— We present a fast GPU-based algorithm to approximate the Swept Volume (SV) boundary of arbitrary polygon soup models. Despite the extensive research on calculating the volume s...
Jesse C. Himmelstein, Etienne Ferre, Jean-Paul Lau...
Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively ...
The computation of soft shadows created by area light sources is a well-known problem in computer graphics. Due to the complexity of the problem, soft shadows commonly are generat...
We initiate an investigation of sublinear algorithms for geometric problems in two and three dimensions. We give optimal algorithms for intersection detection of convex polygons a...
This paper proposes a deformation technique called Planar Bones, derived from Surface-oriented Free Form Deformations, and explores its application to the context of Facial Animat...