Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005
Volume 10, Number 3, 2005 * Conservative and Tiled Rasterization Using a Modified Triangle Set-Up by Tomas Akenine-Möller and Timo Aila * Computing the Barycentric Coordinates of a Projected Point by Wolfgang Heidrich * Fast 3D Line Segment—T...
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A K Peters
2009
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oai:scholar.dlu.edu.vn:DLU123456789-8392009-10-05T01:51:19Z Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 A K Peters Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision Volume 10, Number 3, 2005 * Conservative and Tiled Rasterization Using a Modified Triangle Set-Up by Tomas Akenine-Möller and Timo Aila * Computing the Barycentric Coordinates of a Projected Point by Wolfgang Heidrich * Fast 3D Line Segment—Triangle Intersection Test by Nick Chirkov * Depth-Based Selective Antialiasing by Przemyslaw Rokita * An Efficient Point Classification Algorithm for Triangle Meshes by R. Segura, F. R. Feito, J. Ruiz de Miras, J. C. Torres, and C. Ogáyar * Selectively Damped Least Squares for Inverse Kinematics by Samuel R. Buss and Jin-Su Kim * Implementing the IBar Camera Widget by Karan Singh and Cindy Grimm * Mipmapping Normal Maps by Michael Toksvig 2009-10-05T01:51:19Z 2009-10-05T01:51:19Z 2005 Article 1086-7651 https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/839 en application/octet-stream A K Peters |
institution |
Thư viện Trường Đại học Đà Lạt |
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Thư viện số |
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English |
topic |
Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision |
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Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision A K Peters Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
description |
Volume 10, Number 3, 2005
*
Conservative and Tiled Rasterization Using a Modified Triangle Set-Up
by Tomas Akenine-Möller and Timo Aila
*
Computing the Barycentric Coordinates of a Projected Point
by Wolfgang Heidrich
*
Fast 3D Line Segment—Triangle Intersection Test
by Nick Chirkov
*
Depth-Based Selective Antialiasing
by Przemyslaw Rokita
*
An Efficient Point Classification Algorithm for Triangle Meshes
by R. Segura, F. R. Feito, J. Ruiz de Miras, J. C. Torres, and C. Ogáyar
*
Selectively Damped Least Squares for Inverse Kinematics
by Samuel R. Buss and Jin-Su Kim
*
Implementing the IBar Camera Widget
by Karan Singh and Cindy Grimm
*
Mipmapping Normal Maps
by Michael Toksvig |
format |
Article |
author |
A K Peters |
author_facet |
A K Peters |
author_sort |
A K Peters |
title |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
title_short |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
title_full |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
title_fullStr |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
title_full_unstemmed |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 3, 2005 |
title_sort |
journal of graphics, gpu, & game tools. volume 10, number 3, 2005 |
publisher |
A K Peters |
publishDate |
2009 |
url |
https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/839 |
_version_ |
1819783420499197952 |