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Artificial Evolution for Computer Graphics

by Karl Sims - Computer Graphics , 1991
"... This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to di ..."
Abstract - Cited by 316 (2 self) - Add to MetaCart
This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user

Shadow algorithms for computer graphics

by Franklin C. Crow - Proceedings of the 4th annual conference on Computer graphics and interactive techniques , 1977
"... Shadows are advocated for improved comprehension and enhanced realism in computer-synthesized images. A classification of shadow algorithms delineates three approaches: shadow computation during scanout; division of object surfaces into shadowed and unshadowed areas prior to removal of hidden surfac ..."
Abstract - Cited by 290 (0 self) - Add to MetaCart
Shadows are advocated for improved comprehension and enhanced realism in computer-synthesized images. A classification of shadow algorithms delineates three approaches: shadow computation during scanout; division of object surfaces into shadowed and unshadowed areas prior to removal of hidden

Computer Graphics

by John E. Howland , 2009
"... An introduction to some of the key ideas in computer graphics is given. Modeling, 2D and 3D viewing, transformations and related ideas from linear algebra are presented. Subject Areas: Computer Graphics. ..."
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An introduction to some of the key ideas in computer graphics is given. Modeling, 2D and 3D viewing, transformations and related ideas from linear algebra are presented. Subject Areas: Computer Graphics.

Computer Graphics

by David Dobkin, Seth Teller , 1996
"... INTRODUCTION Computer graphics is often given as a prime application area for the techniques of computational geometry. The histories of the two fields have a great deal of overlap, with similar methods (e.g. sweep-line and area subdivision algorithms) arising independently in each. Both fields hav ..."
Abstract - Cited by 7 (0 self) - Add to MetaCart
INTRODUCTION Computer graphics is often given as a prime application area for the techniques of computational geometry. The histories of the two fields have a great deal of overlap, with similar methods (e.g. sweep-line and area subdivision algorithms) arising independently in each. Both fields

Interval Analysis For Computer Graphics

by John M. Snyder - Computer Graphics , 1992
"... This paper discusses how interval analysis can be used to solve a wide variety of problems in computer graphics. These problems include ray tracing, interference detection, polygonal decomposition of parametric surfaces, and CSG on solids bounded by parametric surfaces. Only two basic algorithms are ..."
Abstract - Cited by 151 (2 self) - Add to MetaCart
This paper discusses how interval analysis can be used to solve a wide variety of problems in computer graphics. These problems include ray tracing, interference detection, polygonal decomposition of parametric surfaces, and CSG on solids bounded by parametric surfaces. Only two basic algorithms

Computer Graphics

by Don P. Mitchell
"... Nonuniform sampling of images is a useful technique in computer graphics, because a properly designed pattern of samples can make aliasing take the form of high-frequency random noise. In this paper, the tech-nique of nonuniform sampling is extended from two dimensions to include the extra parameter ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
Nonuniform sampling of images is a useful technique in computer graphics, because a properly designed pattern of samples can make aliasing take the form of high-frequency random noise. In this paper, the tech-nique of nonuniform sampling is extended from two dimensions to include the extra

Computer Graphics and

by Ricardo Lopes, Visualization Group, Ken Hilf, Luke Jayapalan, Rafael Bidarra
"... The nature of most modern mobile games is different from that of most computer/console games, which are typically targeted at casual gamers and are played in a wide vari-ety of space, time and device contexts. We argue that this feature of mobile games naturally fits with adaptive proce-dural conten ..."
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The nature of most modern mobile games is different from that of most computer/console games, which are typically targeted at casual gamers and are played in a wide vari-ety of space, time and device contexts. We argue that this feature of mobile games naturally fits with adaptive proce

Computer Graphics

by José Carlos Miranda, Supervisor Prof, Verónica Orvalho, Co-supervisor Prof, Augusto Sousa , 2013
"... ii This research is partially supported by: Fundação para a Ciência e Tecnologia (SFRH/BD/46588/2008), Instituto de Telecomunicações, and the projects: ..."
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ii This research is partially supported by: Fundação para a Ciência e Tecnologia (SFRH/BD/46588/2008), Instituto de Telecomunicações, and the projects:

Computer Graphics

by Flávio Mello, Edilberto Strauss, Antônio Oliveira, Aline Gesualdi
"... The performance of a walkthrough over terrain models is deeply influenced by the real scenario high level of details. To guarantee natural and smooth changes in a sequence of scenes, it is necessary to display the actual height field's maps at interactive frame rates. These frame rates can be a ..."
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The performance of a walkthrough over terrain models is deeply influenced by the real scenario high level of details. To guarantee natural and smooth changes in a sequence of scenes, it is necessary to display the actual height field's maps at interactive frame rates. These frame rates can be accomplished by reducing the number of rendered geometric primitives without compromising the visual quality. This paper describes an optimized algorithm for building a triangular mesh, the terrain model, which combines an efficient regular grid representation with low cost memory requirements, using a bottom-up approach. Terrain mesh simplification, quadtree, digital elevation model. 1.

Inverse Rendering for Computer Graphics

by Stephen Robert Marschner , 1998
"... Creating realistic images has been a major focus in the study of computer graphics for much of its history. This effort has led to mathematical models and algorithms that can compute predictive, or physically realistic, images from known camera positions and scene descriptions that include the geome ..."
Abstract - Cited by 99 (4 self) - Add to MetaCart
Creating realistic images has been a major focus in the study of computer graphics for much of its history. This effort has led to mathematical models and algorithms that can compute predictive, or physically realistic, images from known camera positions and scene descriptions that include
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