نتایج جستجو برای: texturing
تعداد نتایج: 1274 فیلتر نتایج به سال:
Automobile manufacturers specify in their requirements the characteristics of the microgeometry of metal plate quality. These quality criteria are a necessary condition for realization of supply of metal plates to the manufacturers. Each manufacturer has its own specifications. For example the Ford company requires that the roughness average on both sides of the metal plate be within the range ...
We developed a maskless plasma texturing technique for multicrystalline silicon (mc-Si) cells using Reactive Ion Etching (RIE) that results in higher cell performance than that of standard untextured cells. Elimination of plasma damage has been achieved while keeping front reflectance to extremely low levels. Internal quantum efficiencies as high as those on planar cells have been obtained, boo...
Significant number of parameterization methods has been proposed to perform good quality of texturing 3D models. However, most methods are hard to be extended for handling the texture mapping with constraints. In this paper, we develop a new algorithm to achieve the matching of the features between the model and texture image. To minimize the distortion artifacts from the matching algorithm, a ...
In this paper we present a method to apply two dimensional textures onto composite and articulated objects defined by implicit functions. The method generates a particle system associated to the gradient vector field of implicit functions to acquire texture coordinates at a support surface. By extending this method to composite objects, we prevent the appearence of ghosting effects at the blend...
Height fields are evolved for use in virtual environments. Interactive aesthetic selection is employed as a fitness function for generating successive populations of images with a genetic algorithm. The images are represented using continuous layered pattern functions, which are based on procedural texturing techniques. The design space defined by the representation can be controllably biased t...
This paper presents a framework for modeling, animating and morphing textured implicit models. Our hierarchical skeletal implicit surface model incorporates key-frame animation and procedural solid texturing in a unified and coherent way. Our system enables the designer to create complex special effects by synchronizing shape, animation and texture transformations.
We present an extension to common realtime toon/cel-shading rendering techniques for treating reflective and transparent surfaces in a 3D toon-shading environment. Our approach takes advantage of multi texturing hardware and simple fragment and vertex shader programs. This allows a broad usage on todays gaming platforms.
In this paper we present a hardware accelerated alternative for the accumulation buffer. Multiple frames are accumulated in a hierarchical way, using texturing and programmable graphics hardware. The new algorithm has significant advantages over existing approaches and can be implemented on almost any recent consumer level graphics hardware architecture.
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