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119
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CGF
2010
189views more  CGF 2010»
15 years 25 days ago
Real-time Depth of Field Rendering via Dynamic Light Field Generation and Filtering
We present a new algorithm for efficient rendering of high-quality depth-of-field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample t...
Xuan Yu, Rui Wang, Jingyi Yu
113
Voted
CGF
2010
112views more  CGF 2010»
15 years 25 days ago
Winding Roads: Routing edges into bundles
Visualizing graphs containing many nodes and edges efficiently is quite challenging. Drawings of such graphs generally suffer from visual clutter induced by the large amount of ed...
A. Lambert, Romain Bourqui, David Auber
99
Voted
CGF
2010
99views more  CGF 2010»
15 years 25 days ago
Understanding Interactive Legends: a Comparative Evaluation with Standard Widgets
Interactive information visualization systems rely on widgets to allow users to interact with the data and modify the representation. We define interactive legends as a class of c...
Nathalie Henry Riche, Bongshin Lee, Catherine Plai...
149
Voted
CGF
2010
179views more  CGF 2010»
14 years 11 months ago
Feature Oriented Progressive Lossless Mesh Coding
A feature-oriented generic progressive lossless mesh coder (FOLProM) is proposed to encode triangular meshes with arbitrarily complex geometry and topology. In this work, a sequen...
Jingliang Peng, Yan Huang, C.-C. Jay Kuo, Ilya Eck...
119
Voted
CGF
2010
129views more  CGF 2010»
14 years 10 months ago
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ...
Herwin van Welbergen, Ben J. H. van Basten, Arjan ...