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» Real Time Rendering and Animation of Virtual Characters
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CGF
2011
14 years 1 months ago
Two-Level Grids for Ray Tracing on GPUs
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm an...
Javor Kalojanov, Markus Billeter, Philipp Slusalle...
DEM
2001
Springer
247views GIS» more  DEM 2001»
15 years 2 months ago
Procedural Geometry for Real-Time Terrain Visualisation in Blueberry3D
A common concern of the real−time terrain visualisation of today is the lack of geometric detail, when the terrain model is studied close enough. This is primary not a problem of...
Mattias Widmark
FIDJI
2003
Springer
15 years 2 months ago
Hard Real-Time Implementation of Embedded Software in JAVA
The popular slogan ”write once, run anywhere” effectively renders the expressive capabilities of the Java programming framework for developing, deploying, and reusing target-i...
Jean-Pierre Talpin, Abdoulaye Gamatié, Davi...
85
Voted
CG
2005
Springer
14 years 9 months ago
Multimedia integration into the blue-c API
In this article, we present the blue-c application programming interface (API) and discuss some of its performance characteristics. The blue-c API is a software toolkit for media-...
Martin Näf, Oliver G. Staadt, Markus H. Gross
77
Voted
IEEECGIV
2006
IEEE
15 years 3 months ago
Stretch It - Realistic Smooth Skinning
Smooth Skinning is still the most popular method for the animation of deformable human and creature characters. It has became almost an industry standard because of its intuitiven...
Xiaosong Yang, Jian J. Zhang