Cornelius W. A. M. van Overveld

Affiliations:
  • Philips Research, Eindhoven, The Netherlands


According to our database1, Cornelius W. A. M. van Overveld authored at least 48 papers between 1986 and 2013.

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Bibliography

2013
Self-consistent Peer Ranking for Assessing Student Work - Dealing with Large Populations.
Proceedings of the CSEDU 2013, 2013

2004
Shrinkwrap: An efficient adaptive algorithm for triangulating an iso-surface.
Vis. Comput., 2004

Combining CSG modeling with soft blending using Lipschitz-based implicit surfaces.
Vis. Comput., 2004

From spatiotemporal curves to reconstructed depth.
Image Vis. Comput., 2004

Rendering cracks in Batik.
Proceedings of the 3rd International Symposium on Non-Photorealistic Animation and Rendering, 2004

2003
Real-Time Temporal Anti-Aliasing for 3D Graphics.
Proceedings of the 8th International Fall Workshop on Vision, Modeling, and Visualization, 2003

Preset based interaction with high dimensional parameter spaces.
Proceedings of the Data Visualization: The State of the Art, 2003

2002
Dense Structure-from-Motion: An Approach Based on Segment Matching.
Proceedings of the Computer Vision, 2002

The KITE geometry manipulator.
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002

2001
A Recursive Subdivision Algorithm for Piecewise Circular Spline.
Comput. Graph. Forum, 2001

Efficient Generation of 3-D Models Out of Depth Maps.
Proceedings of the 6th International Fall Workshop on Vision, Modeling, and Visualization, 2001

2000
Floating Points: A method for computing stipple drawings.
Comput. Graph. Forum, 2000

Algorithms for Division Free Perspective Correct Rendering.
Proceedings of the 2000 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 2000

1999
Digital image watermarking by salient point modification: practical results.
Proceedings of the Security and Watermarking of Multimedia Contents, 1999

Using the Implicit Surface Paradigm for Smooth Animation of Triangle Meshes.
Proceedings of the Computer Graphics International Conference, CGI 1999, Canmore, Alberta, 1999

1998
Digital Watermarking by Geometric Warping.
Proceedings of the 1998 IEEE International Conference on Image Processing, 1998

1997
Phong Normal Interpolation Revisited.
ACM Trans. Graph., 1997

Polygon Inflation for Animated Models: a Method for the Extrusion of Arbitrary Polygon Meshes.
Comput. Animat. Virtual Worlds, 1997

The Close Objects Buffer: A Sharp Shadow Detection Technique for Radiosity Methods.
J. Graphics, GPU, & Game Tools, 1997

Deforming Geometric Models Based on a Polygonal Skeleton Mesh.
J. Graphics, GPU, & Game Tools, 1997

Color Waves: A Simple Heuristic for Choosing False Colors.
J. Graphics, GPU, & Game Tools, 1997

An Object-Oriented Interactive System for Scientific Simulations: Design and Applications.
Proceedings of the Mathematical Visualization, Algorithms, Applications and Numerics, 1997

Warping as a modelling tool for CSG/implicit models.
Proceedings of 1997 International Conference on Shape Modeling and Applications, 1997

An Algorithm for Polygon Subdivision Based on Vertex Normals.
Proceedings of the Computer Graphics International Conference, 1997

1996
Sticky Splines: Definition and Manipulation of Spline Structures with Maintained Topological Relations.
ACM Trans. Graph., 1996

Banishing Bad Buckling.
J. Graphics, GPU, & Game Tools, 1996

Hi-speed, Hi-fi, Hi-lights: A Fast Algorithm for the Specular Term in the Phong Illumination Model.
J. Graphics, GPU, & Game Tools, 1996

Polygonization of Implicit Surfaces with Constructive solid Geometry.
Int. J. Shape Model., 1996

Chain Codes and Their Application in Curve Design.
CVGIP Graph. Model. Image Process., 1996

Painting Gradients: Free-form Surface Design Using Shading Patterns.
Proceedings of the Graphics Interface 1996 Conference, 1996

1995
Pondering on discrete smoothing and interpolation.
Comput. Aided Des., 1995

Multimodal Cooperation with the DENK System.
Proceedings of the Multimodal Human-Computer Communication, 1995

1994
Casting shadows with approximated object space accuracy by means of a modified Z-buffer.
Vis. Comput., 1994

Small steps for mankind: Towards a kinematically driven dynamic simulation of curved path walking.
Comput. Animat. Virtual Worlds, 1994

A simple approximation to rigid body dynamics for computer animation.
Comput. Animat. Virtual Worlds, 1994

The DenK-architecture: A Fundamental Approach to User-Interfaces.
Artif. Intell. Rev., 1994

Modeling and animating the human tongue during speech production.
Proceedings of the Computer Animation 1994, 1994

1993
Building blocks for goal-directed motion.
Comput. Animat. Virtual Worlds, 1993

1992
Application of morphological filters to tackle discretisation artefacts.
Vis. Comput., 1992

Hanging cloths and dangling rods: A unified approach to constraints in computer animation.
Comput. Animat. Virtual Worlds, 1992

Beyond bump maps: nonlinear mappings for the modeling of geometric details in computer graphics.
Comput. Aided Des., 1992

1991
An iterative approach to dynamic simulation of 3-D rigid-body motions for real-time interactive computer animation.
Vis. Comput., 1991

The generalized display processors as an approach to real-time interactive 3-D computer animation.
Comput. Animat. Virtual Worlds, 1991

1990
A technique for motion specification in computer animation.
Vis. Comput., 1990

Family of recursively defined curves, related to the cubic Bézier curve.
Comput. Aided Des., 1990

Discrete bilinear blending and its application in rendering curved surfaces.
Comput. Aided Des., 1990

1988
Line rasterization algorithms that satisfy the subset line property.
Comput. Vis. Graph. Image Process., 1988

1986
A consistent algorithm to fill triangles and triangular patches.
Proceedings of the 7th European Computer Graphics Conference and Exhibition, 1986


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