’narrative games’ could better be described as ’quest games’. The writer of this paper suggests that Max Payne...
Anders Sundnes Løvlie