EG2001

Eurographics DL Repository

EG2001

 

Manchester, UK

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Recent Submissions

  • Magnenat-Thalmann, Nadia; Chalmers, Alan; Thalmann, Daniel (Eurographics Association, 2001)
    Two techniques depending on the interest – accuracy and precision of the obtained object model shapes, • CAD systems, medical application. – visual realism and speed for animation of the reconstructed models, • internet ...
  • Pai, Dinesh K. (Eurographics Association, 2001)
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  • Jones, A.; Zhukov, S.; Krupkin, A.; Sbert, M. (Eurographics Association, 2001)
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  • Scheuermann, Gerik; Hagen, Hans (Eurographics Association, 2001)
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  • Bartz, Dirk; Silva, Claudio (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 ...
  • Inselberg, Alfred (Eurographics Association, 2001)
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  • O’Sullivan, Carol; Dingliana, John; Ganovelli, Fabio; Bradshaw, Gareth (Eurographics Association, 2001)
    An efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the open ...
  • Duce, D. (Eurographics Association, 2001)
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  • Baranoski, Gladimir V. G.; Rokne, Jon G. (Eurographics Association, 2001)
    The visual simulation of plants involves two major areas of computer graphics research: geometrical modeling and lighting modeling. Clearly, the first step to visualize a plant is to geometrically model its shape and ...
  • Wald, Ingo; Slusallek, Philipp (Eurographics Association, 2001)
    The term ray tracing is commonly associated with highly realistic images but certainly not with interactive graphics. However, with the increasing hardware resources of today, interactive ray tracing is becoming a reality ...
  • Hey, Heinrich; Purgathofer, Werner (Eurographics Association, 2001)
  • Aylett, Ruth; Cavazza, Marc (Eurographics Association, 2001)
    The paper reviews the intersection of AI and VEs. It considers the use of AI as a component of a VE and Intelligent Virtual Agents as a major application area, covering movement, sensing, behaviour and control architectures. ...
  • Alexa, Marc (Eurographics Association, 2001)
    Meshes have become a widespread and popular representation of models in computer graphics. Morphing techniques aim at transforming a given source shape into a target shape. Morphing techniques have various applications ...
  • Duce, David; Herman, Ivan; Hopgood, Bob (Eurographics Association, 2001)
    The early browsers for the Web were predominantly aimed at retrieval of textual information. Tim Berners-Lee's original browser for the NeXT computer did allow images to be viewed but they popped up in a separate window ...
  • Ganovelli, Fabio; O’Sullivan, C. (Eurographics Association, 2001)
    The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while ...
  • Ju, Xiangyang; Siebert, J. Paul (Eurographics Association, 2001)
    Realistic human body animation requires accurate body geometry, realistic textures and believable behaviours. Existing human animation models provide excellent tools to control articulated motion and body surface deformations ...
  • Cavazza, Marc; Charles, Fred; Mead, Steven J.; Strachan, Alexander I. (Eurographics Association, 2001)
    In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine ...
  • Figueroa, Pablo; Green, Mark; Hoover, H. James (Eurographics Association, 2001)
    We present 3dml, a markup language for 3D interaction techniques and virtual environment applications that involve non-traditional devices. 3dml has two main purposes: readability and rapid development. Designers can read ...
  • Oliveira, Manuel Fradinho Duarte; Crowcroft, Jon; Slater, Mel (Eurographics Association, 2001)
    We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a ...
  • Steenberg, Eskil (Eurographics Association, 2001)
    By applying a filter this algorithm can reduce the number of polygons generated by subdividing a mesh dynamically. This algorithm is designed especially for real-time engines where the geometrical complexity is critical. ...

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