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  • Accelerated Entry Point Search Algorithm for Real Time Ray Tracing 

    COLLINS, STEVEN; MANZKE, MICHAEL; FOWLER, COLIN (2009)
    Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two phase algorithm based ...
  • EFFIGI: An Efficient Framework for Implementing Global Illumination. 

    LEESON, WILLIAM; COLLINS, STEVEN; O'SULLIVAN, CAROL ANN (2000)
    This paper presents a rendering framework called EFFIGI (Efficient Framework For Implementing Global Illumination) that uses interfaces which express both geometric concepts and mathematical ones, using object-oriented and ...
  • Isosurface Extraction on the CELL Processor 

    O'CONOR, KEITH; O'SULLIVAN, CAROL; COLLINS, STEVEN (2006)
    In this paper we describe a parallel method of extracting isosurfaces from large volumetric datasets, adapted for implementation on the Cell Broadband Engine (CBE). The CBE is a new multicore microprocessor architecture ...
  • A model of collision perception for real-time animation 

    RADACH, RALPH; COLLINS, STEVEN; O'SULLIVAN, CAROL ANN (Springer, Wien, 1999)
    A model of human visual perception of collisions is presented, based on twodimensional measures of eccentricity and separation. The model is validated by performing psychophysical experiments. We demonstrate the feasibility ...
  • Skinning with Dual Quaternions 

    Kavan, Ladislav; Collins, Steven; O'Sullivan, Carol; COLLINS, STEVEN (2007)
    Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist ...