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Titlebook: Virtual Environments ’95; Selected papers of t Martin Göbel Conference proceedings 1995 Springer-Verlag/Wien 1995 3D.algorithms.performance

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A Fuzzy Controlled Rendering System for Virtual Reality Systems Optimised by Genetic Algorithms,vel-of-detail technology is the upcoming answer to the up to now insufficient graphical hardware. The paper outlines the design of a fuzzy-based dynamic level-of-detail controller and optimisation with genetic algorithms. Furthermore the potential of this new technology will be shown with the summar
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Generating Multiple Levels of Detail from Polygonal Geometry Models,proximative representations of this object containing less and less polygons. The idea behind the method is that small detail in the model is represented by many spatially close points. A hierarchical clustering algorithm is used to generate a hierarchy of clusters from the vertices of the object’s
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Fine Object Manipulation in Virtual Environment,en the fingertip and the object. We start with the simple manipulation to push the object with one degrees of freedom and expand it to treat with more complicated phenomena. RSPM realizes the detailed manipulation. By using this, the object can be grasped, manipulated by 3 fingertips.
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Virtual molecules, rendering speed, and image quality,of individual molecules as well as into the interaction between multiple molecules. Scientific Visualization, especially when performed in Virtual Environments, must consider two opposing demands: Maximum image quality at sufficient frame rates. With this in mind we discuss a general scheme for dete
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Coordinating Vocal and Visual Parameters for 3D Virtual Agents,d, three-dimensional agents that respond to simple database queries in a 3D virtual environment. Unlike previous text-to-facial animation approaches, the system described here produces synthesized speech and facial animations entirely from scratch, starting with semantic representations of the messa
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Hand-Gesture Recognition as a 3-D Input Technique,of the depicted extremities are used as input parameters for 3-D metaphors..The 2-D parameters needed and the real-time, contour-based computation of these on standard hardware is presented. Among these parameters, stable hand-shape classification is the key to simple and robust 3-D metaphors. A fil
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