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Sökning: LAR1:hig > Hast Anders

  • Resultat 31-40 av 60
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33.
  • Hast, Anders, et al. (författare)
  • Incremental Spherical Interpolation with Quadratically Varying Angle
  • 2006
  • Ingår i: SIGRAD 2006. The Annual SIGRAD Conference, Special Theme: Computer Games, November 22–23, 2006, Skövde, Sweden. ; , s. 36-38
  • Konferensbidrag (refereegranskat)abstract
    • Spherical linear interpolation has got a number of important applications in computer graphics. We show how spherical interpolation can be performed efficiently even for the case when the angle vary quadratically over the interval. The computation will be fast since the implementation does not need to evaluate any trigonometric functions in the inner loop. Furthermore, no renormalization is necessary and therefore it is a true spherical interpolation. This type of interpolation, with non equal angle steps, should be useful for animation with accelerating or decelerating movements, or perhaps even in other types of applications.
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34.
  • Hast, Anders, et al. (författare)
  • Models that use Logarithmic and Power Functions
  • 2008
  • Ingår i: IES The Sixth International Conference 'INTERNET - EDUCATION - SCIENCE'. ; , s. 538-542
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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35.
  • Hast, Anders, et al. (författare)
  • Multiscale Texture Synthesis and Colourization of Greyscale Textures
  • 2010
  • Ingår i: 18th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG 2010 - In Co-operation with EUROGRAPHICS. - Plzen : Union Agency Science Press. - 9788086943879 - 9788086943886 ; , s. 55-61
  • Konferensbidrag (refereegranskat)abstract
    • The main idea presented herein is to use a multiscale texture synthesis approach in order to both colourize and upscale greyscale textures. Such textures can be vintage photos to be used in archaeological or urban 3D visualizations and obviously the colour needs to be reconstructed some way. Due to limited quality, walls etc in such 3D visualizations will appear either pixelized or blurry when the viewer approaches them on a close distance. The latter if some kind of interpolation technique is being used to reduce the pixelization. The low resolution greyscale texture and a high resolution coloured texture is used for the colourization and upscaling, which will produce a colour version of the greyscale texture with 4 times higher resolution in each upscale step. The novel idea is to use multiscale texture synthesis in HSV space for the first upscale in order to create a RGB colour image for subsequent upscaling, using either ordinary RGB multiscale texture synthesis or continue using HSV multiscale texture synthesis. These two main approaches will be compared and discussed.
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36.
  • Hast, Anders, et al. (författare)
  • Reconstruction Filters for Bump Mapping
  • 2002
  • Ingår i: Proceedings from Promote IT 2002. ; , s. 244-256, s. 9-12, s. 244-256
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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40.
  • Hast, Anders, et al. (författare)
  • Shortest diagonal triangulation of convex layers
  • 2013
  • Ingår i: Proceedings of the IASTED International Conference on Signal Processing, Pattern Recognition and Applications, SPPRA 2013. ; , s. 424-430
  • Konferensbidrag (refereegranskat)abstract
    • One problem in the field of computational geometry is the triangulation of convex layers. The rotating caliper algorithm is an alternative to the constrained Delaunay triangulation method. We present an improved triangulation algorithm, which gives a mesh quality close to that of the Constrained Delaunay but substantially faster. Each layer will be connected to the neighboring layer by edges and from the two vertices constituting an edge the proposed algorithm will select the shortest diagonal to its next neighbors in the polygonal chain on the other side, i.e. from the outer layer to the inner layer or vice versa. We discuss quality issues regarding the rotating caliper method and some improvements to it, as well as how a Constrained Delaunay can be efficiently implemented for convex layers.
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