source: GTP-Internal/trunk/Webpage/NOF/gtp_webpage/Preview/body_aaa.html @ 1412

Revision 1412, 8.0 KB checked in by giegl, 18 years ago (diff)

GTP webpage - with Jungle Rumble links

Line 
1
2<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
3<HTML>
4<HEAD>
5<TITLE>Publications</TITLE>
6<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=ISO-8859-1">
7<META NAME="Generator" CONTENT="NetObjects Fusion 8 für Windows">
8<BASE TARGET="_parent">
9<LINK REL=STYLESHEET TYPE="text/css" HREF="../html/style.css">
10<LINK REL=STYLESHEET TYPE="text/css" HREF="../html/site.css">
11<STYLE>
12</STYLE>
13</HEAD>
14<BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(PublicationsLayout, 875, 895))" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0>
15    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=788 NOF=LY>
16        <TR VALIGN=TOP ALIGN=LEFT>
17            <TD WIDTH=34 HEIGHT=30><IMG SRC="../assets/images/autogen/clearpixel.gif" WIDTH=34 HEIGHT=1 BORDER=0 ALT=""></TD>
18            <TD WIDTH=754><IMG SRC="../assets/images/autogen/clearpixel.gif" WIDTH=754 HEIGHT=1 BORDER=0 ALT=""></TD>
19        </TR>
20        <TR VALIGN=TOP ALIGN=LEFT>
21            <TD></TD>
22            <TD WIDTH=754 CLASS="TextObject">
23                <UL>
24                    <LI>Michael Wimmer, Jiri Bittner: <A HREF="http://developer.nvidia.com/object/gpu_gems_2_home.html" TARGET="_blank"><B>Hardware Occlusion Queries Made Useful,</B></A> GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108. </LI>
25                    <LI>Alex MÃ&#169;ndez, Mateu Sbert, Jordi CatÃ&nbsp;, Nico Sunyer, Sergi Funtane: <A HREF="http://www.shaderx4.com/" TARGET="_blank"><B>Real-time Obscurances with Color Bleeding,</B></A> ShaderX4: Advanced Rendering Techniques, Edited by Wolfgang Engel, Charles River Media, 2005. </LI>
26                    <LI>Celso Campos, Ricardo Quiros, Joaquin Huerta, Emilio Camahort, Roberto Vivo, Javier Lluch: <A HREF="http://www.gametools.org/archives/publications/UPV_UJI_ccampos_cggm2006.pdf"><B>A Multiresolution Model for Non-Photorealistic Rendering of Trees</B></A>, Fifth International Workshop on Computer Graphics and Geometric Modeling - CGGM 2006.</LI>
27                    <LI>C. Rebollo, I. Remolar, M. Chover, O. Ripollés: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006.pdf"><B>An efficient continuous level of detail model for foliage</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI>
28                    <LI>J. Gumbau, M. Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006_2.pdf"><B>Conceptual design of a programmable geometry generator</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI>
29                    <LI>O. Ripolles, M. Chover, F. Ramos: <A HREF="http://www.gametools.org/archives/publications/UJI_VIIP2005.pdf"><B>Quality strips for models with level of detail</B></A>, Proc. of Visualization, Imaging and Image Processing (VIIP 2005), ISBN/ISSN 0-88986-528-0, Benidorm, pp. 268-273, September 2005 </LI>
30                    <LI>O. Ripolles, M. Chover:<A HREF="http://www.gametools.org/archives/publications/UJI_CEIG2005.pdf"><B> Búsqueda de tiras para modelos multirresolución estáticos</B></A>, XV Congreso Español de Informática Gráfica, ISBN/ISSN 84-9732-431-5, Granada, pp. 117-123, September 2005 </LI>
31                    <LI>C. González, J. Gumbau, M. Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_CEIG2005_2.pdf"><B>Generación por hardware de mapas de normales</B></A>, XV Congreso Español de Informática Gráfica, ISBN/ISSN 84-9732-431-5, Granada, September 2005 </LI>
32                    <LI>P. Castelló, M. Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_CEIG2005_3.pdf"><B>Técnicas para Calcular la Entropía Dependiente de la Vista de una Escena 3D</B></A>, XV Congreso Español de Informática Gráfica, ISBN/ISSN 84-9732-431-5, Granada, pp. 277-280, September 2005 </LI>
33                    <LI>M. Sbert, D. Plemenos, M. Feixas, F. González: <A HREF="http://www.eg.org/EG/DL/WS/COMPAESTH/COMPAESTH05/185-192.pdf"><B>Viewpoint Quality: Measures and Applications</B></A>, Eurographics Workshop on Computacional Aesthetics in Graphics, Visualization and Imaging, May 2005, Girona (Spain)</LI>
34                    <LI>J. Rigau, M. Feixas, M. Sbert: <B>Shape Complexity Based on Mutual Information</B>, Proceedings of IEEE International Conference on Shape Modeling and Applications. June 2005, MIT, Cambridge (USA)</LI>
35                    <LI>J. Rovira, P. Wonka, F. Castro, M. Sbert: <A HREF="http://www.eg.org/EG/DL/WS/SPBG/SPBG05/109-118.pdf"><B>Point Sampling with Uniformly Distributed Lines</B></A>, Symposium on Point-Based Graphics (PBG05), June 2005, Stony Brook (USA)</LI>
36                    <LI>Jiri Bittner, Peter Wonka, Michael Wimmer: <A HREF="http://www.cgg.cvut.cz/%7Ebittner/publications/egsr05_final_electronic.pdf" TARGET="_blank"><B>Fast Exact From-Region Visibility in Urban Scenes,</B></A> Eurographics Symposium on Rendering 2005. </LI>
37                    <LI>Vlastimil Havran, Jiri Bittner, Robert Herzog, Hans-Peter Seidel: <A HREF="http://www.mpi-sb.mpg.de/%7Ehavran/DOWNLOAD/egsr2005rm.pdf" TARGET="_blank"><B>Ray Maps for Global Illumination,</B></A> Eurographics Symposium on Rendering 2005. </LI>
38                    <LI>Dimitri Plemenos, Jerome Grasset, Benoit Jaubert, Karim Tamine: <A HREF="http://www.graphicon.ru/proceedings2005/papers/Plemenos.pdf" TARGET="_blank"><B>Intelligent visibility-based 3D scene processing techniques for computer games,</B></A> Computer Graphics and Applications (GraphiCon'2005), Novosibirsk Akademgorodok, Russia, 2005. </LI>
39                    <LI>Mateu Sbert, Jordi Palau: <A HREF="http://www.gametools.org/archives/publications/GameTools_MateuSbert_ITRA.pdf" TARGET="_blank"><B>GameTools: Advanced Tools for Developing Highly Realistic Computer Games</A></B> IVth ITRA World Conference, Alicante, 2005.</LI>
40                    <LI> Ismael Garcia, Mateu Sbert, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/tree_link.htm">Leaf Cluster Impostors for Tree Rendering with Parallax</A></B>, <I>Eurographics 2005, Short papers</I></LI>
41                    <LI> Szirmay-Kalos László, Aszódi Barnabás, Lazányi István, Premecz Mátyás: <A HREF="http://www.iit.bme.hu/~szirmay/ibl_link.htm"><B>Approximate Ray-Tracing on the GPU with Distance Impostors,</A></B> Eurographics, 2005.</LI>
42                    <LI> Szirmay-Kalos László, Mateu Sbert, Umenhoffer Tamás: <A HREF="http://www.iit.bme.hu/~szirmay/volreuse_link.htm"><B>Real-Time Multiple Scattering in Participating Media with Illumination Networks,</A></B> Eurographics Symposium on Rendering, 2005.</LI>
43                    <LI> Umenhoffer Tamás, Szirmay-Kalos László: <A HREF="http://www.iit.bme.hu/~szirmay/felhos_link.htm"><B>Real-time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors,</A></B> Eurographics Short Papers, 2005.</LI>
44                    <LI> Barsi Attila, Szirmay-Kalos László, Szijártó Gábor: <A HREF="http://www.iit.bme.hu/~szirmay/gpurad_link.htm"><B>Stochastic Glossy Global Illumination on the GPU,</A></B> SCCG, 2005.</LI>
45                    <LI> Szirmay-Kalos László, Antal György, Mateu Sbert: <A HREF="http://www.iit.bme.hu/~szirmay/gowin_link.htm"><B>Go with the Winners Strategy in Path Tracing,</A></B> Journal of WSCG, 2005.</LI>
46                    <LI> Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer: <A HREF="http://www.gametools.org/archives/publications/VUT_ACM_Siggraph2005_jeschke-05-AIP-Paper.pdf"><B>Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements</B></A><B>,</B> In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games. April 2005.</LI>
47                    <LI> Pascual Castelló, José Francisco Ramos, Miguel Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_ICSS2005.pdf"><B>A Comparative Study of Acceleration Techniques for Geometric Visualization</B></A><B>.</B> Fourth International Workshop on Computer Graphics and Geometric Modeling, CGGM 2005.
48                </UL>
49            </TD>
50        </TR>
51    </TABLE>
52</BODY>
53</HTML>
54 
Note: See TracBrowser for help on using the repository browser.