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Topic

Graphics

About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.


Papers
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Book
01 Jan 1996
TL;DR: In this article, a physics-based framework for modeling rigid, articulated, and deformable objects, their interactions with the physical world, and the estimation of their shape and motion from visual data is presented.
Abstract: From the Publisher: Physics-Based Deformable Models presents a systematic physics-based framework for modeling rigid, articulated, and deformable objects, their interactions with the physical world, and the estimation of their shape and motion from visual data. This book presents a large variety of methods and associated experiments in computer vision, graphics and medical imaging that help the reader better understand the presented material. In addition, special emphasis has been given to the development of techniques with interactive or close to real-time performance. Physics-Based Deformable Models is suitable as a secondary text for a graduate level course on Computer Graphics, Computational Physics, Computer Vision, Medical Imaging, or Biomedical Engineering. In addition, this book is appropriate as a reference for researchers and practitioners in the above mentioned fields.

212 citations

Patent
09 Nov 2000
TL;DR: In this paper, a system and method for implementing a smooth scrolling function in a map display tool used with a navigation system and a map database is presented, which includes a map processing layer in the display tool having a multi-tasking abstraction layer and a synchronization object for allowing portability between different platforms.
Abstract: A system and method for implementing a smooth scrolling function in a map display tool used with a navigation system and a map database. The system includes a map processing layer in the map display tool having a multi-tasking abstraction layer and a synchronization object for allowing portability between different platforms. The method includes the steps of updating a display from a first graphics buffer while executing a look-ahead process in the background and filling a second graphics buffer with map information on a predicted future position.

212 citations

Patent
21 Jun 2010
TL;DR: In this paper, a method of selecting graphic or video files having corresponding locators used to locate such graphic and video files using a computer is presented, where the identifiers are stored in a database.
Abstract: A method of selecting graphic or video files having corresponding locators used to locate such graphic or video files using a computer. Identifiers are created by searching an area within a web page near a graphic or video file for searchable identification terms and searching an area within a web page near links to a graphic or video for searchable identification terms. The identifiers are stored in a database. User requests for graphic or video file content are received and the database of identifiers is searched to find graphic and video files corresponding criteria of the user. Graphic or video file content is then provided to the user.

210 citations

Proceedings ArticleDOI
01 Jul 1999
TL;DR: The LDI tree is presented, which combines a hierarchical space partitioning scheme with the concept of the LDI, and preserves the sampling rates of the reference images by adaptively selecting an LDI in the L DI tree for each pixel.
Abstract: Using multiple reference images in 3D image warping has been a challenging problem. Recently, the Layered Depth Image (LDI) was proposed by Shade et al. to merge multiple reference images under a single center of projection, while maintaining the simplicity of warping a single reference image. However it does not consider the issue of sampling rate. We present the LDI tree, which combines a hierarchical space partitioning scheme with the concept of the LDI. It preserves the sampling rates of the reference images by adaptively selecting an LDI in the LDI tree for each pixel. While rendering from the LDI tree, we only have to traverse the LDI tree to the levels that are comparable to the sampling rate of the output image. We also present a progressive refinement feature and a “gap filling” algorithm implemented by pre-filtering the LDI tree. We show that the amount of memory required has the same order of growth as the 2D reference images. This also bounds the complexity of rendering time to be less than directly rendering from all reference images. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation Viewing Algorithms; I.3.6 [Computer Graphics] Methodology and Techniques Graphics data structures and data types; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. Additional

209 citations

Journal ArticleDOI
TL;DR: The method, called interpolation synthesis, is based on motion capture data and it provides real time character motion for interactive entertainment or avatars in virtual worlds, which proves useful for both real time graphics and prerendered animation production.
Abstract: Most conventional media depend on engaging and appealing characters. Empty spaces and buildings would not fare well as television or movie programming, yet virtual reality usually offers up such spaces. The problem lies in the difficulty of creating computer generated characters that display real time, engaging interaction and realistic motion. Articulated figure motion for real time computer graphics offers one solution to this problem. A common approach stores a set of motions and lets you choose one particular motion at a time. The article describes a process that greatly expands the range of possible motions. Mixing motions selected from a database lets you create a new motion to exact specifications. The synthesized motion retains the original motions' subtle qualities, such as the realism of motion capture or the expressive, exaggerated qualities of artistic animation. Our method provides a new way to achieve inverse kinematics capability-for example, placing the hands or feet of an articulated figure in specific positions. It proves useful for both real time graphics and prerendered animation production. The method, called interpolation synthesis, is based on motion capture data and it provides real time character motion for interactive entertainment or avatars in virtual worlds.

209 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023469
20221,141
2021208
2020349
2019355
2018399