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» Games, geometry, and the computational complexity of finding...
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79
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CGI
2004
IEEE
15 years 2 months ago
Physically-Based Simulation of Objects Represented by Surface Meshes
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
Matthias Müller, Matthias Teschner, Markus H....
76
Voted
ICCSA
2004
Springer
15 years 3 months ago
Speculative Parallelization of a Randomized Incremental Convex Hull Algorithm
Finding the fastest algorithm to solve a problem is one of the main issues in Computational Geometry. Focusing only on worst case analysis or asymptotic computations leads to the d...
Marcelo H. Cintra, Diego R. Llanos Ferraris, Bel&e...
CGF
2010
141views more  CGF 2010»
14 years 7 months ago
A Survey of Procedural Noise Functions
Procedural noise functions are widely used in Computer Graphics, from off-line rendering in movie production to interactive video games. The ability to add complex and intricate d...
Ares Lagae, Sylvain Lefebvre, R. Cook, T. DeRose, ...
94
Voted
SIGGRAPH
1998
ACM
15 years 2 months ago
Subdivision Surfaces in Character Animation
The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shap...
Tony DeRose, Michael Kass, Tien Truong
85
Voted
AI
2008
Springer
14 years 10 months ago
Alternating-offers bargaining with one-sided uncertain deadlines: an efficient algorithm
In the arena of automated negotiations we focus on the principal negotiation protocol in bilateral settings, i.e. the alternatingoffers protocol. In the scientific community it is...
Nicola Gatti, Francesco Di Giunta, Stefano Marino