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D. Johnson and E. Cohen, "Spatialized normal cone hierarchies, " in ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D), March 2001, pp. 129--134.

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Hierarchical Techniques in Collision Detection for Cloth.. - Mezger, Kimmerle, Etzmuß (2003)   (4 citations)  (Correct)

....observes the history of close regions to guarantee a consistent collision response [CVMT95] Recent publications [VMT00] additionally address k DOPs as bounding volumes. Provot [Pro97] describes a similar approach for the surface curvature heuristic, which we extend in our system. Johnson et al. [JC01] show how normal cone hierarchies can accelerate not only distance computations, but also lighting and shadowing. 3. BOUNDING VOLUMES In complex dynamic scenes, bounding volumes have to be permanently readapted to the approximated geometry. For this application we choose a bounding volume ....

D. Johnson andE. Cohen. SpatializedNormal Cone Hierarchies. In ACM Symposium on Interactive 3D Graphics. ACM SIGGRAPH, 2001.


Perceptually Driven Simplification for - David (2001)   (Correct)

....be treated differently, we require an efficient method for identifying such nodes. For a given view, we define silhouette nodes as those nodes supporting both front facing and back facing triangles in the original mesh. One possibility would use the normal cone hierarchies of Johnson and Cohen [12], but we currently use a bitwise approach inspired by the rapid backface culling technique of Zhang and Hoff [31] We quanfize the Gauss sphere of normal space to a normal cube whose faces are tiled into cells, and store a per node normal mask, or bit vector representing the normals of all its ....

Johnson, David, and E. Cohen. "Spatialized Normal Cone Hierarchies", Proceedings ACM Symposium on Interactive 3D Graphics (2001).


Fast 3D Cartoon Rendering with Improved Quality by .. - Claes, Di Fiore.. (2001)   (Correct)

....many but not necessarily all silhouette edges. 5] shows a method based on the Gauss map to find these edges in a model with n edges and k silhouette edges in a time proportional to O(k log n) but limiting themselves to orthographic views. In order to cope with perspective views, 14] and [7] use a hierarchical tree of cones. A conversion to homogenous coordinates in a 4D space and afterwards projecting this back to eight 3D cubes is a rather complicated extension to [5] proposed by [6] We opt to do all calculations in 4D, generalising Gooch s algorithm in a straightforward and ....

D. Johnson and E. Cohen. Spatialized normal cone hierarchies. Proceedings


DOF Haptic Rendering Using Spatialized Normal - Cone Search David   Self-citation (Johnson Cohen)   (Correct)

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D. Johnson and E. Cohen, "Spatialized normal cone hierarchies, " in ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D), March 2001, pp. 129--134.


A Higher Dimensional Formulation - For Robust And   Self-citation (Johnson Cohen)   (Correct)

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JOHNSON, D., AND COHEN, E. 2001. Spatialized normal cone hierarchies. In ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D), 129--134.


Accelerated Haptic Rendering of Polygonal Models through.. - David Johnson And (2004)   Self-citation (Johnson)   (Correct)

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Johnson, D. E. and Cohen, E., "Spatialized Normal Cone Hierarchies," in 2001.

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