The objective of this paper is to explain the machinery of the Chaos Game used in the context of various types of iterated function system specifications. Although the discussion is kept in the framework of a mathemat...
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This work considers the problem of metamorphosis interpolation between two freeform planar curves. Given two planar parametric curves, the curvature signature of the two curves is linearly blended, yielding a gradual ...
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This work considers the problem of metamorphosis interpolation between two freeform planar curves. Given two planar parametric curves, the curvature signature of the two curves is linearly blended, yielding a gradual change that is not only smooth but also employs intrinsic curvature shape properties, and hence is highly appealing. In order to be able to employ this curvature blending, we present a constructive scheme to derive curvature signatures of parameter curves. Additionally, we propose a scheme to reconstruct a curve from its curvature signature.
This paper describes a method for estimating probability that the Chaos Game generates, within L steps, a sequence of points which approximates the IFS attractor at a given accuracy. The presented algorithm is a hybri...
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Theußl et al. [Theußl et al. 2001] showed that volumetric data sampled on a body-centred cubic (BCC) lattice is nearly 30% more efficient than data sampled on a cubic lattice, and produced volume renderings ...
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ISBN:
(纸本)1581135254
Theußl et al. [Theußl et al. 2001] showed that volumetric data sampled on a body-centred cubic (BCC) lattice is nearly 30% more efficient than data sampled on a cubic lattice, and produced volume renderings using splatting. We extend this work to generate isosurfaces based on the BCC lattice, and also on the hexagonal-close packed (HCP) grid. This sketch presents a modified version of marching octahedra that simplifies the BCC mesh to an octahedral mesh to reduce the number of triangles generated for the isosurface.
The usability of three-dimensional (3D) interaction techniques depends upon both the interface software and the physical devices used. However, little research has addressed the issue of mapping 3D input devices to in...
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Head detection is an important, but difficult task, if no restrictions such as static illumination, frontal face appearance or uniform background can be assumed. We present a system that is able to perform head detect...
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We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the ...
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ISBN:
(纸本)9780780374980
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Methods for mobile robot localization that use eigenspaces of panoramic snapshots of the environment are in general sensitive to changes in the illumination of the environment. Therefore, we propose an approach which ...
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We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the ...
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We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Methods for mobile robot localization that use eigen spaces of panoramic snapshots of the environment are in general sensitive to changes in the illumination of the environment. Therefore, we propose an approach which...
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