SIGGRAPH25

SIGGRAPH 1993 论文列表

Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1993, Anaheim, CA, USA, August 2-6, 1993.

The integrative use of computers in a medical university.
Multimedia and interactivity in the antipodes.
Man vs. mouse.
Digital illusion: theme park visualization.
Critical art/interactive art/virtual art: rethinking computer art.
Nan-o-sex and virtual seduction.
Merging 3-D graphics and imaging: applications and issues.
Ubiquitous computing and augmented reality.
Virtual reality and computer graphics programming.
Urban tech-gap: how the museum/university liaisons propose to create a learning ladder for visual literacy.
The applications of evolutionary and biological processes to computer art and animation.
How to lie and confuse with visualization.
Visualizing environmental data sets.
Facilitating learning with computer graphics and multimedia.
Updating computer animation (panel): an interdisciplinary approach.
Visual thinkers in an age of computer visualization: problems and possibilities.
Real virtuality: StereoLithography - rapid prototyping in 3-D.
Turbulent wind fields for gaseous phenomena.
Modeling soil: realtime dynamic models for soil slippage and manipulation.
Animation of plant development.
Spacetime constraints revisited.
Sensor-actuator networks.
Interval methods for multi-point collisions between time-dependent curved surfaces.
An implicit formulation for precise contact modeling between flexible solids.
Space diffusion: an improved parallel halftoning technique using space-filling curves.
Motion compensated compression of computer animation frames.
Spatial anti-aliasing for animation sequences with spatio-temporal filtering.
View interpolation for image synthesis.
Frequency domain volume rendering.
Imaging vector fields using line integral convolution.
Discrete groups and visualization of three-dimensional manifolds.
Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments.
Global visibility algorithms for illumination computations.
Hierarchical Z-buffer visibility.
Wavelet radiosity.
Galerkin radiosity: a higher order solution methodfor global illumination.
Radiosity algorithms using higher order finite element methods.
Combining hierarchical radiosity and discontinuity meshing.
Linear color representations for full speed spectral rendering.
Smooth transitions between bump rendering algorithms.
Display of the earth taking into account atmospheric scattering.
Reflection from layered surfaces due to subsurface scattering.
On the form factor between two polygons.
A hierarchical illumination algorithm for surfaces with glossy reflection.
Radioptimization: goal based rendering.
Painting with light.
Surround-screen projection-based virtual reality: the design and implementation of the CAVE.
The nanomanipulator: a virtual-reality interface for a scanning tunneling microscope.
VIEW: an exploratory molecular visualization system with user-definable interaction sequences.
Reality Engine graphics.
Leo: a system for cost effective 3D shaded graphics.
Graphics rendering architecture for a high performance desktop workstation.
EXACT: algorithm and hardware architecture for an improved A-buffer.
An interactive 3D toolkit for constructing 3D widgets.
Toolglass and magic lenses: the see-through interface.
Autocalibration for virtual environments tracking hardware.
Pad: an alternative approach to the computer interface.
Correcting for short-range spatial non-linearities of CRT-based output devices.
Implementing rotation matrix constraints in Analog VLSI.
Efficient, fair interpolation using Catmull-Clark surfaces.
Interactive texture mapping.
Mesh optimization.
2-D shape blending: an intrinsic solution to the vertex path problem.