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Realtime Applications
Friday, 17 August
10:30 am - 12:15 pm
Room 406
Session Chair
Randy Frank
Lawrence Livermore National Laboratory
Collisions and Adaptive
Levels of Detail
John Dingliana
Image Synthesis Group,
Computer Science Department
Trinity College
Dublin, IRELAND
John.Dingliana@cs.tcd.ie
Simplification is often a necessary trade-off for guaranteeing
real-time performance in physically based animation. This
sketch summarizes an adaptive level-of-detail approach that
uses priority-based scheduling strategies for optimising the
speed-complexity tradeoff
Time-Critical Volume Rendering
Han-Wei Shen
The Ohio State University
395 Dreese Lab
2015 Neil Avenue
Columbus, Ohio 43210 USA
hwshen@cis.ohio-state.edu
A time-critical algorithm for hierarchical volume rendering.
Visual Attention Driven
Progressive Rendering for Interactive Walkthroughs
Jörg Haber
Max-Planck-Institut für Informatik
Stuhlsatzenhausweg 85
Saarbrücken 66123 GERMANY
haberj@mpi-sb.mpg.de
Pre-computed global-illumination solutions using graphics
hardware to interactively render photometrically complex scenes.
A visual-attention model guides corrective ray tracing. Resulting
samples are splatted into framebuffer and cached for reprojection.
Real-Time Rendering of Populated
Urban Environments
Franco Tecchia
University College of London
Department of Computer Science
Gower Street
London WC1E 6BT UNITED KINGDOM
F.Tecchia@cs.ucl.ac.uk
Complex urban environments are common in computer graphics
applications, but they often look empty and liveless. This
sketch proposes methods for real-time rendering of virtual
cities populated by thousands of animated individuals.
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