• Documents
  • Authors
  • Tables
  • Log in
  • Sign up
  • MetaCart
  • DMCA
  • Donate

CiteSeerX logo

Advanced Search Include Citations

Tools

Sorted by:
Try your query at:
Semantic Scholar Scholar Academic
Google Bing DBLP
Results 1 - 10 of 42,898
Next 10 →

Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments

by Thomas Funkhouser, Carlo Sequin , 1993
"... We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithm ..."
Abstract - Cited by 450 (10 self) - Add to MetaCart
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering

Complex Water Effects at Interactive Frame Rates

by Jörn Loviscach - Journal of WSCG , 2003
"... Due to the complexity of the effects, it is difficult to achieve photorealism and physically correct motion in interactive 3-D water simulations. We present a simulation and visualization method which goes a long way towards physical reality, e. g. by producing Kelvin ship waves and displaying ima ..."
Abstract - Cited by 11 (0 self) - Add to MetaCart
images of real caustics on the water surface. Using efficient approximations and employing the specialized 3-D and CPU features of modern PCs, this simulation runs at rates of several frames per second. Part of this solution is the emulation of a hardware accumulation buffer on consumer 3-D graphics

Abstract Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments

by unknown authors
"... We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithm ..."
Abstract - Add to MetaCart
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering

QSplat: A Multiresolution Point Rendering System for Large Meshes

by Szymon Rusinkiewicz, Marc Levoy , 2000
"... Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and p ..."
Abstract - Cited by 502 (8 self) - Add to MetaCart
be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion

Robust real-time face detection

by Paul Viola, Michael Jones - International Journal of Computer Vision , 2004
"... We have constructed a frontal face detection system which achieves detection and false positive rates which are equivalent to the best published results [7, 5, 6, 4, 1]. This face detection system is most clearly distinguished from previous approaches in its ability to detect faces extremely rapidly ..."
Abstract - Cited by 1888 (9 self) - Add to MetaCart
rates. Our system achieves high frame rates working only with the information present in a single grey scale image. These alternative sources of information can also be integrated with our system to achieve even higher frame rates.

View Interpolation for Image Synthesis

by Shenchang Eric Chen, et al.
"... Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry t ..."
Abstract - Cited by 603 (0 self) - Add to MetaCart
quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today’s high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image

Detecting Pedestrians Using Patterns of Motion and Appearance

by Paul Viola, Michael J. Jones, Daniel Snow - IN ICCV , 2003
"... This paper describes a pedestrian detection system that integrates image intensity information with motion information. We use a detection style algorithm that scans a detector over two consecutive frames of a video sequence. The detector is trained (using AdaBoost) to take advantage of both moti ..."
Abstract - Cited by 575 (3 self) - Add to MetaCart
frames/second, detects pedestrians at very small scales (as small as 20x15 pixels), and has a very low false positive rate

Stable Fluids

by Jos Stam , 1999
"... Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an a ..."
Abstract - Cited by 568 (9 self) - Add to MetaCart
Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit

Link-level Measurements from an 802.11b Mesh Network

by Daniel Aguayo, John Bicket, Sanjit Biswas, Glenn Judd, Robert Morris - In SIGCOMM , 2004
"... This paper anal yzes the causes of packetl oss in a 38-node urban mul ti-hop 802.11b network. The patterns and causes oflv# are important in the design of routing and errorcorrection proto colv as wel as in networkplqq"(v The paper makes the fol l owing observations. The distribution of inter-n ..."
Abstract - Cited by 567 (11 self) - Add to MetaCart
-nodel oss rates is rel'RfivD' uniform over the wh ol range oflv$ rates; there is no clq$ threshol separating "in range" and "out of range." Mostls ks have relj tivel stabl el oss rates from one second to the next, though a smal l minority have very burstyl osses at that time

Rapid object detection using a boosted cascade of simple features

by Paul Viola, Michael Jones - ACCEPTED CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION 2001 , 2001
"... This paper describes a machine learning approach for visual object detection which is capable of processing images extremely rapidly and achieving high detection rates. This work is distinguished by three key contributions. The first is the introduction of a new image representation called the " ..."
Abstract - Cited by 3283 (9 self) - Add to MetaCart
This paper describes a machine learning approach for visual object detection which is capable of processing images extremely rapidly and achieving high detection rates. This work is distinguished by three key contributions. The first is the introduction of a new image representation called
Next 10 →
Results 1 - 10 of 42,898
Powered by: Apache Solr
  • About CiteSeerX
  • Submit and Index Documents
  • Privacy Policy
  • Help
  • Data
  • Source
  • Contact Us

Developed at and hosted by The College of Information Sciences and Technology

© 2007-2019 The Pennsylvania State University