作者: 古代 時(shí)間: 2025-3-21 21:36 作者: nugatory 時(shí)間: 2025-3-22 04:21 作者: 證明無罪 時(shí)間: 2025-3-22 08:23
C. Rocchini,P. Cignoni,C. Montani,R. Scopignocted in the large amount of manpower usually invested in its construction, and in the mystique by which it is often surrounded. To the non-expert the design and construction of operating systems has often appeared an activity impenetrable to those who do not practise it. I hope this book will go som作者: Anhydrous 時(shí)間: 2025-3-22 09:18
Chi-Wing Fu,Tien-Tsin Wong,Pheng-Ann Hengis reflected in the large amount of manpower usually invested in its construction, and in the mystique by which it is often surrounded. To the non-expert, the design and construction of operating systems has often appeared an activity impenetrable to those who do not practise it. I hope this book wi作者: 媽媽不開心 時(shí)間: 2025-3-22 14:09 作者: 罐里有戒指 時(shí)間: 2025-3-22 20:12 作者: rheumatism 時(shí)間: 2025-3-22 22:36 作者: 解凍 時(shí)間: 2025-3-23 05:08 作者: Dendritic-Cells 時(shí)間: 2025-3-23 09:04
C. Rocchini,P. Cignoni,C. Montani,R. Scopignocomputers for some time. Ideally the reader should have a knowledge of prorramming and be familiar with general machine architecture, common data structures such as lists and trees, and the functions of system software such as compilers, loaders, and editors. I t will also be helpful if he has had s作者: Culpable 時(shí)間: 2025-3-23 09:49 作者: 打谷工具 時(shí)間: 2025-3-23 16:00 作者: Tailor 時(shí)間: 2025-3-23 20:01 作者: 依法逮捕 時(shí)間: 2025-3-23 23:42
Multiple Textures Stitching and Blending on 3D Objects,resampling and blending process is improved by computing an accurate piecewise local registration of the original images with respect to the current face vertices. Examples of the results obtained with sample Cultural Heritage objects are presented and discussed.作者: esthetician 時(shí)間: 2025-3-24 04:02
Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light sources in order to calculate a polygonal approximation to this visible domain. We demonstrate for an important class of shadowing problems, and in particular, for convex occluders, that the shape of the visible domain only needs to be roughly approximated by a polygonal boundary. We then use this b作者: FILLY 時(shí)間: 2025-3-24 10:22
Conference proceedings 1999 following the contents pages.) In this new review process, all submissions and reviews were handledelectronically, with the ex- ception of videos submitted with a few of the papers. This streamlined the review process considerably, while reducing the costs and confusion associated with courier deli作者: ARBOR 時(shí)間: 2025-3-24 13:41 作者: trigger 時(shí)間: 2025-3-24 17:12 作者: 朋黨派系 時(shí)間: 2025-3-24 21:31 作者: HAIL 時(shí)間: 2025-3-25 02:39
Stephen R. Marschner,Stephen H. Westin,Eric P. F. Lafortune,Kenneth E. Torrance,Donald P. Greenberg作者: 誘拐 時(shí)間: 2025-3-25 06:19
David K. McAllister,Lars Nyland,Voicu Popescu,Anselmo Lastra,Chris McCue作者: 過濾 時(shí)間: 2025-3-25 10:07
Wolfgang Heidrich,Hendrik Lensch,Michael F. Cohen,Hans-Peter Seidel作者: 發(fā)起 時(shí)間: 2025-3-25 13:12
Disruptive Technologies in Computer Graphics: Past, Present, and Future,Although more and more intelligence was added to these frame buffers, Jim Clark’s geometry engine and the first graphics workstations were not introduced until the 1980k. During the 1970’s, only the very costly and specialized hardware used for military and aerospace simulations was capable of real-time surface color display.作者: Jubilation 時(shí)間: 2025-3-25 19:48 作者: ineffectual 時(shí)間: 2025-3-25 22:10 作者: 水槽 時(shí)間: 2025-3-26 03:12 作者: inquisitive 時(shí)間: 2025-3-26 07:57
Gathering for Free in Random Walk Radiosity,ht at subsequent destinations is recorded at each visited patch. Closed formulae for the variance of the involved estimators allow to derive a cheap heuristic for combining the resulting radiosity estimates. Empirical results agree well with the heuristic prediction. A fair error reduction is obtained at a negligible additional cost.作者: Heterodoxy 時(shí)間: 2025-3-26 11:30 作者: 微粒 時(shí)間: 2025-3-26 14:07 作者: erythema 時(shí)間: 2025-3-26 17:26 作者: verdict 時(shí)間: 2025-3-26 23:19 作者: 高射炮 時(shí)間: 2025-3-27 02:03 作者: Handedness 時(shí)間: 2025-3-27 07:59 作者: noxious 時(shí)間: 2025-3-27 10:10 作者: 薄荷醇 時(shí)間: 2025-3-27 14:05 作者: 施舍 時(shí)間: 2025-3-27 21:40 作者: 頑固 時(shí)間: 2025-3-27 22:30
Disruptive Technologies in Computer Graphics: Past, Present, and Future,he first generation of computer graphics hardware consisted of calligraphic (vector) displays capable of drawing complex three-dimensional wireframe models at interactive rates. In the early 1970’s expensive color frame buffers with the capability for displaying static color images were introduced. 作者: 修飾語 時(shí)間: 2025-3-28 06:08 作者: assent 時(shí)間: 2025-3-28 07:12 作者: UTTER 時(shí)間: 2025-3-28 10:33 作者: placebo-effect 時(shí)間: 2025-3-28 15:38
Decoupling Polygon Rendering from Geometry using Rasterization Hardware,duce the load of geometry transfer and processing. In order to supplement methods like polygon reduction or geometry compression we suggest to exploit the processing power and functionality of the rasterization and texture subsystem of advanced graphics hardware. We demonstrate that 3D-texture maps 作者: folliculitis 時(shí)間: 2025-3-28 21:05
Hierarchical Image-Based Rendering using Texture Mapping Hardware, hardware for six orthogonal views. These are adaptively selected according to the proximity of the viewpoint, and combined using hardware texture mapping to create “reprojected” output images for new viewpoints. (If a subobject is too close to the viewpoint, the polygons in the original model are r作者: 簡略 時(shí)間: 2025-3-28 23:00 作者: Ceramic 時(shí)間: 2025-3-29 05:21 作者: 引起 時(shí)間: 2025-3-29 08:32 作者: 帳單 時(shí)間: 2025-3-29 12:12
Information Theory Tools for Scene Discretization,, depends entirely on the subdivision criterion and strategy that is used. We study the problem of adaptive scene discretization from the point of view of information theory. In previous work, we have introduced the concept of mutual information, which represents the information transfer or correlat作者: Abrupt 時(shí)間: 2025-3-29 17:13
Geospecific rendering of alpine terrain, down on top of that geometry. While elevation data is widely available for much of the world and many methods exist for converting this data to forms suitable for graphics systems, we have much less experience with patterning the resulting surface. This paper describes an approach for using panchro作者: 螢火蟲 時(shí)間: 2025-3-29 20:46 作者: 開始發(fā)作 時(shí)間: 2025-3-30 02:17 作者: 評(píng)論性 時(shí)間: 2025-3-30 04:15
Real-Time Rendering of Real World Environments,hat looks as real as the world around us. But hand-modeling such a virtual environment is inherently limited and acquiring the scene model using devices also presents challenges. Interactively rendering such a detailed model is beyond the limits of current graphics hardware, but image-based approach作者: 蜈蚣 時(shí)間: 2025-3-30 11:34 作者: homocysteine 時(shí)間: 2025-3-30 14:43
Efficient Displacement Mapping by Image Warping,g has been done using ray-tracing and by introducing a great number of micro-polygons. We present a new image-based approach by showing that rendering displacement maps is sufficiently similar to image warping for parallel displacements and displacements originating form a single point. Our new warp作者: 謙虛的人 時(shí)間: 2025-3-30 20:16 作者: 物種起源 時(shí)間: 2025-3-30 20:52
Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images,erformed on a MDI that represents the view from the light source. The algorithm is based upon both ray tracing and the z-buffer shadow algorithm, and is closely related to convolution methods. The method’s effectiveness is demonstrated on especially complex objects such as trees, whose soft shadows 作者: Etymology 時(shí)間: 2025-3-31 01:18
Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light roblem because the integral that defines the radiance at a point must take into account the visibility function. Most of the solutions proposed have been limited to polygonal environments, and require a full visibility determination preprocessing step. The result is typically a partitioning of the e作者: Juvenile 時(shí)間: 2025-3-31 07:43
0946-2767 in Granada, Spain. Origi- nally an outgrowth of the annual Eurographics meeting, the workshop was organized by a dedicated group of researchers who felt there was insufficient opportunity at Eu- rographics and Siggraph to exchange ideas specifically on rendering. Over the past 9 years, the workshop作者: pester 時(shí)間: 2025-3-31 10:17 作者: sorbitol 時(shí)間: 2025-3-31 13:32
Real-Time Rendering of Real World Environments,e large data sets as image-based models and present contributions to image-based rendering that allow these models to be rendered in real time on existing graphics hardware without sacrificing the high resolution at which the data sets were acquired.作者: Brain-Waves 時(shí)間: 2025-3-31 21:20
Light Field Techniques for Reflections and Refractions, technique is possible through existing extensions of the OpenGL rendering pipeline. In addition, we also discuss storage issues and introduce methods for handling vector-quantized data with graphics hardware.作者: PET-scan 時(shí)間: 2025-4-1 00:50
978-3-211-83382-7Springer-Verlag/Wien 1999作者: osculate 時(shí)間: 2025-4-1 04:06 作者: 領(lǐng)袖氣質(zhì) 時(shí)間: 2025-4-1 07:37
Eurographicshttp://image.papertrans.cn/r/image/827036.jpg