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GRAPHICSINTERFACE
2007
14 years 11 months ago
A GPU based interactive modeling approach to designing fine level features
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for addi...
Xin Huang, Sheng Li, Guoping Wang
72
Voted
APGV
2008
ACM
172views Visualization» more  APGV 2008»
14 years 11 months ago
Brightness of the glare illusion
The glare illusion is commonly used in CG rendering, especially in game engines, to achieve a higher brightness than that of the maximum luminance of a display. In this work, we m...
Akiko Yoshida, Matthias Ihrke, Rafal Mantiuk, Hans...
VC
2008
190views more  VC 2008»
14 years 9 months ago
Fast collision detection using the A-buffer
This paper presents a novel and fast image-space collision detection algorithm with the A-buffer, where the GPU computes the potentially colliding sets (PCSs), and the CPU performs...
Han-Young Jang, JungHyun Han
SAGT
2010
Springer
167views Game Theory» more  SAGT 2010»
14 years 8 months ago
A Perfect Price Discrimination Market Model with Production, and a (Rational) Convex Program for It
Recent results showing PPAD-completeness of the problem of computing an equilibrium for Fisher’s market model under additively separable, piecewise-linear, concave utilities (pl...
Gagan Goel, Vijay V. Vazirani
SI3D
2006
ACM
15 years 3 months ago
Normal mapping for precomputed radiance transfer
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
Peter-Pike J. Sloan