By José Braz, Alpesh Ranchordas, Helder Araújo, Joaquim Jorge
This booklet contains chosen papers of the VISAPP and GRAPP overseas meetings 2006, held in Funchal, Madeira, Portugal, February 25-28, 2006.
The 27 revised complete papers offered have been rigorously reviewed and chosen from 314 submissions. the subjects contain Geometry and Modeling, Rendering, Animation and Simulation, Interactive Environments, snapshot Formation and Processing, snapshot research, picture Understading, movement, monitoring and Stereo Vision.
Read or Download Advances in Computer Graphics and Computer Vision: International Conferences VISAPP and GRAPP 2006, SetГєbal, Portugal, February 25-28, 2006, Revised Selected ... in Computer and Information Science) PDF
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Additional resources for Advances in Computer Graphics and Computer Vision: International Conferences VISAPP and GRAPP 2006, SetГєbal, Portugal, February 25-28, 2006, Revised Selected ... in Computer and Information Science)
Bilateral mesh denoising. In: Proceedings of ACM SIGGRAPH 2003, pp. 950–953. : Mean-value coordinates. : Hierarchical b-spline refinement. In: Proceedings of ACM SIGGRAPH 88, pp. 205–212. : Non-Photorealistic Rendering. K. : Multiresolution signal processing for meshes. In: Proceedings of ACM SIGGRAPH 99, pp. 325–334. : Introduction to 3D non-photorealistic rendering: Silhouettes and outlines. In: Green, S. ) Non-Photorealistic Rendering. : Illustrating smooth surfaces. In: Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp.
43–50. : Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments. In: Proceedings of the 20th annual conference on Computer graphics and interactive techniques, pp. 247–254. : Surface simplification using quadric error metrics. In: Proceedings of the 24th annual conference on Computer graphics and interactive techniques, pp. 209–216. : Mesh optimization. In: SIGGRAPH ’93: Proceedings of the 20th annual conference on Computer graphics and interactive techniques, pp.
Where di is the degree of vertex i. The rationale behind this operation is this: the uniformly weighted operator generates a tangential component, while the cotangent weighting does not. Asking that they are equivalent is essentially solving the Laplace equation but only for the tangential components. The result is a mesh with well shaped triangles, preserving the original mean curvatures as long as the tangential offset is not too large. Note that we typically restrict this operation to small regions, so that large tangential drift cannot occur.