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001 | 10106819 | ||
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020 | _a1 58113 374 X | ||
040 |
_aΒιβλιοθήκη ΕΑΙΤΥ _cΒιβλιοθήκη ΕΑΙΤΥ |
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040 |
_aXX-XxUND _cΒιβλιοθήκη ΕΑΙΤΥ |
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082 | 0 | 4 | _a006.6 |
245 | 1 | 0 |
_aComputer Graphics _bProceedings of the Annual Conference ACM - SIGGRAPH 2001, August 12-17 |
260 |
_aNew York _bAssociation for Computing Machinery, Inc. _c2001 |
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300 |
_a600 p., fig. _eCd-Rom, Video Tipe |
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504 | _aincludes bibliography, author index : p. 597 | ||
505 | 1 |
_aPreface _aDedication _aPapers Sessions, Wednesday 15 August 2001 _aSIGRAPH 2001 Keynote Address _a2001 ACM SIGGRAPH Computer Graphics Achievement Award _a2001 ACM SIGGRAPH Steven A. Coons Award _a2001 ACM SIGGRAPH Significant New Researcher Award _aNatural Animation _aVisual Simulation of Smoke _aPractical Animation of Liquids _aDynamic Real-Time Deformations Using Space & Time Adaptive Sampling _aOptimization - Based Animation _aVolumetric and Graphing Techniques _aA system for Sculpting Digital Characters _aFeature - Sensitive Surface Extraction From Volume Data _aReconstruction and Representation of 3D bjects With Radial Basis Functions _aReliable Two - Dimensional Graphing methods for Mathematical Formulae with Two Free Variables _aReality - Based Modeling _aScanning Rhysical Interaction Behavior of 3D Objects _aSynthesizing Bidirectional Texture Functions for Real - World Surfaces _aImage - Based Rendering of Diffuse, Specular and Glossy Surfaces From a Single Image _aA Signal - Processing Framework for Inverse Rendering _aHardware and Hardware Rendering _aWireGL:A Scalable Graphics System for Clusters _aLightning - 2 : A High - Performance Display Subsystem for PC Clusters _aA User - Programmable Vertex Engine _aA Real - Time Procedural Shading System for Programmable Graphics Hardware _aHomomorphic Factorization of BRDFs for High - Performance Rendering _aMeshes _aConsistent Mesh Parameterizations _aApproximate Boolean Operations on Free - From Solids _aProgressive Compression for Lossless Transmission of Triangle Meshes _aTopology matching for Fully Automatic Similarity Estimation of 3D Shapes _aMeasurement and Presentation _aMeasuring and predicting Visual Fidelity _aPerception - Guided Global IIIumination Solution for Animation Rendering _aInteractive Stereoscopic Display for Three or More Users _aRendering Effective Route Maps : Improving Usability Through Generalization _aAnimation and Expression _aComposable Controllers for Physics - Based Character Animation _aAutomating Gait Animation _aExpressive Expression Mapping With Ratio Images _aExpression Cloning _aProcedural Modeling _aThe Use of Positional Information in the Modeling of Plants _aProcedural Modeling of Cities _aFeature - Based Cellular Texturing for Architectural Models _aIntegrating Shape and pattern in Mammalian Models _aImages and Textures _aImage Analogies _aImage Quilting for Texture Synthesis and Transfer _aTexture Synthesis on Surfaces _aTexture Synthesis ver Arbitrary Manifold Surfaces _aPoint - Based Rendering and Shadows _aThe Randomized z - Buffer Algorithm : Interactive Rendering of Highly Complex Scenes _aSurface Splatting _aStectral Processing of Point - Sampled Geometry _aAdaptive Shadow Maps _aIIIumination & Textures _aPhoto - Realistic Rendering of Knitwear Using the Lumislice _aA Physically - Based Night Sky Model _aTexture Mapping Progressive Meshes _aConstrained Texture Mapping and Rendering _aImage - Based Modeling and Rendering _aUnstructured Lumigraph Rendering _aImage - Based Modeling and Photo Editing _aPlenoptic Stitching : A Scalable Method for Reconstructing 3D Interactive Walkthroughs _aHybrid Stereo Camera : An IBR Approach for Synthesis of Very High Resolution Stereoscopic Image Sequences _aHands and Words _aDAB : Interactive Haptic Painting With 3D Virtual Brushes _aProject FEELEX : Adding Haptic Surface to Graphics _aBEAT : The Behavior Expression Animation Toolkit _aWordsEye : An Automatic Text - to Scene Conversion System _aThe Interaction of Light and Matter _aAn Efficient Representation for Irradiance Environment Maps _aApplying Appearance Standards to Light Reflection Models _aA Practical Model For Subsurface Light Transport _aPolynomial Texture Maps _aSound Simulation and Animation _aSynthesizing Sounds From Physically Based Motion _aFOLEYAUTMATIC : Physically - Based Sound Effects for Interactive Simulation and Animation _aModeling Acoustics in Virtual Environments Using the Uniform Theory of Diffraction _aAn Immersive, Multi - User, Musical Stage Environment _aImages and Image - Based Techniques _aImage - Based Motion Blur for Stop Motion Animation _aA Simple and Efficient Error - Diffusion Algorithm _aSimulating Decorative Mosaics _aReal - Time Hatching _aCommittees and Reviewers _aExhibitors _aACM SIGGRAPH Professional Chapters _aAuthor Index _aCover Image Credits |
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650 | 4 |
_aCOMPUTER GRAPHICS _924279 |
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650 | 4 |
_aACM _924250 |
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650 | 4 |
_aSIGGRAPH _924909 |
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650 | 4 |
_aPROCEEDINGS _924278 |
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650 | 4 |
_aΠΡΑΚΤΙΚΑ ΣΥΝΕΔΡΙΩΝ _9113060 |
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710 | 2 |
_aACM/SIGGRAPH _9115713 |
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942 | _2ddc | ||
999 |
_c92657 _d92657 |