We describe a system designed to simulate human behaviour in crowds in real-time, concentrating particularly on collision avoidance. The algorithms used are based heavily on psychology research, and the ways this has ...
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This paper presents an efficient rendering technique for translucent materials using caches. The proposed caching scheme, inspired by the irradiance caching method, is integrated into a hierarchical rendering techniqu...
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Rendering complex scenes in real time remains one of the major challenges in computergraphics. Recent research in perceptual rendering algorithms and level of detail techniques have shown that, by exploiting knowledg...
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There has been little research done into the realistic simulation of creatures with the ability to crawl across arbitrary surfaces, clamber up walls and walk across ceilings. Realistic simulation of such feats would b...
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In this paper, we present a framework for experimenting with virtual environments. The architecture of the system VRECKO is designed for the rapid prototyping of techniques for human-computer interaction. The architec...
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Historically, bioinformaticians have carried out protein analysis in one of two ways: by concentrating on either the physical structural representation of the subject data or a more abstract sequential representation....
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The proceedings contain 26 papers. The topics discussed include: key framing particles of physically based systems;real-time animation of particles and sea weeds in underwater scenes;implementing an improved stereosco...
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(纸本)3905673568
The proceedings contain 26 papers. The topics discussed include: key framing particles of physically based systems;real-time animation of particles and sea weeds in underwater scenes;implementing an improved stereoscopic camera model;a psychologically-based simulation of human behavior;an efficient caching technique for rendering translucent materials;selective parallel rendering for high-fidelity graphics;virtual sculpting using implicit surfaces with scattered data interpolation;integrating abstract and physical molecular model interaction;perceptually-oriented interest management in large-scale networked virtual environments;perceptual level of detail for efficient ray tracing of complex scenes;cost prediction maps for global illumination;towards realism in facial image prototyping: results of a wavelet MRF method;and fast simulation of facial tissue deformations using mass-spring chain algorithm.
This paper presents, in contrasts to the desktop metaphor, a content centric data surface interaction paradigm for graphical user interfaces applied to music creativity improvisation. Issues taken into account were na...
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In this paper we focus on the implications of implementing generic algorithms on graphics hardware. As an example, we ported the dimensionality reduction algorithm FastMap to fragment programs and thus accelerated it ...
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In the CAD/CAS field, the increasing domination of spline-based graphic objects has driven a great attention to methods focusing on the management of free-form curves. Based on the quick brainstorm illustration and st...
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