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IEEECGIV
2005
IEEE
15 years 3 months ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
CVPR
2007
IEEE
15 years 11 months ago
Projector Calibration using Arbitrary Planes and Calibrated Camera
In this paper, an easy calibration method for projector is proposed. The calibration handled in this paper is projective relation between 3D space and 2D pattern, and is not corre...
Makoto Kimura, Masaaki Mochimaru, Takeo Kanade
VISUALIZATION
1998
IEEE
15 years 1 months ago
Eliminating popping artifacts in sheet buffer-based splatting
Splatting is a fast volume rendering algorithm which achieves its speed by projecting voxels in the form of pre-integrated interpolation kernels, or splats. Presently, two main va...
Klaus Mueller, Roger Crawfis
GIS
2006
ACM
15 years 10 months ago
Recognition of island structures for map generalization
In this paper we describe work on the automatic recognition of island structures. In an initial phase several test persons were asked to mark groups of islands that they perceived...
Stefan Steiniger, Dirk Burghardt, Robert Weibel
87
Voted
HRI
2010
ACM
15 years 4 months ago
Toward understanding natural language directions
—Speaking using unconstrained natural language is an intuitive and flexible way for humans to interact with robots. Understanding this kind of linguistic input is challenging be...
Thomas Kollar, Stefanie Tellex, Deb Roy, Nicholas ...