Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
Compound-fisheye views are introduced as a method for the display and interaction with large graphs. The method relies on a hierarchical clustering of the graph, and a generalizat...
Animation of viscoelastic solids in entertainment and medical applications as well as scientific simulation can be improved through observations of real world objects. This paper ...
We present a preprocessing algorithm and run-time system for rendering 3D geometric models at a guaranteed frame rate. Our approach trades off space for frame rate by using images...
We investigate choosing point samples on a model comprising parametric patches to meet a user specified budget. These samples may then be triangulated, rendered as points or ray-...