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@InProceedings{FrederickGuedGattCarv:1996:ViInTr,
               author = "Frederick, Paula and Guedes, Luiz Carlos and Gattass, Marcelo and 
                         Carvalho, Paulo Cezar Pinto",
          affiliation = "{Grupo de Tecnologia em Computa{\c{c}}{\~a}o Gr{\'a}fica 
                         (TeCGraf) do Departamento de inform{\'a}tica da 
                         Pontif{\'{\i}}cia Universidade Cat{\'o}lica do Rio de Janeiro 
                         (PUC-RIO)} and {Departamento de Ci{\^e}ncia da 
                         Computa{\c{c}}{\~a}o da Universidade Federal Fluminense (UFF)} 
                         and {Grupo de Tecnologia em Computa{\c{c}}{\~a}o Gr{\'a}fica 
                         (TeCGraf) do Departamento de inform{\'a}tica da 
                         Pontif{\'{\i}}cia Universidade Cat{\'o}lica do Rio de Janeiro 
                         (PUC-RIO)} and {Instituto de Matem{\'a}tica Pura e Aplicada 
                         (IMPA)}",
                title = "Visualiza{\c{c}}{\~a}o interativa tridimensional de modelos de 
                         terreno com textura",
            booktitle = "Anais...",
                 year = "1996",
               editor = "Velho, Luiz and Albuquerque, Arnaldo de and Lotufo, Roberto de 
                         Alencar",
                pages = "341--342",
         organization = "Simp{\'o}sio Brasileiro de Computa{\c{c}}{\~a}o Gr{\'a}fica e 
                         Processamento de Imagens, 9. (SIBGRAPI)",
            publisher = "Sociedade Brasileira de Computa{\c{c}}{\~a}o",
              address = "Porto Alegre",
             keywords = "terrain models, game visualization, GIS.",
             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.",
  conference-location = "Caxambu, MG, Brazil",
      conference-year = "29 Oct.-1 Nov. 1996",
                 isbn = "85-244-0103-6",
             language = "pt",
                  ibi = "8JMKD3MGPBW34M/3DQ5QCH",
                  url = "http://urlib.net/ibi/8JMKD3MGPBW34M/3DQ5QCH",
           targetfile = "7 Visualiza{\c{c}}{\~a}o interativa.pdf",
                 type = "Geral (Comunica{\c{c}}{\~o}es)",
        urlaccessdate = "2024, May 02"
}


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