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Now showing items 41-50 of 63
Redirected Walking
(Eurographics Association, 2001)
Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a ...
Improvement of the printing model in multi-colored and multi-woodblock virtual printing
(Eurographics Association, 2001)
In this paper, we propose a physically based model for the printing process in the virtual woodblock printing for improvement of printing quality. Virtual printing is a simulation of real printing using “woodblocks”, “a ...
Free-Form Deformation of Solid Models in CSR
(Eurographics Association, 2001)
Existing free-form deformation (FFD) techniques deform an object by deforming the space enclosing the object. Points on the object are thus deformed relative to the undeformed space (or world space). The deformed object ...
HYPER MASK – Projecting a Virtual Face onto a Moving Real Object
(Eurographics Association, 2001)
HYPERMASK is a system which projects an animated face onto a physical mask, worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera, and the projected image changes ...
Deformable Terrain Generation for Real-time Strategy Game
(Eurographics Association, 2001)
In this paper, we present a system that has the ability to deform terrain for Real-time Strategy Game with general PC hardware specifications. Various effects could be simulated in real-time such as raising and lowering ...
Game Based Interfaces
(Eurographics Association, 2001)
Complex menu and dialog structures prevent users from working intuitively with standard applications. In this paper, a new kind of user interface is suggested based on concepts of computer games. Defining a new structure ...
An Improved Spacetime Ray Tracing System for the Visualization of Relativistic Effects
(Eurographics Association, 2001)
Traditional ray tracing methods are based on Newton’s classical mechanics. They cannot reproduce the visual phenomena of high-speed motion. In this paper, we develop an improved spacetime ray tracing system, which provides ...
Rendering and Visualization in Parallel Environments
(Eurographics Association, 2001)
The continuing commoditization of the computer market has precipitated a qualitative change. Increasingly powerful processors, large memories, big harddisk, high-speed networks, and fast 3D rendering hardware are now ...
An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas
(Eurographics Association, 2001)
We describe a fast algorithm to speed up rendering of scenes for walkthroughs in urban environments. Our occlusion culling algorithm takes advantage of temporal coherence in image space. As such, occlusion calculation is ...
Constructive Hypervolume Textures
(Eurographics Association, 2001)
The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multidimensional textured objects called hypervolumes. A hypervolume is considered as a ...