Now showing items 1-12 of 12

    • Automatic determination of navigable areas, pedestrian detection, and augmentation of virtual agents in real crowd videos 

      Doğan, Yalım (Bilkent University, 2018-12)
      Crowd simulations imitate the behavior of crowds and individual agents in the crowd with personality and appearance, which determines the overall model of a multi-agent system. In such studies, the models are often ...
    • Content-based retrieval of historical Ottoman documents stored as textual images 

      Şaykol, E.; Sinop, A. K.; Güdükbay, Uğur; Ulusoy, Özgür; Çetin, A. Enis (IEEE, 2004)
      There is an accelerating demand to access the visual content of documents stored in historical and cultural archives. Availability of electronic imaging tools and effective image processing techniques makes it feasible to ...
    • Creating a presentation format of interactive media for innovative products 

      Sinman, Aslı (Bilkent University, 1994)
      In this work, an interactive presentation format to give information about an innovative product is developed. Innovation process is also discussed for communication of users and designers. Accessing the original needs ...
    • Direct volume rendering of unstructured grids 

      Berk, Hakan; Aykanat, Cevdet; Güdükbay, Uğur (Pergamon Press, 2003)
      This paper investigates three categories of algorithms for direct volume rendering of unstructured grids, which are image-space, object-space, and hybrid methods. We propose three new algorithms. Cell Projection algorithm, ...
    • Graph visualization toolkits 

      Dogrusoz, U.; Feng, Q.; Madden, B.; Doorley, M.; Frick, A. (IEEE, 2002)
      The Graph Layout Toolkit and Graph Editor Toolkit, which provide a framework for graph visualization useful in a broad array of application areas are introduced. As such, an architectural overview of these tools is presented ...
    • Hair motion simulation 

      Sahillioğlu, Y.; Özgüç, B. (Springer, 2004)
      Hair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms ...
    • A parallel progressive radiosity algorithm based on patch data circulation 

      Aykanat, Cevdet; Çapin, T. K.; Özgüç, B. (Pergamon Press, 1996)
      Abstract - Current research on radiosity has concentrated on increasing the accuracy and the speed of the solution. Although algorithmic and meshing techniques decrease the execution time, still excessive computational ...
    • Right-triangular subdivision for texture mapping ray-traced objects 

      Akdemir, U.; Özgüç, B.; Güdükbay, Uğur; Selçuk, A. (Springer, 1998)
      The introduction of global illumination and texture mapping enabled the generation of high-quality, realistic looking images of computer graphics models. We describe a fast and efficient 2D texture mapping algorithm that ...
    • A spring force formulation for elastically deformable models 

      Güdükbay, Uğur; Özgüç, B.; Tokad, Y. (Pergamon Press, 1997)
      Continuous deformable models are generally represented using a grid of control points. The elastic properties are then modeled using the interactions between these points. The formulations based on elasticity theory express ...
    • Stereoscopic view-dependent visualization of terrain height fields 

      Güdükbay, Uğur; Yilmaz, T. (IEEE, 2002)
      Visualization of large geometric environments has always been an important problem of computer graphics. In this paper, we present a framework for the stereoscopic view-dependent visualization of large scale terrain models. ...
    • A text, image, and graphics editor 

      Coşar, A.; Özgüç, B. (1991)
      [No abstract available]
    • Visual attention models and applications to 3D computer graphics 

      Bülbül, Muhammed Abdullah (Bilkent University, 2012)
      3D computer graphics, with the increasing technological and computational opportunities, have advanced to very high levels that it is possible to generate very realistic computer-generated scenes in real-time for games ...