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CGF
2010
120views more  CGF 2010»
14 years 10 months ago
Polygonal mesh watermarking using Laplacian coordinates
We propose a watermarking algorithm for polygonal meshes based on the modification of the Laplacian coordinates. More specifically, we first compute the Laplacian coordinates (x,y...
Ying Yang, Ioannis P. Ivrissimtzis
CGF
2010
105views more  CGF 2010»
14 years 10 months ago
Visibility Editing For All-Frequency Shadow Design
We present an approach for editing shadows in all-frequency lighting environments. To support artistic control, we propose to decouple shadowing from lighting and focus on providi...
Juraj Obert, Fabio Pellacini, Sumanta N. Pattanaik
CGF
2008
217views more  CGF 2008»
14 years 10 months ago
A Flexible Kernel for Adaptive Mesh Refinement on GPU
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive ...
Tamy Boubekeur, Christophe Schlick
CGF
2008
165views more  CGF 2008»
14 years 10 months ago
GPU-based Fast Ray Casting for a Large Number of Metaballs
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
Yoshihiro Kanamori, Zoltan Szego, Tomoyuki Nishita
CGF
2008
160views more  CGF 2008»
14 years 10 months ago
iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting
Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is le...
Juraj Obert, Jaroslav Krivánek, Fabio Pella...