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CGI
2004
IEEE
15 years 1 months ago
Probabilistic Motion Sequence Generation
Creating long animation sequences with non-trivial repetitions is a time consuming and often difficult task. This is true for 2D images and even more true for 3D sequences. Based ...
Mirko Sattler, Ralf Sarlette, Reinhard Klein
CGI
2004
IEEE
15 years 1 months ago
Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current...
Daniel Weiskopf, Manfred Weiler, Thomas Ertl
CGI
2004
IEEE
15 years 1 months ago
Efficient Hardware for Antialiasing Coverage Mask Generation
An efficient low-cost, low-power hardware implementation of a novel run-time pixel coverage mask generation algorithm for embedded 3-D graphics antialiasing purposes is presented....
Dan Crisu, Sorin Cotofana, Stamatis Vassiliadis, P...
CGI
2004
IEEE
15 years 1 months ago
Adaptation Mechanism for Three Dimensional Content within the MPEG-21 Framework
The goal of the research is creation of an adaptation mechanism for the delivery of threedimensional content. The adaptation of content, for various network and terminal capabilit...
HyungSeok Kim, Chris Joslin, Thomas Di Giacomo, St...
CGI
2004
IEEE
15 years 1 months ago
Adaptive Strip Compression for Panorama Video Streaming
In a traditional streaming system, the field of view (FOV) of an image is limited based on the FOV of the camera. One solution is the use of a pan/tilt camera, yet this is difficu...
Bo Youn Kim, Kyung Ho Jang, Soon Ki Jung