Volumetric cell‐and‐portal generation
暂无分享,去创建一个
[1] Azriel Rosenfeld,et al. Sequential Operations in Digital Picture Processing , 1966, JACM.
[2] Cliff B. Jones,et al. A New Approach to the 'Hidden Line' Problem , 1971, Comput. J..
[3] S. Beucher,et al. Morphological segmentation , 1990, J. Vis. Commun. Image Represent..
[4] Frederick P. Brooks,et al. Towards image realism with interactive update rates in complex virtual building environments , 1990, I3D '90.
[5] Carlo H. Séquin,et al. Visibility preprocessing for interactive walkthroughs , 1991, SIGGRAPH.
[6] Martin J. Dürst,et al. The design and analysis of spatial data structures. Applications of spatial data structures: computer graphics, image processing, and GIS , 1991 .
[7] Seth Teller,et al. Visibility Computations in Densely Occluded Polyhedral Environments , 1992 .
[8] David P. Luebke,et al. Portals and mirrors: simple, fast evaluation of potentially visible sets , 1995, I3D '95.
[9] Dirk Bartz,et al. Virtual voyage: interactive navigation in the human colon , 1997, SIGGRAPH.
[10] Frédo Durand,et al. 3d visibility: analytical study and applications , 1999 .
[11] François X. Sillion,et al. Conservative volumetric visibility with occluder fusion , 2000, SIGGRAPH.
[12] Ronald N. Perry,et al. Adaptively sampled distance fields: a general representation of shape for computer graphics , 2000, SIGGRAPH.
[13] Timo Aila,et al. SurRender Umbra: A Visibility Determi-nation Framework for Dynamic Environments , 2000 .
[14] Jos B. T. M. Roerdink,et al. The Watershed Transform: Definitions, Algorithms and Parallelization Strategies , 2000, Fundam. Informaticae.
[15] P Bhattacharya. Efficient Neighbor Finding Algorithms In Quadtree And Octree , 2001 .
[16] Rainer Wegenkittl,et al. Implementation and Complexity of the Watershed‐from‐Markers Algorithm Computed as a Minimal Cost Forest , 2001, Comput. Graph. Forum.
[17] Ronald N. Perry,et al. Simple and Efficient Traversal Methods for Quadtrees and Octrees , 2002, J. Graphics, GPU, & Game Tools.
[18] Hans-Peter Seidel,et al. Real-Time Halftoning , 2002, J. Graphics, GPU, & Game Tools.
[19] Peter Shirley,et al. A Spatial Post-Processing Algorithm for Images of Night Scenes , 2002, J. Graphics, GPU, & Game Tools.
[20] Nadine Warzée,et al. Complete Polygonal Scene Voxelization , 2002, J. Graphics, GPU, & Game Tools.
[21] Frédo Durand,et al. A Survey of Visibility for Walkthrough Applications , 2003, IEEE Trans. Vis. Comput. Graph..
[22] Hanan Samet,et al. Applications of spatial data structures - computer graphics, image processing, and GIS , 1990 .