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Titlebook: Entertainment Computing - ICEC 2007; 6th International Co Lizhuang Ma,Matthias Rauterberg,Ryohei Nakatsu Conference proceedings 2007 IFIP I

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,Apollo-Soyuz — The End of the Apollo Era,. day breaking, leaves’ resurgence, foliage greening from yellow or yellowing from green. They are difficult to be captured wholly because of the long time span. Traditional methods for making these types of scenes are inefficient or makeshifts..In this paper, we propose a semi-automatic temporal co
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Related Background and Pre-knowledge,ormance, transmission bandwidth, and storage capacities. This paper proposes a new scheme for constructing progressive meshes with adaptive subdivision. Besides, we introduce half-edge collapse simplification and present a new way to calculate error distance. Some experimental results show that our
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Games: Real, Complex, Imaginary,re is unique from other conventional methods because it is designed to reduce the total number of draw primitive calls in a frame rather than the number of primitives. Another distinctive feature is its no-triangulation during the mesh adaptation by using its hierarchical layers and pre-constructed
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Links of Science and Technology,simplifying deforming surfaces. In this paper, we propose a new method for the multiresolution representation of time-varying meshes based on deformation area and feature preservation. Our method uses the famous QEM (quadric error metric) as our basic metric. The idea is to modify the edge collapse
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Johannes Ljungberg,Natacha Klein KäferWe introduce and describe the concept of Kansei Game as the implementation of Kansei Mediated Entertainment. In our current approach we translate the classical Zen story of ten Ox herding pictures into a game. We describe the features of such a game and we propose some guidelines for its design and development.
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Kansei Games: Entertaining EmotionsWe introduce and describe the concept of Kansei Game as the implementation of Kansei Mediated Entertainment. In our current approach we translate the classical Zen story of ten Ox herding pictures into a game. We describe the features of such a game and we propose some guidelines for its design and development.
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