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String theory and noncommutative geometry
 JHEP
, 1999
"... We extend earlier ideas about the appearance of noncommutative geometry in string theory with a nonzero Bfield. We identify a limit in which the entire string dynamics is described by a minimally coupled (supersymmetric) gauge theory on a noncommutative space, and discuss the corrections away from ..."
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Cited by 794 (8 self)
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We extend earlier ideas about the appearance of noncommutative geometry in string theory with a nonzero Bfield. We identify a limit in which the entire string dynamics is described by a minimally coupled (supersymmetric) gauge theory on a noncommutative space, and discuss the corrections away from
The geometry of graphs and some of its algorithmic applications
 COMBINATORICA
, 1995
"... In this paper we explore some implications of viewing graphs as geometric objects. This approach offers a new perspective on a number of graphtheoretic and algorithmic problems. There are several ways to model graphs geometrically and our main concern here is with geometric representations that res ..."
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Cited by 524 (19 self)
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In this paper we explore some implications of viewing graphs as geometric objects. This approach offers a new perspective on a number of graphtheoretic and algorithmic problems. There are several ways to model graphs geometrically and our main concern here is with geometric representations
AgentSpeak(L): BDI Agents speak out in a logical computable language
, 1996
"... BeliefDesireIntention (BDI) agents have been investigated by many researchers from both a theoretical specification perspective and a practical design perspective. However, there still remains a large gap between theory and practice. The main reason for this has been the complexity of theoremprov ..."
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Cited by 514 (2 self)
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BeliefDesireIntention (BDI) agents have been investigated by many researchers from both a theoretical specification perspective and a practical design perspective. However, there still remains a large gap between theory and practice. The main reason for this has been the complexity of theorem
OBBTree: A hierarchical structure for rapid interference detection
 PROC. ACM SIGGRAPH, 171–180
, 1996
"... We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal and curved models. It precomputes a hierarchical representation of models using tightfitting oriented bo ..."
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Cited by 845 (53 self)
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. In particular, it can accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates, almost one order of magnitude faster than earlier methods.
Progressive Meshes
"... Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces the progressive mesh (PM) representation, a new s ..."
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Cited by 1315 (11 self)
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Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces the progressive mesh (PM) representation, a new
FAST VOLUME RENDERING USING A SHEARWARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that req ..."
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Cited by 542 (2 self)
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casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axisaligned boxes). The new scanlineorder algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective
Robust wide baseline stereo from maximally stable extremal regions
 In Proc. BMVC
, 2002
"... The widebaseline stereo problem, i.e. the problem of establishing correspondences between a pair of images taken from different viewpoints is studied. A new set of image elements that are put into correspondence, the so called extremal regions, is introduced. Extremal regions possess highly desir ..."
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Cited by 1016 (35 self)
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sirable properties: the set is closed under 1. continuous (and thus projective) transformation of image coordinates and 2. monotonic transformation of image intensities. An efficient (near linear complexity) and practically fast detection algorithm (near frame rate) is presented for an affinelyinvariant stable
Refactoring ObjectOriented Frameworks
, 1992
"... This thesis defines a set of program restructuring operations (refactorings) that support the design, evolution and reuse of objectoriented application frameworks. The focus of the thesis is on automating the refactorings in a way that preserves the behavior of a program. The refactorings are defin ..."
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Cited by 489 (4 self)
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, for some cases it can be determined whether these refactorings can be applied safely. Three of the most complex refactorings are defined in detail: generalizing the inheritance hierarchy, specializing the inheritance hierarchy and using aggregations to model the relationships among classes
Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments
, 1993
"... We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithm ..."
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Cited by 450 (10 self)
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We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering
ReTiling Polygonal Surfaces
 Computer Graphics
, 1992
"... This paper presents an automatic method of creating surface models at several levels of detail from an original polygonal description of a given object. Representing models at various levels of detail is important for achieving high frame rates in interactive graphics applications and also for speed ..."
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Cited by 445 (3 self)
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for speedingup the offline rendering of complex scenes. Unfortunately, generating these levels of detail is a timeconsuming task usually left to a human modeler. This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a retiling of a
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