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TOG
2008
137views more  TOG 2008»
15 years 3 months ago
Efficient traversal of mesh edges using adjacency primitives
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We pre...
Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugue...
118
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HEURISTICS
2002
65views more  HEURISTICS 2002»
15 years 3 months ago
Probability Distribution of Solution Time in GRASP: An Experimental Investigation
A GRASP (greedy randomized adaptive search procedure) is a multi-start metaheuristic for combinatorial optimization. We study the probability distributions of solution time to a su...
Renata M. Aiex, Mauricio G. C. Resende, Celso C. R...
CGF
1999
128views more  CGF 1999»
15 years 3 months ago
Creating Architectural Models from Images
We present methods for creating 3D graphical models of scenes from a limited numbers of images, i.e. one or two, in situations where no scene co-ordinate measurements are availabl...
David Liebowitz, Antonio Criminisi, Andrew Zisserm...
120
Voted
TPDS
1998
107views more  TPDS 1998»
15 years 3 months ago
A Practical Approach to Dynamic Load Balancing
—This paper presents a cohesive, practical load balancing framework that improves upon existing strategies. These techniques are portable to a broad range of prevalent architectu...
Jerrell Watts, Stephen Taylor
143
Voted
SMA
2008
ACM
140views Solid Modeling» more  SMA 2008»
15 years 3 months ago
GPU conversion of quad meshes to smooth surfaces
We convert any quad manifold mesh into an at least C1 surface consisting of bi-cubic tensor-product splines with localized perturbations of degree bi-5 near non-4-valent vertices....
Ashish Myles, Young In Yeo, Jörg Peters