Now showing items 21-25 of 25

    • Efficient Representation of Layered Depth Images for Real-time Volumetric Tests 

      Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2008)
      Representing Layered Depth Images (LDI) as 3D texture can be used to approximate complex, arbitrarily shaped volumes on graphics hardware. Based on this concept, a number of real-time applications such as collision detection ...
    • GPU-based Visualisation of Protein Secondary Structure 

      Krone, Michael; Bidmon, Katrin; Ertl, Thomas (The Eurographics Association, 2008)
      The increasing number of protein 3D structure information available makes the high-quality visualisation of this information play a more and more important role. Beside element-based representations the secondary-structurebased ...
    • Segmenting the External Surface of a Human Skull in MR Data 

      Salas, M.; Maddock, S. (The Eurographics Association, 2008)
      A method is presented to extract the outline of the skull region in coronal Magnetic Resonance (MR) images from the Visible Human Project. The starting point is the formulation of a Gradient Vector Flow (GVF) snake extended ...
    • A Physical Model for the Polarized Scattering of Light 

      Brayford, David; Turner, Martin; Hewitt, W. T. (The Eurographics Association, 2008)
      The change in polarization state due to the interaction of light with the surface and beneath the surface of an object has become increasingly important in realistic image synthesis of materials such as metallic, iridescent ...
    • Space-free Shader Programming: Automatic Space Inference and Optimization for Real-time Shaders 

      Lejdfors, Calle; Ohlsson, Lennart (The Eurographics Association, 2008)
      The graphics processing units (GPUs) used in todays personal computers can be programmed to compute the visual appearance of three-dimensional objects in real time. Such programs are called shaders and are written in ...