Volume 20, Number 1, April 2004
Volume 20, Number 2-3, May 2004
- Jin Kook Kim, Jong Beom Ra:
A real-time terrain visualization algorithm using wavelet-based compression.
67-85

- Jiyong Ma, Ronald A. Cole:
Animating visible speech and facial expressions.
86-105

- Chang-Hsing Wu, Yueh-Yi Lai, Wen-Kai Tai:
A hybrid-based texture synthesis approach.
106-129

- Benjamin Schmitt, Alexander A. Pasko, Christophe Schlick:
Constructive sculpting of heterogeneous volumetric objects using trivariate B-splines.
130-148

- Claudio Rocchini, Paolo Cignoni, Fabio Ganovelli, Claudio Montani, Paolo Pingi, Roberto Scopigno:
The Marching Intersections algorithm for merging range images.
149-164

- Joel Brown, Jean-Claude Latombe, Kevin Montgomery:
Real-time knot-tying simulation.
165-179

- Guiqing Li, Weiyin Ma, Hujun Bao:
v2 Subdivision for quadrilateral meshes.
180-198

- Lihua You, Jian J. Zhang, Peter Comninos:
Blending surface generation using a fast and accurate analytical solution of a fourth-order PDE with three shape control parameters.
199-214

Volume 20, Number 4, June 2004
Volume 20, Number 5, July 2004
Volume 20, Number 6, August 2004
Volume 20, Number 7, 2004
Volume 20, Number 8-9, 2004
Volume 20, Number 10, 2004
- Shin Ota, Machiko Tamura, Tadahiro Fujimoto, Kazunobu Muraoka, Norishige Chiba:
A hybrid method for real-time animation of trees swaying in wind fields.
613-623

- Tsai-Yen Li, Wen-Hsiang Hsu:
A data management scheme for effective walkthrough in large-scale virtual environments.
624-634

- Ronald A. Metoyer, Jessica K. Hodgins:
Reactive pedestrian path following from examples.
635-649

- Yisong Chen, Horace Ho-Shing Ip:
Texture evolution: 3D texture synthesis from single 2D growable texture pattern.
650-664

- Petru-Aurelian Simionescu, David Beale:
Visualization of hypersurfaces and multivariable (objective) functions by partial global optimization.
665-681

- Sebastian Kubiesa, Hassan Ugail, Michael J. Wilson:
Interactive design using higher order PDEs.
682-693

- Chang Woo Chu, Gi Su Jeon, Soon Ki Jung:
A hand-held approach to 3D reconstruction using light stripe projections onto a cube frame.
694

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