Vierinen, Juha
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Vuorimaa, Petri
A browser user interface for digital televison |
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Cerezo, O.
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Serón, F. J.
Synthetic images of underwater scenes: a first approximation The creation and rendering of realistic water scenes is one of the challenging tasks in Computer Graphics. To reproduce the illumination and colour inside water bodies an algorithm capable of dealing with media with anisotropic and multiple scattering has to be used. We ... |
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Triantafyllidis, G. A.
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Strintzis, M. G.
A separate least squares algorithm for efficient arithmetic coding in lossless image compression The overall performance of discrete wavelet transforms for losssless image compression may be further improved by properly designing efficient entropy coders. In this paper a novel technique is proposed for the implementation of context-based adaptive arithmetic entropy coding. It is based o... |
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Der-Lor, Way
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Chih-Wei, Hsu
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Hsin-Yi, Chiu
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Zen-Chung, Shih
Computer-generated chinese painting for landscapes and portraits Practiced for more than three thousand years, Chinese painting stresses the notion of "implicit meaning" in which painters use a minimum amount of strokes to express their deepest feelings. Chinese landscape and figure paintings are the two major themes of Chinese painting. Of... |
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Hast, Anders
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Barrera, Tony
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Bengtsson, Ewert
Improved shading performance by avoiding vector normalization Phongs illumination model requires unit length vectors. The surface normal has to be normalized due to the linear interpolation, and if we use single point light sources or a fixed view point, we have to normalize the vectors pointing to the light source and to the v... |
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Martínez, Roel
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Szirmay-Kalos, László
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Sbert, Mateu
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Abbas, Ali Mohamad
Parallel implementation of stochastic iteration algorithms The paper examines the parallel implementation of iteration type global illumination algorithms. The steps of iteration depend on each other, thus their parallel implementation is not as straightforward as for random walks. This paper solves the interdependency problem by applying stochastic ... |
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Szirmay-Kalos, László
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Antal, György
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Sbert, Mateu
Progressive light path building The paper proposes a global illumnination method that builds up the light paths progressively taking into account all relevant previous information. The basis of the method is a self-correcting stochastic iteration scheme, which works with a population of photon hist. In each iteration&... |
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Chin, Hyun
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Ramakrishna, R.S,
A new parallel volume rendering algorithm On screen division of objects for parallel volume rendering is considered in this paper. The suggested algorithm runs on private-memory based parallel computers. The notable characteristic of the algorithm is that it effects data transfers only when it is absolutely necessary. |
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Dupuy, Yann
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Paulin, Mathias
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Caubet, René
Occlusion evaluation in hierarchical radiosity In any hierarchical radiosity method, the most expensive part is the evaluation of the visibility. Many methods use sampling and ray casting to determine this term. Space partitioning considerably speeds up the computation process. Partitioning with shafts, leads to a quite preci... |
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Thery, S.
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Bechmann, D.
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Bertrand, Y.
N-dimensional Gregory-Bézier for n-dimensional cellular complexes With industrial modelling tools, topological structures and free form surfaces are often managed separately, and patches used for embedding are limited to dimension 2. A new approach is to combine topology structures of any dimension with embedding of same dimension, and use ... |
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Germs, Rick
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Jansen, Frederick W.
Geometric simplification for efficient occlusion culling in urban scenes Most occlusion culling algorithms select a subset of suitable occluder planes or geometries to exclude invisible objects from further visualization processing. Preferably these occluders are large and simple. For complex scenes it is worthwhile to generate virtual occluders to replace ... |
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Noser, Hansrudi
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Rudolph, Stephan
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Stucki, Peter
Physics-enhanced L-systems In computer graphics and engineering many classes of complex objects can be designed with L-systems. We present a concept for enhancing timed and parametric L-systems with physics. This simplifies considerably the physically correct design of certain classes of computer animations or&... |
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Tiddeman, Bernard
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Perrett, David
Moving facial image transformations based on static 2D prototypes This paper describes a new method for creating visually realistic moving facial image sequences that retain an actor's personality (individuality, expression and characteristic movements) while altering the facial appearance along a certain specified facial dimension. We combine two existin... |
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Botino, A.
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Laurentini, A.
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Scalabrin, S.
Quantitatively comparing virtual and real draping of clothes Several cloth modeling techniques have been proposed. Their main purpose is the realistic simulation of the garments of virtual actors for entertainment and advertising. In these areas, the main concern is to construct fast algorithms, able to produce impressive and qualitatively ... |
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Carvalho, Elizabeth Simão
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Teixeira, José Carlos
An application model for visualization of natural resources management Natural resources data is usually geo-referenced. It contains mostly 1-n dimension scalar or vector values, and can be associated with meteorology, geology, water, weather, etc. Scientists apply natural resources data in different models in order to predict or model the real worl... |
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Hanna, J.R.P.
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Millar, R.J.
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Johnston, W.M.
Examining the generality of a behavioural animation framework This paper tests the hypothesis that it is possible to build a generic Behavioural Animation system. The paper outlines the four models that form the key elements of a Behavioural Animation system, and a proposed generic structure for the Behavioural Component. Three impleme... |
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Botino, A.
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Cavallero, L.
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Laurentini, A.
Interactive reconstruction of 3-D objects from silhouettes Many techniques for reconstructing 3-D shapes from 2-D images use silhouette data. A problem with this approach is that, if no a priori information about the 3-D shape is available, we do not know neither the accuracy of the reconstruction, nor where it is better to ... |
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Kauff, Peter
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Brandenburg, Nicole
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Karl, Michael
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Schreer, Oliver
Fast hybrid block- and pixel-recursive disparity analysis for real-time applications in immersive tele-conference scenarios This paper presents a fast disparity analysis approach based on a hybrid block- and pixel-recursive matching scheme. The key idea is to choose efficiently a small number of candidate vectors in order to reduce the computational effort by simultaneously achieving spatial and temporal... |
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Szirmay-Kalos, László
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Kovács, László
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Abbas, Ali Mohamad
Testing Monte-Carlo global illumination methods with analytically computable scenes The paper presents analytically computable scenes for testing global illumination algorithms with arbitary BRDFs. The task of these scenes is to enable us to compare global illumination algorithms and check the correctness of the implementation. In our first approach a criterion is give... |
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Morales, Carlos R.
Development of an XML Web based motion capture data warehousing and translation system for collaborative animation projects While motion capture has been hailed as a way to achieve extremely realistic animation in a costeffective manner, many animators are reluctant to use it or to intermix it with keyframing techniques in situations where they are required to collaborate with other production&#x... |
- DSpace at University of West Bohemia
- Publikace ZČU / UWB Publications
- Časopisy ZČU / UWB Journals
- Journal of WSCG
- Volume 9 (2001)
- 64 2001