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		<identifier>8JMKD3MGPBW34M/3DQ5QCH</identifier>
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		<isbn>85-244-0103-6</isbn>
		<citationkey>FrederickGuedGattCarv:1996:ViInTr</citationkey>
		<title>Visualização interativa tridimensional de modelos de terreno com textura</title>
		<format>Impresso, On-line.</format>
		<year>1996</year>
		<numberoffiles>1</numberoffiles>
		<size>237 KiB</size>
		<author>Frederick, Paula,</author>
		<author>Guedes, Luiz Carlos,</author>
		<author>Gattass, Marcelo,</author>
		<author>Carvalho, Paulo Cezar Pinto,</author>
		<affiliation>Grupo de Tecnologia em Computação Gráfica (TeCGraf) do Departamento de informática da Pontifícia Universidade Católica do Rio de Janeiro (PUC-RIO)</affiliation>
		<affiliation>Departamento de Ciência da Computação da Universidade Federal Fluminense (UFF)</affiliation>
		<affiliation>Grupo de Tecnologia em Computação Gráfica (TeCGraf) do Departamento de informática da Pontifícia Universidade Católica do Rio de Janeiro (PUC-RIO)</affiliation>
		<affiliation>Instituto de Matemática Pura e Aplicada (IMPA)</affiliation>
		<editor>Velho, Luiz,</editor>
		<editor>Albuquerque, Arnaldo de,</editor>
		<editor>Lotufo, Roberto de Alencar,</editor>
		<e-mailaddress>cintiagraziele.silva@gmail.com</e-mailaddress>
		<conferencename>Simpósio Brasileiro de Computação Gráfica e Processamento de Imagens, 9 (SIBGRAPI)</conferencename>
		<conferencelocation>Caxambu, MG, Brazil</conferencelocation>
		<date>29 Oct.-1 Nov. 1996</date>
		<publisher>Sociedade Brasileira de Computação</publisher>
		<publisheraddress>Porto Alegre</publisheraddress>
		<pages>341-342</pages>
		<booktitle>Anais</booktitle>
		<tertiarytype>Comunicação Técnica</tertiarytype>
		<transferableflag>1</transferableflag>
		<keywords>terrain models, game visualization, GIS.</keywords>
		<abstract>Interactive tridimensional visualization of terrain models can be found in Geographical Information System and computer games. Both applications share the need for high performance algorithms that are tailored to produce textured images in interactive time, say at least 5 frames per second. Computer games are now developed to a point where this performance can be achieved in low-end home computers. The literature of computer games, however, is filled with tricks and pays very little attention to the underlying geometric model and image synthesis algorithm. This paper describes an on going research on interactive algorithms for landscape viewing. A preliminary evaluation of one popular algorithm is presented here.</abstract>
		<type>Geral (Comunicações)</type>
		<language>pt</language>
		<targetfile>7 Visualização interativa.pdf</targetfile>
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		<usergroup>cintiagraziele.silva@gmail.com</usergroup>
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