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|a 1 58113 374 X
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|a Βιβλιοθήκη ΕΑΙΤΥ
|c Βιβλιοθήκη ΕΑΙΤΥ
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040 |
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|a XX-XxUND
|c Βιβλιοθήκη ΕΑΙΤΥ
|
082 |
0 |
4 |
|a 006.6
|
245 |
1 |
0 |
|a Computer Graphics
|b Proceedings of the Annual Conference ACM - SIGGRAPH 2001, August 12-17
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260 |
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|a New York
|b Association for Computing Machinery, Inc.
|c 2001
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300 |
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|a 600 p., fig.
|e Cd-Rom, Video Tipe
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504 |
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|a includes bibliography, author index : p. 597
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505 |
1 |
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|a Preface
|a Dedication
|a Papers Sessions, Wednesday 15 August 2001
|a SIGRAPH 2001 Keynote Address
|a 2001 ACM SIGGRAPH Computer Graphics Achievement Award
|a 2001 ACM SIGGRAPH Steven A. Coons Award
|a 2001 ACM SIGGRAPH Significant New Researcher Award
|a Natural Animation
|a Visual Simulation of Smoke
|a Practical Animation of Liquids
|a Dynamic Real-Time Deformations Using Space & Time Adaptive Sampling
|a Optimization - Based Animation
|a Volumetric and Graphing Techniques
|a A system for Sculpting Digital Characters
|a Feature - Sensitive Surface Extraction From Volume Data
|a Reconstruction and Representation of 3D bjects With Radial Basis Functions
|a Reliable Two - Dimensional Graphing methods for Mathematical Formulae with Two Free Variables
|a Reality - Based Modeling
|a Scanning Rhysical Interaction Behavior of 3D Objects
|a Synthesizing Bidirectional Texture Functions for Real - World Surfaces
|a Image - Based Rendering of Diffuse, Specular and Glossy Surfaces From a Single Image
|a A Signal - Processing Framework for Inverse Rendering
|a Hardware and Hardware Rendering
|a WireGL:A Scalable Graphics System for Clusters
|a Lightning - 2 : A High - Performance Display Subsystem for PC Clusters
|a A User - Programmable Vertex Engine
|a A Real - Time Procedural Shading System for Programmable Graphics Hardware
|a Homomorphic Factorization of BRDFs for High - Performance Rendering
|a Meshes
|a Consistent Mesh Parameterizations
|a Approximate Boolean Operations on Free - From Solids
|a Progressive Compression for Lossless Transmission of Triangle Meshes
|a Topology matching for Fully Automatic Similarity Estimation of 3D Shapes
|a Measurement and Presentation
|a Measuring and predicting Visual Fidelity
|a Perception - Guided Global IIIumination Solution for Animation Rendering
|a Interactive Stereoscopic Display for Three or More Users
|a Rendering Effective Route Maps : Improving Usability Through Generalization
|a Animation and Expression
|a Composable Controllers for Physics - Based Character Animation
|a Automating Gait Animation
|a Expressive Expression Mapping With Ratio Images
|a Expression Cloning
|a Procedural Modeling
|a The Use of Positional Information in the Modeling of Plants
|a Procedural Modeling of Cities
|a Feature - Based Cellular Texturing for Architectural Models
|a Integrating Shape and pattern in Mammalian Models
|a Images and Textures
|a Image Analogies
|a Image Quilting for Texture Synthesis and Transfer
|a Texture Synthesis on Surfaces
|a Texture Synthesis ver Arbitrary Manifold Surfaces
|a Point - Based Rendering and Shadows
|a The Randomized z - Buffer Algorithm : Interactive Rendering of Highly Complex Scenes
|a Surface Splatting
|a Stectral Processing of Point - Sampled Geometry
|a Adaptive Shadow Maps
|a IIIumination & Textures
|a Photo - Realistic Rendering of Knitwear Using the Lumislice
|a A Physically - Based Night Sky Model
|a Texture Mapping Progressive Meshes
|a Constrained Texture Mapping and Rendering
|a Image - Based Modeling and Rendering
|a Unstructured Lumigraph Rendering
|a Image - Based Modeling and Photo Editing
|a Plenoptic Stitching : A Scalable Method for Reconstructing 3D Interactive Walkthroughs
|a Hybrid Stereo Camera : An IBR Approach for Synthesis of Very High Resolution Stereoscopic Image Sequences
|a Hands and Words
|a DAB : Interactive Haptic Painting With 3D Virtual Brushes
|a Project FEELEX : Adding Haptic Surface to Graphics
|a BEAT : The Behavior Expression Animation Toolkit
|a WordsEye : An Automatic Text - to Scene Conversion System
|a The Interaction of Light and Matter
|a An Efficient Representation for Irradiance Environment Maps
|a Applying Appearance Standards to Light Reflection Models
|a A Practical Model For Subsurface Light Transport
|a Polynomial Texture Maps
|a Sound Simulation and Animation
|a Synthesizing Sounds From Physically Based Motion
|a FOLEYAUTMATIC : Physically - Based Sound Effects for Interactive Simulation and Animation
|a Modeling Acoustics in Virtual Environments Using the Uniform Theory of Diffraction
|a An Immersive, Multi - User, Musical Stage Environment
|a Images and Image - Based Techniques
|a Image - Based Motion Blur for Stop Motion Animation
|a A Simple and Efficient Error - Diffusion Algorithm
|a Simulating Decorative Mosaics
|a Real - Time Hatching
|a Committees and Reviewers
|a Exhibitors
|a ACM SIGGRAPH Professional Chapters
|a Author Index
|a Cover Image Credits
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650 |
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4 |
|a COMPUTER GRAPHICS
|9 24279
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650 |
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4 |
|a ACM
|9 24250
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650 |
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4 |
|a SIGGRAPH
|9 24909
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650 |
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4 |
|a PROCEEDINGS
|9 24278
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650 |
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4 |
|a ΠΡΑΚΤΙΚΑ ΣΥΝΕΔΡΙΩΝ
|9 113060
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710 |
2 |
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|a ACM/SIGGRAPH
|9 115713
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852 |
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|a GR-PaULI
|b ΠΑΤΡΑ
|b ΤΜΗΥΠ
|h 006.6
|t 1
|
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