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IISWC
2006
IEEE
15 years 8 months ago
Workload Characterization of 3D Games
—The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative info...
Jordi Roca, Victor Moya Del Barrio, Carlos Gonz&aa...
RT
2001
Springer
15 years 7 months ago
Polyhedral Visual Hulls for Real-Time Rendering
We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hul...
Wojciech Matusik, Chris Buehler, Leonard McMillan
GRAPP
2008
15 years 4 months ago
GPU-Based Normal Map Generation
This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mes...
Jesús Gumbau, Carlos González, Migue...
KDD
2006
ACM
115views Data Mining» more  KDD 2006»
16 years 3 months ago
Aggregating time partitions
Partitions of sequential data exist either per se or as a result of sequence segmentation algorithms. It is often the case that the same timeline is partitioned in many different ...
Evimaria Terzi, Panayiotis Tsaparas, Taneli Mielik...
169
Voted
ICIAP
2005
ACM
15 years 8 months ago
Markovian Energy-Based Computer Vision Algorithms on Graphics Hardware
This paper shows how Markovian segmentation algorithms used to solve well known computer vision problems such as motion estimation, motion detection and stereovision can be signiï¬...
Pierre-Marc Jodoin, Max Mignotte, Jean-Franç...