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Metamorphosis of the Cube
Metamorphosis of the Cube

Hierarchical Structures for Dynamic Polygonal Simplification
Hierarchical Structures for Dynamic Polygonal Simplification

... Simplifying the polygonal geometry of small or distant objects to reduce the rendering cost without a significant loss in the visual content of the scene. This is the category which concerns this paper. Polygonal simplification algorithms lllll.y be further divided inlll two subcaregories: tl1ose wh ...
THREE-DIMENSIONAL IMAGE OF THE HUMAN TOOTH BASED
THREE-DIMENSIONAL IMAGE OF THE HUMAN TOOTH BASED

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... (Nolwenn Maudet) ...
Models & Hierarchies - UCSD Computer Graphics Lab
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Kein Folientitel
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740 KB PPT - GPGPU.org
740 KB PPT - GPGPU.org

... – 32 bit floating point throughout the pipeline – High enough for many (not all) applications ...
Template - Department of Computer Science
Template - Department of Computer Science

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Approximating Dynamic Global Illumination in Image Space
Approximating Dynamic Global Illumination in Image Space

... Deforming surfaces and bounces of indirect light are addressed by Bunnell [2005] using a set of disks to approximate the geometry. A more robust version was presented by Hoberock and Jia [2007], which was further extended to point-based ambient occlusion and interreflections by Christensen [2008]. ...
Filthy Rich Clients
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... • Same speed as heavyweight components • 100% correct Swing integration • No application change ...
Workstation graphics capabilities for the 1990's and Zyda, Michael J.
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Generalized Hyper-cylinders: a Mechanism for Modeling and

Particle systems - UBC Computer Science
Particle systems - UBC Computer Science

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... 5. Highlight the contents of the first {} brackets and press Backspace on your keyboard. Go to Objects, follow the drop down arrow and with the help of the slider bar if necessary, choose b. 6. Highlight the contents of the second {} brackets and press Backspace on your keyboard. Go to Objects, fol ...
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Fast Matrix Multiplies using Graphics Hardware
Fast Matrix Multiplies using Graphics Hardware

... Multiple processors are often used in parallel to compute the multiplication of two matrices. One simple method starts with imagining processors arranged to fill a cube. We can then imagine the first matrix, lying horizontally, distributed in the usual chunk manner across all the processors on the t ...
Image-Based Rendering with Occlusions via Cubist Images
Image-Based Rendering with Occlusions via Cubist Images

... In this paper, we study the idea of IBR based on a flattened, possibly torn, wrap-around texture image (the source image) and the paths in time of camera rays mapped from their 3D scene intersection points to this single warped image. We also investigate the feasibility of sparse spatial camera-ray ...
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Games as neurofeedback training for children with FASD

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... 1. Design of Volume Visualization − Exploration vs. Presentation? Avoid 3D! ...
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2.5D



2.5D (""two-and-a-half-dimensional""), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.
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