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Sökning: LAR1:hig > Hast Anders

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  • Barrera Tony, Hast Anders, Bengtsson Ewert, et al. (författare)
  • Faster Shading by Equal Angle Interpolation of Vectors
  • 2004
  • Ingår i: IEEE Transactions on Visualization and Computer Graphics. ; 10:2, s. 217-223
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, we show how spherical linear interpolation can be used to produce shading with a quality at least similar to Phong shading at a computational effort in the inner loop that is close to that of the Gouraud method. We show how to use the Chebyshev's recurrence relation in order to compute the shading very efficiently. Furthermore, it can also be used to interpolate vectors in such a way that normalization is not necessary, which will make the interpolation very fast. The somewhat larger setup effort required by this approach can be handled through table look up techniques.
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  • Barrera, Tony, et al. (författare)
  • Connected Minimal Acceleration Trigonometric Curves
  • 2005
  • Ingår i: SIGRAD 2005 The Annual SIGRAD Conference Special Theme – Mobile Graphics November 23-24, 2005 Lund, Sweden.
  • Konferensbidrag (refereegranskat)abstract
    • We present a technique that can be used to obtain a series of connected minimal bending trigonometric splines that will intersect any number of predefined points in space. The minimal bending property is obtained by a least square minimization of the acceleration. Each curve segment between two consecutive points will be a trigonometric Hermite spline obtained from a Fourier series and its four first terms. The proposed method can be used for a number of points and predefined tangents. The tangent length will then be optimized to yield a minimal bending curve. We also show how both the tangent direction and length can be optimized to give as smooth curves as possible. It is also possible to obtain a closed loop of minimal bending curves. These types of curves can be useful tools for 3D modelling, etc.
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  • Barrera, T, et al. (författare)
  • Fast Near Phong-Quality Software Shading
  • 2006
  • Ingår i: WSCG06,2006.
  • Konferensbidrag (refereegranskat)abstract
    • Quadratic shading has been proposed as a technique giving better results than Gouraud shading, but which is substantially faster than Phong shading. Several techniques for fitting a second order surface to six points have been proposed. We show in this paper how an approximation of the mid-edge samples can be done in a very efficient way. An approximation of the mid-edge vectors are derived. Several advantages are apparent when these vectors are put into the original formulation. First of all it will only depend on the vertex vectors. Moreover, it will simplify the setup and no extra square roots are necessary for normalizing the mid-edge vectors. The setup will be about three times faster than previous approaches. This makes quadratic shading very fast for interpolation of both diffuse and specular light, which will make it suitable for near Phong quality software renderings.
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  • Barrera, Tony, et al. (författare)
  • Minimal Acceleration Hermite Curves
  • 2005
  • Ingår i: Game Programming Gems 5. - Charles River Media, Hingham, Massachusetts. - 1-58450-352-1 ; s. 225-231
  • Bokkapitel (övrigt vetenskapligt)abstract
    • This gem shows how a curve with minimal acceleration can be obtained using Hermite splines [Hearn04]. Acceleration is higher in the bends and therefore this type of curve is a minimal bending curve. This type of curve can be useful for subdivision surfaces when it is required that the surface has this property, which assures that the surface is as smooth as possible. A similar approach for Bézier curves and subdivision can be found in [Overveld97]. It could also be very useful for camera movements [Vlachos01] since it allows that both the position and the direction of the camera can be set for the curve. Moreover, we show how several such curves can be connected in order to achieve continuity between the curve segments.
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