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- ArticleMarch 2006
Triangle order optimization for graphics hardware computation culling
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 207–211https://doi.org/10.1145/1111411.1111448We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which ...
- ArticleMarch 2006
Hardware accelerated multi-resolution geometry synthesis
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 191–198https://doi.org/10.1145/1111411.1111446In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive ...
- ArticleMarch 2006
Assisted and automatic navigation in black oil reservoir models based on probabilistic roadmaps
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 175–182https://doi.org/10.1145/1111411.1111443Three-dimensional visualization is a valuable technique in the oil industry. One of its important applications is for inspecting black oil reservoir models, allowing engineers to design and analyze different model configurations, focusing on maximum ...
- ArticleMarch 2006
ShowMotion: camera motion based 3D design review
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 167–174https://doi.org/10.1145/1111411.1111442We describe a new interactive system for 3D design review, built to exploit the visual perception cue of motion parallax, in order to enhance shape perception and aesthetic evaluation. Traditional CAD applications typically use "bookmarked" static views ...
- ArticleMarch 2006
Interactive 3D distance field computation using linear factorization
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 117–124https://doi.org/10.1145/1111411.1111432We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance field for each slice of a uniform spatial grid. We express the non-linear ...
- ArticleMarch 2006
Jump flooding in GPU with applications to Voronoi diagram and distance transform
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 109–116https://doi.org/10.1145/1111411.1111431This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant time algorithm on GPU to compute an approximation to the Voronoi diagram ...
- ArticleMarch 2006
Splatting indirect illumination
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 93–100https://doi.org/10.1145/1111411.1111428In this paper we present a novel method for plausible real-time rendering of indirect illumination effects for diffuse and non-diffuse surfaces. The scene geometry causing indirect illumination is captured by an extended shadow map, as proposed in ...
- ArticleMarch 2006
Fast scene voxelization and applications
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 71–78https://doi.org/10.1145/1111411.1111424This paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more ...
- ArticleMarch 2006
Animating blendshape faces by cross-mapping motion capture data
I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and gamesPages 43–48https://doi.org/10.1145/1111411.1111419Animating 3D faces to achieve compelling realism is a challenging task in the entertainment industry. Previously proposed face transfer approaches generally require a high-quality animated source face in order to transfer its motion to new 3D faces. In ...