Geometry to Go
Thursday, 3 August
3:45 - 5:30 pm
Room 258
Session Chair: Mark VandeWettering, Pixar Animation Studios
3:45 - 5:30 pm
Room 258
Session Chair: Mark VandeWettering, Pixar Animation Studios
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GPU-Accelerated Transparent Point-Based Rendering The first solution to full-featured rendering, including multi-layer transparency shading effects, of point-based surfaces. Yanci Zhang Renato Pajarola Universität Zürich pajarola (at) acm.org |
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The Quantized Kd-Tree: Compression of Huge Point-Sampled Models The Quantized Kd-Tree is a point-cloud compression scheme suited for ray tracing purposes. Erik Hubo Expertise Centre for Digital Media, Universiteit Hasselt erik.hubo (at) uhasselt.be Tom Mertens Massachusetts Institute of Technology Philippe Bekaert Expertise Centre for Digital Media, Universiteit Hasselt |
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A Novel and Efficient Progressive Lossless Mesh Coder A progressive lossless mesh coder that compresses arbitrary triangular meshes with superior rate-distortion performance. It has a great potential for 3D data streaming in mobile environments. Jingliang Peng Ilya Eckstein C.C. Jay Kuo University of Southern California jingliap (at) usc.edu |
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Streaming Terrain Rendering A client-server system for serving and streaming large terrains to heterogenous clients. Soumyajit Deb Microsoft Research sdeb (at) microsoft.com P.J. Narayanan Shiben Bhattacharjee International Institute of Information Technology |
