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Automatic Shader Level of Detail
(The Eurographics Association, 2003)
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
Compiling to a VLIW Fragment Pipeline
(The Eurographics Association, 2001)
The latest generation of graphics hardware supports fully programmable vertex and pixel/fragment operations, but programming this hardware at a low level is difficult and time consuming. To address this problem, we have ...
Pose-Timeline for Propagating Motion Edits
(ACM SIGGRAPH / Eurographics Association, 2009)
Motion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative ...