4. GRAPHITE 2006:
Kuala Lumpur, Malaysia
Y. T. Lee, Siti Mariyam Hj. Shamsuddin, Diego Gutierrez, Norhaida Mohd. Suaib (Eds.):
Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2006, Kuala Lumpur, Malaysia, November 29 - December 2, 2006.
ACM 2006, ISBN 1-59593-564-9
Keynote papers
Efficient animation
3D computer animation I
3D computer animation II
Taming Mother Nature
Fast graphics
GPU's are fun!
Education and e-learning
Visualization
Effective user interfaces
Pixel milkshake
Rendering techniques
- Nico Ritsche:
Real-time shell space rendering of volumetric geometry.
265-274

- Daisuke Nagayasu, Fumihiko Ino, Kenichi Hagihara:
Two-stage compression for fast volume rendering of time-varying scalar data.
275-284

- Thomas Hübner, Yanci Zhang, Renato Pajarola:
Multi-view point splatting.
285-294

- Martin Spindler, Marco Bubke, Tobias Germer, Thomas Strothotte:
Camera textures.
295-302

- Gerrit Voss, Dirk Reiners:
Towards a flexible back-end for scenegraph-based rendering systems.
303-309

- Qing Xu, Lianping Xing, Wei Wang, Mateu Sbert:
Adaptive sampling based on fuzzy inference.
311-317

Let there be light
Cameras and perception
Surfaces and meshes
- Yanzhen Wang, Yueshan Xiong, Kai Xu, Ke Tan, Guangyou Guo:
A mass-spring model for surface mesh deformation based on shape matching.
375-380

- Andrew Nealen, Takeo Igarashi, Olga Sorkine, Marc Alexa:
Laplacian mesh optimization.
381-389

- Kai Xu, Yueshan Xiong, Yanzhen Wang, Ke Tan, Guangyou Guo:
A simple and stable feature-preserving smoothing method for contours-based reconstructed meshes.
391-398

- Adriano N. Raposo, Abel J. P. Gomes:
Polygonization of multi-component non-manifold implicit surfaces through a symbolic-numerical continuation algorithm.
399-406

- Marc Fournier, Jean-Michel Dischler, Dominique Bechmann:
3D distance transform adaptive filtering for smoothing and denoising triangle meshes.
407-416

- Ying Liu, Enhua Wu:
Connectivity compression for non-triangular meshes by context-based arithmetic coding.
417-424

Modeling techniques
Faster, faster!
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