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» Vector Geometry for Computer Graphics
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110
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EGH
2004
Springer
15 years 8 months ago
Hardware-based simulation and collision detection for large particle systems
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles...
Andreas Kolb, Lutz Latta, Christof Rezk-Salama
121
Voted
VIS
2004
IEEE
186views Visualization» more  VIS 2004»
16 years 3 months ago
Hardware-Accelerated Adaptive EWA Volume Splatting
We present a hardware-accelerated adaptive EWA volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image qual...
Wei Chen, Liu Ren, Matthias Zwicker, Hanspeter Pfi...
125
Voted
SI3D
2006
ACM
15 years 8 months ago
Relief mapping of non-height-field surface details
The ability to represent non-height-field mesostructure details is of great importance for rendering complex surface patterns, such as weave and multilayer structures. Currently,...
Fabio Policarpo, Manuel Menezes de Oliveira Neto
132
Voted
SI3D
2010
ACM
15 years 7 months ago
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
Thomas Engelhardt, Carsten Dachsbacher
VISUALIZATION
1998
IEEE
15 years 6 months ago
Image-based rendering with occlusions via cubist images
We attack the problem of image-based rendering with occlusions and general camera motions by using distorted multiperspective images; such images provide multiple-viewpoint photom...
Andrew J. Hanson, Eric A. Wernert