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- ArticleNovember 2005
Modeling landscapes with ridges and rivers: bottom up approach
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 447–450https://doi.org/10.1145/1101389.1101479We present a new fractal based method of generating realistic models of natural landscapes. In this paper, we describe a three-steps method that produces a terrain mesh using ridge lines and rivers drainage network. As opposed to previous methods that ...
- ArticleNovember 2005
View-dependent progressive mesh using non-redundant DAG hierarchy
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 417–420https://doi.org/10.1145/1101389.1101470We propose a non-redundant DAG hierarchy for view-dependent multiresolution mesh for client-server based online browsing of triangle mesh models. The multiresolution hierarchy and the selectively refined mesh for rendering are two relatively independent ...
- ArticleNovember 2005
A loose and sketchy approach in a mediated reality environment
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 371–379https://doi.org/10.1145/1101389.1101463In this paper, we present sketchy-ar-us, a modified, real-time version of the Loose and Sketchy algorithm used to render graphics in an AR environment. The primary challenge was to modify the original algorithm to produce a NPR effect at interactive ...
- ArticleNovember 2005
Auditory bias of visual attention for perceptually-guided selective rendering of animations
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 363–369https://doi.org/10.1145/1101389.1101462The developers and users of real-time graphics, such as games and virtual reality, are demanding ever more realistic computer generated images. Despite the availability of modern graphics hardware, such real-time high fidelity graphics is still not ...
- ArticleNovember 2005
Master-element vector irradiance for large tessellated models
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 315–322https://doi.org/10.1145/1101389.1101454We propose a new global light simulation method for diffuse (or moderately glossy) scenes comprising highly tesselated models with simple topology (e.g., scanned meshes). By using the topological coherence of the surface, we show how to extend a classic ...
- ArticleNovember 2005
Spherical mirror: a new approach to hemispherical dome projection
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 281–284https://doi.org/10.1145/1101389.1101445Planetariums and smaller personal domes can provide an immersive environment for science education, virtual reality, and entertainment [Shaw 1998]. Digital projection into domes, called "full dome projection" in the industry, can be a technically ...
- ArticleNovember 2005
Using genetic algorithms to optimise triangle strips
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 169–176https://doi.org/10.1145/1101389.1101426There is an ever increasing demand for higher levels of visual detail in graphical applications, particularly in computer games and applications employing visualisation. Triangle strips have been commonly used to optimise the rendering of large ...
- ArticleNovember 2005
Efficient light scattering through thin semi-transparent objects
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 135–138https://doi.org/10.1145/1101389.1101415This paper concerns real-time rendering of thin semi-transparent objects. An object in this category could be a piece of cloth, eg. a curtain. Semi-transparent objects are visualized most correctly using volume rendering techniques. In general such ...
- ArticleNovember 2005
Rendering translucency with Perlin noise
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 131–134https://doi.org/10.1145/1101389.1101414Translucent photon mapping is a technique developed for the realistic rendering of translucent materials such as milk, skin, and fog. In the physical world, however, no material is perfectly translucent at a constant density. By using a 3D density map ...
- ArticleNovember 2005
Iris synthesis: a reverse subdivision application
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 121–125https://doi.org/10.1145/1101389.1101411Due to renewed interest in security, iris images have become a popular biometric alternative to fingerprints for human identification. However, there exist very few databases on which researchers can test iris recognition technology. We present a novel ...
- ArticleNovember 2005
Level of detail based occlusion culling for dynamic scenes
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 37–45https://doi.org/10.1145/1101389.1101396This paper presents a non-conservative occlusion culling technique for dynamic scenes with animated or user-manipulated objects. We use a multi-pass algorithm, which decides the visibility based on low level of detail representations of the geometric ...
- ArticleNovember 2005
View-dependent tetrahedral meshing and rendering
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 23–30https://doi.org/10.1145/1101389.1101394Interactive exploration of huge tetrahedral meshes is required by many applications but the limitations of the current hardware do not allow for the full dataset to be rendered at interactive frame rates. Multi resolution representations are an ...