Andrew M. Day

According to our database1, Andrew M. Day authored at least 83 papers between 1988 and 2015.

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Bibliography

2015
Real-time accumulation of occlusion-based snow.
Vis. Comput., 2015

2014
Programs as visual, interactive documents.
Softw. Pract. Exp., 2014

Augmenting graphical user interfaces with haptic assistance for motion-impaired operators.
Int. J. Hum. Comput. Stud., 2014

2012
Haptic-Assisted Target Acquisition in a Visual Point-and-Click Task for Computer Users with Motion Impairments.
IEEE Trans. Haptics, 2012

Stream-based animation of real-time crowd scenes.
Comput. Graph., 2012

A sketch-based system for highway design with user-specified regions of influence.
Comput. Graph., 2012

HistOracle: Consolidation and dissemination of heritage information.
Proceedings of the 18th International Conference on Virtual Systems and Multimedia, 2012

Interactive exploration of historic information via gesture recognition.
Proceedings of the 18th International Conference on Virtual Systems and Multimedia, 2012

Vectorising Building Footprints From Historic Maps.
Proceedings of the 13th International Symposium on Virtual Reality, 2012

Fuzzy Logic Controlled Pedestrian Groups in Urban Environments.
Proceedings of the Motion in Games - 5th International Conference, 2012

Cursor Navigation Using Haptics for Motion-Impaired Computer Users.
Proceedings of the Haptics: Perception, Devices, Mobility, and Communication, 2012

2011
Aligning archive maps and extracting footprints for analysis of historic urban environments.
Comput. Graph., 2011

Remodelling of Botanical Trees for Real-Time Simulation.
Proceedings of the Theory and Practice of Computer Graphics, 2011

A Sketch-Based System for Highway Design.
Proceedings of the 8th ACM SIGGRAPH / Eurographics Symposium on Sketch-Based Interfaces and Modeling, 2011

2010
Simulating Real-Time Cloth with Adaptive Edge-based Meshes.
J. WSCG, 2010

A Key-Pose Caching System for Rendering an Animated Crowd in Real-Time.
Comput. Graph. Forum, 2010

Using the Discrete Fourier Transform for Character Motion Blending and Manipulation - a Streamlined Approach.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Real-Time Traffic Simulation Using Cellular Automata.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Detecting Self-Collisions Using a Hybrid Bounding Volume Algorithm.
Proceedings of the ACHI 2010, 2010

2009
Reconstruction of Large Cultural Heritage Sites from Archived Maps.
Proceedings of the 10th International Symposium on Virtual Reality, 2009

An Edge-based Approach to Adaptively Refining a Mesh for Cloth Deformation.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2009

A Dynamic Caching System for Rendering an Animated Crowd in Real-Time.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

Levels of Real-Time Crowd Navigation Behaviour in Urban Environments.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

A Hybrid Bounding Volume Algorithm to Detect Collisions between Deformable Objects.
Proceedings of the Second International Conference on Advances in Computer-Human Interaction, 2009

2008
Automatic spatial analysis and pedestrian flow control for real-time crowd simulation in an urban environment.
Vis. Comput., 2008

Dynamically populating large urban environments with ambient virtual humans.
Comput. Animat. Virtual Worlds, 2008

Exploring cultural heritage sites through space and time.
ACM Journal on Computing and Cultural Heritage, 2008

GPU techniques for creating visually diverse crowds in real-time.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2008

Real-time Visualisation of Multiple Time dependent Reconstruction Hypotheses for a Cultural Heritage Site.
Proceedings of the 9th International Symposium on Virtual Reality, 2008

2007
A Survey of Haptic Rendering Techniques.
Comput. Graph. Forum, 2007

Automatic generation, texturing and population of a reflective real-time urban environment.
Comput. Graph., 2007

A Distance Hierarchy to Detect Collisions Between Deformable Objects.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2007

Fast Hierarchical Methods to Detect Collisions between Deformable Objects: A Comparison.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

Virtual Agent Navigation in Open Spaces using Iterative Shrinking Polygons.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

Distributing Pedestrians in a Virtual Environment.
Proceedings of the 2007 International Conference on Cyberworlds, 2007

2006
Image Registration in a Coarse Three-Dimensional Virtual Environment.
Comput. Graph. Forum, 2006

The use of Tetrahedra to Detect Collisions.
Proceedings of the Third Workshop on Virtual Reality Interactions and Physical Simulations, 2006

Haptic Navigation and Exploration of High Quality Pre-rendered Environments.
Proceedings of the 37th CIPA International Workshop dedicated on e-Documentation and Standardisation in Cultural Heritage, incorporating the 7th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage, the 4th Eurographics Workshop on Graphics and Cultural Heritage, and the 1st EuroMed Conference on IT in Cultural Heritage, CIPA/VAST/GCH/EuroMed 2006, Nicosia, Cyprus, October 30, 2006

Collision Detection for Deformable Objects using Octrees.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2006

High Quality Shadows for Real-Time Crowds.
Proceedings of the 27th Annual Conference of the European Association for Computer Graphics, 2006

2005
Survey of Real-Time Rendering Techniques for Crowds.
Comput. Graph. Forum, 2005

Modelling trees and their interaction with the environment: A survey.
Comput. Graph., 2005

Incorporating haptic feedback for the simulation of a deformable tool in a rigid scene.
Comput. Graph., 2005

Compound textures for dynamic impostor rendering.
Comput. Graph., 2005

2004
Compression of Large-Scale Terrain Data for Real-Time Visualization Using a Tiled Quad Tree.
Comput. Graph. Forum, 2004

Combining polygonal and subdivision surface approaches to modelling and rendering of urban environments.
Comput. Graph., 2004

Partial Visibility for Virual Reality Applications.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

Towards the Automatic Integration of Ground Level Images into a Virtual Urban Environment.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

Adaptive Crowd Behaviour to Aid Real-Time Rendering of a Cultural Heritage Environment.
Proceedings of the 5th International Symposium on Virtual Reality, 2004

Automatic Techniques for Texture Mapping in Virtual Urban Environments.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

A Hybrid Collision Detection Approach for the Haptic Rendering of Deformable Tools.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

2003
Recent Developments and Applications of Haptic Devices.
Comput. Graph. Forum, 2003

Rapid generation of urban models.
Comput. Graph., 2003

A fan growing algorithm for efficient vertex caching.
Comput. Graph., 2003

Automatically Generating Roof Models from Building Footprints.
Proceedings of the 11-th International Conference in Central Europe on Computer Graphics, 2003

Simulating Deformable Tools with Haptic Feedback in a Virtual Environment.
Proceedings of the 11-th International Conference in Central Europe on Computer Graphics, 2003

New Approaches to Efficient Rendering of Complex Reconstructed Environments.
Proceedings of the 4th International Symposium on Virtual Reality, 2003

Exploiting Partial Visibility in the Real-Time Display of Virtual Natural Enviroments.
Proceedings of the Theory and Practice of Computer Graphics 2003 (TPCG 2003), 2003

Automatically generating large urban environments based on the footprint data of buildings.
Proceedings of the Eighth ACM Symposium on Solid Modeling and Applications 2003, 2003

Combining Polygonal and Subdivision Surface approaches to Modelling of Urban Environments.
Proceedings of the 2nd International Conference on Cyberworlds (CW 2003), 2003

2001
Erratum: Conflict Neutralization on Binary Space Partitioning.
Comput. Graph. Forum, 2001

Haptic Device Control - Will it Fit Standardized Input Models?
Comput. Graph. Forum, 2001

Parallel Ray Tracing with 5D Adaptive Subdivision.
Proceedings of the 9-th International Conference in Central Europe on Computer Graphics, 2001

Rendering of large and complex urban environments for real time heritage reconstructions.
Proceedings of the 2001 Conference on Virtual Reality, 2001

Scene assembly for large scale urban reconstructions.
Proceedings of the 2001 Conference on Virtual Reality, 2001

Rapid procedural-modelling of architectural structures.
Proceedings of the 2001 Conference on Virtual Reality, 2001

Piecewise Constant Conic Sections for Accelerated Volume Density Rendering.
Proceedings of the 22nd Annual Conference of the European Association for Computer Graphics, 2001

2000
Conflict Neutralization on Binary Space Partitioning.
Comput. Graph. Forum, 2000

Virtual Teeth for Endodontics Training and Practice.
Proceedings of the International Conference on Information Visualisation, 2000

1999
The hidden face determination tree.
Comput. Graph., 1999

Accelerated Artificial Landscape Visualisation.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

Distributed Virtual Environments for Urban Modelling.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

Rapid Urban Modelling.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

The Norwich Virtual City Project.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

1998
Parallel implementations for determining the 2D convex hull.
Concurr. Pract. Exp., 1998

1994
Improved Visualisation of Marine Data: Algae and Acid Rain.
Comput. Graph. Forum, 1994

Experiments in the Parallel Computation of 3D Convex Hulls.
Comput. Graph. Forum, 1994

"Graphics standards are boring" - Discuss.
Comput. Graph., 1994

1991
Parallel implementation of 3D convex-hull algorithm.
Comput. Aided Des., 1991

1990
The implementation of an algorithm to find the convex hull of a set of three-dimensional points.
ACM Trans. Graph., 1990

The Implementation of a 2D Convex Hull Algorithm Using Perturbation.
Comput. Graph. Forum, 1990

Easy reading for practitioners and students : Algorithms for parallel polygon rendering T Theorharis Springer-Verlag (1989) 147pp.
Comput. Aided Des., 1990

1988
Planar Convex Hull Algorithms in Theory and Practice.
Comput. Graph. Forum, 1988


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