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Journal of WSCG, Volume 14
Volume 14, Number 1-3, 2006
- Michael Guthe, Ákos Balázs, Reinhard Klein:
GPU-based Appearance Preserving Trimmed NURBS Rendering. 1-8 - Daniel Ruijters, Anna Vilanova:
Optimizing GPU Volume Rendering. 9-16 - Andreas Raabe, Stefan Hochgürtel, Joachim K. Anlauf, Gabriel Zachmann:
Hardware-Accelerated Collision Detection using Bounded-Error Fixed-Point Arithmetic. 17-24 - Sven Banisch, Charles Albert Wüthrich:
Making Grass and Fur Move. 25-32 - Soteris Stylianou, Yiorgos Chrysanthou:
Crowd Self Organization, Streaming and Short Path Smoothing. 33-40 - M. Wögerbauer, Anton L. Fuhrmann:
Wheelie - Using a Scroll-Wheel Pen in Complex Virtual Environment Applications. 41-48 - Jens Schneider, Rüdiger Westermann:
GPU-Friendly High-Quality Terrain Rendering. 49-56 - Satoshi Yaguchi, Hideo Saito:
Improving Quality of Free-Viewpoint Image by Mesh Based 3D Shape Deformation. 57-64 - Venceslas Biri, Didier Arquès, Sylvain Michelin:
Real Time Rendering of Atmospheric Lighting and Volumetric Shadows. 65-72 - Timo Ropinski, Frank Steinicke, Klaus H. Hinrichs:
Visual Exploration of Seismic Volume Datasets. 73-80 - Simon J. Walton, Mark W. Jones:
Volume Wires: A Framework for Empirical Nonlinear Deformation of Volumetric Datasets. 81-88 - Gerhard Heinrich Bendels, Ruwen Schnabel, Reinhard Klein:
Detecting Holes in Point Set Surfaces. 89-96 - Àlex Méndez-Feliu, Mateu Sbert, László Szirmay-Kalos:
Reusing Frames in Camera Animation. 97-104 - Matej Novotny, Helwig Hauser:
Similarity Brushing for Exploring Multidimensional Relations. 105-112 - Kristian Hildebrand, Marcus A. Magnor, Bernd Fröhlich:
3D Reconstruction and Visualization of Spiral Galaxies. 113-120 - Vincent Nozick, Sylvain Michelin, Didier Arquès:
Real-time Plane-sweep with Local Strategy. 121-128 - Ralf Sondershaus, Wolfgang Straßer:
View-dependent Tetrahedral Meshing and Rendering using Arbitrary Segments. 129-136
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