Now showing items 821-840 of 2886

    • Rendering and Visualization in Parallel Environments 

      Bartz, Dirk; Silva, Claudio (Eurographics Association, 2001)
      The continuing commoditization of the computer market has precipitated a qualitative change. Increasingly powerful processors, large memories, big harddisk, high-speed networks, and fast 3D rendering hardware are now ...
    • Answering to What is the criterion? questions using integral geometry tools 

      Jones, A.; Zhukov, S.; Krupkin, A.; Sbert, M. (Eurographics Association, 2001)
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    • Simulation of Light Interaction with Plants 

      Baranoski, Gladimir V. G.; Rokne, Jon G. (Eurographics Association, 2001)
      The visual simulation of plants involves two major areas of computer graphics research: geometrical modeling and lighting modeling. Clearly, the first step to visualize a plant is to geometrically model its shape and ...
    • Occlusion Culling Methods 

      Hey, Heinrich; Purgathofer, Werner (Eurographics Association, 2001)
    • State of the Art in Interactive Ray Tracing 

      Wald, Ingo; Slusallek, Philipp (Eurographics Association, 2001)
      The term ray tracing is commonly associated with highly realistic images but certainly not with interactive graphics. However, with the increasing hardware resources of today, interactive ray tracing is becoming a reality ...
    • Web 2D Graphics: State-of-the-Art 

      Duce, David; Herman, Ivan; Hopgood, Bob (Eurographics Association, 2001)
      The early browsers for the Web were predominantly aimed at retrieval of textual information. Tim Berners-Lee's original browser for the NeXT computer did allow images to be viewed but they popped up in a separate window ...
    • Mesh Morphing 

      Alexa, Marc (Eurographics Association, 2001)
      Meshes have become a widespread and popular representation of models in computer graphics. Morphing techniques aim at transforming a given source shape into a target shape. Morphing techniques have various applications ...
    • Intelligent Virtual Environments - A State-of-the-art Report 

      Aylett, Ruth; Cavazza, Marc (Eurographics Association, 2001)
      The paper reviews the intersection of AI and VEs. It considers the use of AI as a component of a VE and Intelligent Virtual Agents as a major application area, covering movement, sensing, behaviour and control architectures. ...
    • Virtual Actors’ Behaviour for 3D Interactive Storytelling 

      Cavazza, Marc; Charles, Fred; Mead, Steven J.; Strachan, Alexander I. (Eurographics Association, 2001)
      In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine ...
    • 3dml: A Language for 3D Interaction Techniques 

      Figueroa, Pablo; Green, Mark; Hoover, H. James (Eurographics Association, 2001)
      We present 3dml, a markup language for 3D interaction techniques and virtual environment applications that involve non-traditional devices. 3dml has two main purposes: readability and rapid development. Designers can read ...
    • Mayhem in Online Game and Virtual Environment Development 

      Oliveira, Manuel Fradinho Duarte; Crowcroft, Jon; Slater, Mel (Eurographics Association, 2001)
      We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a ...
    • Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces 

      Steenberg, Eskil (Eurographics Association, 2001)
      By applying a filter this algorithm can reduce the number of polygons generated by subdividing a mesh dynamically. This algorithm is designed especially for real-time engines where the geometrical complexity is critical. ...
    • Individualising Human Animation Models 

      Ju, Xiangyang; Siebert, J. Paul (Eurographics Association, 2001)
      Realistic human body animation requires accurate body geometry, realistic textures and believable behaviours. Existing human animation models provide excellent tools to control articulated motion and body surface deformations ...
    • Animating cuts with on-the-fly re-meshing 

      Ganovelli, Fabio; O’Sullivan, C. (Eurographics Association, 2001)
      The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while ...
    • Real-Time Procedural Animation of Trees 

      Barron, Jeremy T.; Sorge, Brian P.; Davis, Timothy A. (Eurographics Association, 2001)
      Creating models of living flora, such as trees and grass, has been a challenge in computer graphics for many years. Animating these objects to move realistically in reaction to natural phenomena, such as wind and rain, ...
    • Data driven motion transitions for interactive games 

      Mizuguchi, Mark; Buchanan, John; Calvert, Tom (Eurographics Association, 2001)
      In 3D video games that employ human characters, a series of animations is required to display a character’s motion. The current approach is to use stored animation sequences, either motion captured or hand animated, and ...
    • Metaprogramming for the Generation of Nonparametric Curves 

      Boyer, Vincent (Eurographics Association, 2001)
      One of the most important functions of paintboxes is drawing curves. These primitives have been programmed and the user can never add a new program which computes the discrete points of a given function. Using metaprogramming ...
    • A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data 

      Perrin, James S.; Lacey, A.; Laitt, R.; Jackson, A.; John, Nigel W. (Eurographics Association, 2001)
      This paper details a work-in-progress application under development as part of a clinical visualization project. The software has been designed to meet the specific needs of interventional neuro-radiologists evaluating the ...
    • Redirected Walking 

      Razzaque, Sharif; Kohn, Zachariah; Whitton, Mary C. (Eurographics Association, 2001)
      Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a ...
    • Improvement of the printing model in multi-colored and multi-woodblock virtual printing 

      Mizuno, Shinji; Ushida, Akihide; Okada, Minoru; Toriwaki, Jun-ichiro; Yamamoto, Shinji (Eurographics Association, 2001)
      In this paper, we propose a physically based model for the printing process in the virtual woodblock printing for improvement of printing quality. Virtual printing is a simulation of real printing using “woodblocks”, “a ...