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ROAMing Terrain: Real-time Optimally Adapting Meshes

by Mark Duchaineau , Murray Wolinsky, David E. Sigeti, Mark C. Miller , Charles Aldrich, Mark B. Mineev-Weinstein , 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-depend ..."
Abstract - Cited by 287 (10 self) - Add to MetaCart
triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame

Dynamic programming algorithm optimization for spoken word recognition

by Hiroaki Sakoe, Seibi Chiba - IEEE TRANSACTIONS ON ACOUSTICS, SPEECH, AND SIGNAL PROCESSING , 1978
"... This paper reports on an optimum dynamic programming (DP) based time-normalization algorithm for spoken word recognition. First, a general principle of time-normalization is given using timewarping function. Then, two time-normalized distance definitions, ded symmetric and asymmetric forms, are der ..."
Abstract - Cited by 788 (3 self) - Add to MetaCart
defined common axis. Theoretical and experimental comparisons show that the sym-metric form gives better recognition than the asymmetric one. Another problem discussed concerns slope constraint technique. Since too much of the warping function flexibility sometimes results in poor discrimination between

ROAMing Terrain: Real-time Optimally Adapting Meshes

by Mark Duchaineau Y, Murray Wolinsky, David E. Sigeti, Mark C. Millery, Charles Aldrich, Mark B. Mineev-weinstein
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to main-tain dynamic, view-depen ..."
Abstract - Add to MetaCart
triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame

Appearance-preserving view-dependent visualization

by Justin Jang, William Ribarsky, Christopher Shaw, Peter Wonka - Proceedings IEEE Visualization , 2003
"... In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A var ..."
Abstract - Cited by 2 (2 self) - Add to MetaCart
In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A

Efficient view-dependent rendering of terrains

by Yadong Wu, Yushu Liu, Shouyi Zhan, Xiaochun Gao - in Proceedings of the Graphics Interface 2001 (GI-01 , 2001
"... Though considerable progress has been made with the view-dependent techniques in terrain visualization, the CPU overhead still precludes their wide application in many domains. The calculation complexity of view-dependent techniques mainly involves the calculation of node screen space error every fr ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
Though considerable progress has been made with the view-dependent techniques in terrain visualization, the CPU overhead still precludes their wide application in many domains. The calculation complexity of view-dependent techniques mainly involves the calculation of node screen space error every

FastMesh: Efficient View-dependent Meshing

by Renato Pajarola , 2001
"... In this paper we present an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adapting triangle mesh complexity in real-time rendering environments. Ideally for ..."
Abstract - Cited by 35 (7 self) - Add to MetaCart
for interactive visualization, a triangle mesh is simplified to the maximal tolerated perceptual error, and thus mesh simplification is view-dependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure, and presents

Real-Time View-Dependent Rendering of Parametric Surfaces

by Christian Eisenacher, Quirin Meyer, Charles Loop
"... Figure 1: We adaptively subdivide rational Bézier patches until a view-dependent error metric is satisfied. For a 1600x1200 image of the car model (right) we render 192k quads at 143 fps on a NVIDIA GTX 280 – including CUDA transfer overheads, texturing, Phong shading, and 16x multisampling. We prop ..."
Abstract - Cited by 22 (3 self) - Add to MetaCart
Figure 1: We adaptively subdivide rational Bézier patches until a view-dependent error metric is satisfied. For a 1600x1200 image of the car model (right) we render 192k quads at 143 fps on a NVIDIA GTX 280 – including CUDA transfer overheads, texturing, Phong shading, and 16x multisampling. We

Top–Down View–Dependent Terrain Triangulation using the Octagon Metric

by Thomas Gerstner , 2003
"... In this paper, we introduce the octagon metric as a useful distance metric for the interactive visualization of large–scale terrain data. Based on recursive bisection triangle meshes, this metric automatically ensures valid distance–dependent triangulations without cracks or T–junctions. We will sho ..."
Abstract - Cited by 7 (0 self) - Add to MetaCart
will show how the octagon metric can be used for view–dependent refinement at little computational cost and with no additional storage requirements. It can easily be combined with a suitable geometric error metric to extract and render adaptive view–dependent terrain meshes in an output–sensitive way. We

View-Dependent Refinement of Multiresolution Meshes with Subdivision Connectivity

by Daniel I. Azuma, Brian Curless, Tom Duchamp, David H. Salesin, Werner Stuetzle, Daniel N. Wood , 2001
"... We develop a new view-dependent level-of-detail algorithm for triangle meshes with subdivision connectivity. The algorithm is more suitable for textured meshes of arbitrary topology than existing progressive mesh-based schemes. It begins with a wavelet decomposition of the mesh, and, per frame, find ..."
Abstract - Cited by 9 (1 self) - Add to MetaCart
We develop a new view-dependent level-of-detail algorithm for triangle meshes with subdivision connectivity. The algorithm is more suitable for textured meshes of arbitrary topology than existing progressive mesh-based schemes. It begins with a wavelet decomposition of the mesh, and, per frame

Statistical Models for Text Segmentation

by Doug Beeferman, Adam Berger, John Lafferty - Machine Learning , 1999
"... . This paper introduces a new statistical approach to automatically partitioning text into coherent segments. The approach is based on a technique that incrementally builds an exponential model to extract features that are correlated with the presence of boundaries in labeled training text. The mode ..."
Abstract - Cited by 273 (2 self) - Add to MetaCart
approach on quantitative and qualitative grounds demonstrates its effectiveness in two very different domains, Wall Street Journal news articles and television broadcast news story transcripts. Quantitative results on these domains are presented using a new probabilistically motivated error metric, which
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