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Low-Discrepancy Point Sampling of Meshes for Rendering.
Jonathan A. Quinn
Frank C. Langbein
Ralph R. Martin
Published in:
PBG@Eurographics (2007)
Keyphrases
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multiresolution
implicit surfaces
computer graphics
real time
random sampling
d mesh
texture mapping
sampling algorithm
d scene
real time rendering
volume visualization
data sets
monte carlo
image reconstruction
high fidelity
image based modeling