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Animation of Water Droplet Flow on Structured Surfaces
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ISSN 1650-3686
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Malin Jonsson, "Animation of Water Droplet Flow on Structured Surfaces", Linkoping Electronic Conference Proceedings, SIGRAD, 2002, ISSN 1650-3686. http://www.ep.liu.se/ecp/007/003/.
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Linkoping Electronic Conference Proceedings, SIGRAD
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Jonsson, M.1
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33847262663
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A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects
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Tomoya Sato, Y. Dobashi, T. Yamamoto, "A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects", Proc. IWEC, 2002, pp. 110-117.
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Proc. IWEC
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Tomoya Sato, Y.1
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A method for rendering realistic rain-fall animation with motion of view
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Tabuchi Yoshihiko, Kusanoto Kensuke, and Tadamura Katsumi, "A method for rendering realistic rain-fall animation with motion of view", IPSJ SIGNotes Computer Graphics and cad Abstract, 2001, No.105-005.
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Yoshihiko, T.1
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4
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29144526141
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Simulation of Rain in Videos
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17 October, Nice, France, pp, ISBN 1-904410-11-1
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Sonia Starik, Michael Werman, "Simulation of Rain in Videos", The 3rd international workshop on texture analysis and synthesis, 17 October 2003, Nice, France, pp. 95-100, ISBN 1-904410-11-1, 17.
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The 3rd international workshop on texture analysis and synthesis
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Starik, S.1
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Hardware-Determined Feature Edges
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Annecy, France, June 7-9, ACM Press, New York, 2004
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Morgan McGuire, John F. Hughes, "Hardware-Determined Feature Edges", Proceedings of Third International Symposium on Non Photorealistic Animation and Rendering (NPAR 2004, Annecy, France, June 7-9, 2004), ACM Press, New York, 2004, pages 35-44.
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Proceedings of Third International Symposium on Non Photorealistic Animation and Rendering (NPAR
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McGuire, M.1
Hughes, J.F.2
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Stylized Haloed Outlines on the GPU
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New York, ACM Press
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Jorn Loviscach, "Stylized Haloed Outlines on the GPU", In SIGGRAPH 2004 Poster, New York, 2004. ACM Press.
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SIGGRAPH 2004 Poster
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Hardware Support for Non-photorealistic Rendering, 2007
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Ramesh Raskar, "Hardware Support for Non-photorealistic Rendering", 2007 SIGGRAPH / Eurographics Workshop on Graphics Hardware (August 2001), 2001, pp. 41-47.
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UberFlow: A GPU-Based Particle Engine
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Peter Kipfer, Mark Segal, and Rudiger Westermannn, "UberFlow: A GPU-Based Particle Engine", In Graphics Hardware 2004, Aug 2004, pp. 115-122.
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Kipfer, P.1
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Fast and Reliable Collision Culling using Graphics Processors
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Naga Govindaraju, Ming C. Lin and Dinesh Manocha, "Fast and Reliable Collision Culling using Graphics Processors", Proceedings of ACM VRST 2004, http://www.cs.unc.edu/Research/ProjectSummaries/RCullide-04.pdf.
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Proceedings of ACM VRST 2004
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Govindaraju, N.1
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