661 results on '"Enhua Wu"'
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152. Simulation of weathering fur.
153. GPU-based refraction and caustics rendering on depth textures.
154. Warping of a spherical representation of image-based models on GPU.
155. Multiresolution Animated Models Generation Based on Deformation Distance Analysis.
156. A particle-based method for viscoelastic fluids animation.
157. Time-Varying Simulation for Image-Based Carpets.
158. Multi-layer depth peeling via fragment sort.
159. Bubble creation and multi-fluids interaction.
160. Multi-level tree branch modeling and animation.
161. Practical hybrid pre-filtering shadow maps.
162. An improved method for generating multiresolution animation models.
163. Perception-motivated multiresolution rendering on sole-cube maps.
164. Real-time generation of smoothed-particle hydrodynamics-based special effects in character animation.
165. Erratum to: Dynamic BFECC Characteristic Mapping method for fluid simulations.
166. Real-time and robust hand tracking with a single depth camera.
167. Dynamic BFECC Characteristic Mapping method for fluid simulations.
168. A Shape Feature Based Simplification Method for Deforming Meshes.
169. Emerging technology about GPGPU.
170. Image spatial diffusion on GPUs.
171. Approximation for Deforming Surface Sequence Based on Triangle Optimization.
172. Progressive Streaming of Irregular Meshes Using Geometry Images.
173. Deforming Surface Simplification Based on Feature Preservation.
174. Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation.
175. Stable and efficient miscible liquid-liquid interactions.
176. B-spline Surfaces of Clustered Point Sets with Normal Maps.
177. Feature Analysis and Texture Synthesis.
178. Unified Volumes for Light Shaft and Shadow with Scattering.
179. Image Segmentation and Reconstruction Using Graph Cuts and Texton Mask.
180. Mesh Deformation under Skeleton-based Detail-preservation.
181. Variable Code-Mode Based Connectivity Compression for Triangular Meshes.
182. Walking into Images: Virtual Plane Mosaics for Plenoptic Modeling.
183. Perception-Guided Simplification for Real Time Navigation of Very Large-Scale Terrain Environments.
184. Interactively Rendering Dynamic Caustics on GPU.
185. View-Dependent Rendering of Virtual Plane Models.
186. A Simulink-to-FPGA Co-Design of Encryption Module.
187. Connectivity compression for non-triangular meshes by context-based arithmetic coding.
188. Interactive fur modeling based on hierarchical texture layers.
189. Optimizing the parameters for patch-based texture synthesis.
190. Double projective cylindrical texture mapping on FPGA.
191. Progressive out-of-core compression based on multi-level adaptive octree.
192. Traversal fields for ray tracing dynamic scenes.
193. Simulation of Fluid Dynamics and Interactions.
194. Spatio-temporal compression for semi-supervised video object segmentation
195. Interactive Transmission of Highly Detailed Surfaces.
196. Dynamic LOD on GPU.
197. Stains on imperfect textile
198. Affine particle-in-cell method for two-phase liquid simulation
199. P-Quadtrees: A Point and Polygon Hybrid Multi-Resolution Rendering Approach.
200. Real-Time 3D Fluid Simulation on GPU with Complex Obstacles.
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