Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006
Volume 11, Number 2, 2006 * Techniques for Interactive Ray Tracing of Bézier Surfaces by Carsten Benthin, Ingo Wald, and Philipp Slusallek * Direct Spherical Harmonic Transform of a Triangulated Mesh by M. Mousa, R. Chaine, and S. Akkouche *...
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A K Peters
2009
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oai:scholar.dlu.edu.vn:DLU123456789-8442009-10-05T01:54:57Z Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 A K Peters Mathematics Computer Science Computer Graphics Computer Imaging Vision Pattern Recognition and Graphics Image Processing and Computer Vision Volume 11, Number 2, 2006 * Techniques for Interactive Ray Tracing of Bézier Surfaces by Carsten Benthin, Ingo Wald, and Philipp Slusallek * Direct Spherical Harmonic Transform of a Triangulated Mesh by M. Mousa, R. Chaine, and S. Akkouche * Efficient Generation of Poisson-Disk Sampling Patterns by Thouis R. Jones * A Fast Method for Local Penetration Depth Computation by Stephane Redon and Ming C. Lin * Computing the Moment of Inertia of a Solid Defined by a Triangle Mesh by Michael Kallay * Smooth Penumbra Transitions with Shadow Maps by Willem H. de Boer 2009-10-05T01:54:57Z 2009-10-05T01:54:57Z 2006 Article 1086-7651 https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/844 en application/octet-stream A K Peters |
institution |
Thư viện Trường Đại học Đà Lạt |
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Thư viện số |
language |
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 11, Number 2, 2006 |
description |
Volume 11, Number 2, 2006
*
Techniques for Interactive Ray Tracing of Bézier Surfaces
by Carsten Benthin, Ingo Wald, and Philipp Slusallek
*
Direct Spherical Harmonic Transform of a Triangulated Mesh
by M. Mousa, R. Chaine, and S. Akkouche
*
Efficient Generation of Poisson-Disk Sampling Patterns
by Thouis R. Jones
*
A Fast Method for Local Penetration Depth Computation
by Stephane Redon and Ming C. Lin
*
Computing the Moment of Inertia of a Solid Defined by a Triangle Mesh
by Michael Kallay
*
Smooth Penumbra Transitions with Shadow Maps
by Willem H. de Boer |
format |
Article |
author |
A K Peters |
author_facet |
A K Peters |
author_sort |
A K Peters |
title |
Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 |
title_short |
Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 |
title_full |
Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 |
title_fullStr |
Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 |
title_full_unstemmed |
Journal of Graphics, GPU, & Game Tools. Volume 11, Number 2, 2006 |
title_sort |
journal of graphics, gpu, & game tools. volume 11, number 2, 2006 |
publisher |
A K Peters |
publishDate |
2009 |
url |
https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/844 |
_version_ |
1819806783702564864 |