An algorithm for creating smooth spline surfaces over irregular meshes is presented. The algorithm is a generalization of quadratic B-splines; that is, if a mesh is (locally) regu...
If you were told that some object A was perfectly (or somewhat, or not at all) in some direction (e.g., west, above-right) of some reference object B, where in space would you loo...
In this paper we show how high-level UML models of mobile computing applications can be analysed for classical performance measures such as throughput. The approach proceeds by co...
Stephen Gilmore, Valentin Haenel, Jane Hillston, J...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching...
The contourlet transform was proposed as a directional multiresolution image representation that can efficiently capture and represent singularities along smooth object boundaries...