Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005
Volume 10, Number 4, 2005 * Real-Time Collision Deformations using Graphics Hardware by Pawel Wrotek, Alexander Rice, and Morgan McGuire * An Efficient Ray-Quadrilateral Intersection Test by Ares Lagae and Philip Dutré * A Voxel-Based Approac...
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A K Peters
2009
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oai:scholar.dlu.edu.vn:DLU123456789-8412009-10-05T01:52:43Z Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005 A K Peters Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision Volume 10, Number 4, 2005 * Real-Time Collision Deformations using Graphics Hardware by Pawel Wrotek, Alexander Rice, and Morgan McGuire * An Efficient Ray-Quadrilateral Intersection Test by Ares Lagae and Philip Dutré * A Voxel-Based Approach to Approximate Collision Handling by John Dingliana and Carol O’Sullivan * Simple Divergence-Free Fields for Artistic Simulation by Mayur Patel and Noah Taylor * Calculating Hierarchical Radiosity Form Factors using Programmable Graphics Hardware by Eric B. Lum, Kwan-Liu Ma, and Nelson Max 2009-10-05T01:52:43Z 2009-10-05T01:52:43Z 2005 Article 1086-7651 https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/841 en application/octet-stream A K Peters |
institution |
Thư viện Trường Đại học Đà Lạt |
collection |
Thư viện số |
language |
English |
topic |
Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision |
spellingShingle |
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 4, 2005 |
description |
Volume 10, Number 4, 2005
*
Real-Time Collision Deformations using Graphics Hardware
by Pawel Wrotek, Alexander Rice, and Morgan McGuire
*
An Efficient Ray-Quadrilateral Intersection Test
by Ares Lagae and Philip Dutré
*
A Voxel-Based Approach to Approximate Collision Handling
by John Dingliana and Carol O’Sullivan
*
Simple Divergence-Free Fields for Artistic Simulation
by Mayur Patel and Noah Taylor
*
Calculating Hierarchical Radiosity Form Factors using Programmable Graphics Hardware
by Eric B. Lum, Kwan-Liu Ma, and Nelson Max |
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 4, 2005 |
title_short |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005 |
title_full |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005 |
title_fullStr |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005 |
title_full_unstemmed |
Journal of Graphics, GPU, & Game Tools. Volume 10, Number 4, 2005 |
title_sort |
journal of graphics, gpu, & game tools. volume 10, number 4, 2005 |
publisher |
A K Peters |
publishDate |
2009 |
url |
https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/841 |
_version_ |
1819838679722491904 |