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Table 3: List of triangles for the sample mesh shown in Figure 3
2001
"... In PAGE 9: ...late Voronoi polygon geometry quickly in response to node addition, deletion or movement. The list of triangles for a simple example mesh is given in Table3 . Depending on the application, additional geometric data for a triangle data class might include projected area, gradient, and gra- dient vector (cf.... ..."
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Table 61 Triangle List Flag Definitions for Mutually Exclusive Conditions
"... In PAGE 31: ...DP. The data structure is defined in SunPEXproto.h as follows: flags may contain information about whether the vertex list defines a standard triangle strip or triangle star or a composite of separate triangles, or whether this information is provided with each vertex instead. These conditions are mutually exclusive and are listed in Table61 below: If PEXSunTlistFlagUseVtxFlags is contained in flags then the edge flag in the vertexAttribs will contain the other above information. typedef struct { pexColourType colourType B32; pexBitmask facetAttribs B32; pexBitmask vertexAttribs B32; pexBitmask flags B32; CARD32 numFacets B32; CARD32 numVertices B32; /* LISTof pexOptData( numFacets, facetAttribs, colourType ) */ /* LISTof pexVertex( numVertices, vertexAttribs, colourType)*/ } pexSunGdp3DTriList; Table 61 Triangle List Flag Definitions for Mutually Exclusive Conditions... ..."
Table 1: This table lists vertex, triangle, component, hole, handle, and non-manifold vertexcountsinthousands(K)andmillions(M)forallmeshesusedinourexperiments.
Table 1 Two example entries in the look-up table. Each entry is a list of triangulations (each stored as a list of triangles) and 4-point tests (each stored by the indices of the vertices) traversed from the decision tree in pre-roder.
in Visual Computer manuscript No. (will be inserted by the editor) Convex Contouring of Volumetric Data
Table 1 Two example entries in the look-up table. Each entry is a list of triangulations (each stored as a list of triangles) and 4-point tests (each stored by the indices of the vertices) traversed from the decision tree in pre-roder.
Table 3: Efficiency of MPUI compared to MC, CESN and CS. The table lists the number of generated triangles (p) and the reconstruction time (t) in seconds.
"... In PAGE 7: ...2. Efficiency of the Reconstruction In Table3 , we summarize information concerning the ge- ometric complexity of the resulting models and the perfor- mance. The setup time includes the point cloud generation which makes up approximately 30% of the entire time.... In PAGE 7: ... Compared to MC and CESN, it is up to 1.2 times larger (see Table3 ) due to the computed size of the partitioning element (see Eq.3).... ..."
Table 1: Model complexity overview: The number of triangles and objects, and the depth of the scene graph for each model are listed.
2001
"... In PAGE 4: ... We base the performance measurements on a set of reasonable large polygonal models from mechanical engineering. These mod- els are described in Table1 . Other examples can be found in Fig- ure 6.... ..."
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Table 1: Performance statistics for the test scenes. Time for primary and shadow rays shooting separately is given in milliseconds. For RTT we addi- tionally provide an average number of entries in the relevant triangles list.
2004
"... In PAGE 10: ... We compare RTT with the conventional SIMD ray tracing technique [13], which is currently one of the fastest ray tracing algorithms and was used as a starting point for our technique. Table1 lists miscellaneous statistics for the test scenes computed at the resolution 640x480. It is seen that even at this small resolution, technique allows to save signi cant amount of primary and shadow rays.... ..."
Table 8.1: This table lists the number of triangles of each model, the number of views we used to reconstruct the spatially varying BRDFs, the number of acquired lumitexels and the average number of radiance samples per lumitexel, the number of partitioned material clusters, and the number of basis BRDFs per cluster.
Table 1: This table lists the frames per second at a resolution of 512 512 and the number of vertices and triangles for models we tested with our implementation.
"... In PAGE 4: ... 5. Results Table1 shows the performance of our implementation of the Translucent Shadow Map method using a resolution of 512 512 for the shadow map and the camera view. The timings were collected on an Intel Pentium 4 Processor with 2.... ..."
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