papers [Previous] results 8 to 14 of 15 [Next]
Hierarchical Visibility
James Stewart.
http://www.dgp.toronto.edu/people/JamesStewart/visibility/
an acceleration technique that efficiently culls terrain regions that are not visible from the current (moving) viewpoint. It avoids altogether the overhead of sending these regions down the graphics pipeline. A paper describing the technique is available for download. James Stewart.
2000-06-07
Texture Synthesis by Non-parametric Sampling
http://www.cs.berkeley.edu/~efros/research/synthesis.html
A non-parametric method for texture synthesis is proposed. The texture synthesis process grows a new image outward from an initial seed, one pixel at a time. Alexei A. Efros and Thomas K. Leung.
2000-06-05
Guide to OpenGL® on Windows® From Silicon Graphics®
http://trant.sgi.com/opengl/docs/OGL_userguide/OpenGLonWin-1.html
The title says it all.
2000-06-05
Research and Publications by Hansong
http://www.cs.unc.edu/~zhangh/res_idx.html
A set of papers available for download on occlusion, shadows, amongst other subjects. Not for begginers.
2000-06-04
Pyramid Based Texture Analysis/Synthesis
http://white.stanford.edu/~heeger/publications.html#heeger-siggraph95
This paper describes a method for synthesizing images that match the texture appearance of a given digitized sample. This synthesis is completely automatic and requires only the target texture as input. D. J. Heeger and J. R. Bergen, COMPUTER GRAPHICS PROCEEDINGS, p. 229-238, 1995.
2000-06-04
Direct Texture Synthesis onto Arbitrary Topology Polygonal Models Using Steerable Pyramids
http://www-graphics.stanford.edu/~lhe/c348cs/final/final.html
This paper proposes a way to extend Heeger´s method to synthesize texture directly onto surface of arbitrary topology and presents some results of a preliminary implementation of our method. Shawn Dong, Li Wei He, John Yin.
2000-06-04
Using MMX Instructions for Procedural Texture Mapping
http://developer.intel.com/drg/mmx/appnotes/proctex.htm
This paper gives the reasons for using Dr. Ken Perlin´s Noise function, along with target applications. MMX code along with the corresponding C code is given for the algorithm. Finally, measured performance and possible improvements are presented. Intel Developers Resources.
2000-06-04