We introduce an algorithm that consistently and accurately processes arbitrary intersections in tetrahedral meshes in real-time. The intersection surfaces are modeled up to the cu...
Daniel Bielser, Pascal Glardon, Matthias Teschner,...
A texture atlas is an efficient way to represent information (like colors, normals, displacement maps ...) on triangulated surfaces. The LSCM method (Least Squares Conformal Maps...
We present the concept of volumetric depth-peeling. The proposed method is conceived to render interior and exterior iso-surfaces for a fixed iso-value and to blend them without ...
This paper describes the work-in-progress of creating an artificial 3D environment and robot, suitable for educational simulation. A visual 3D vehicle robot, equipped with a monoc...
Hand-drawn pictures differ from ordinary perspective images in that the entire scene is composed of local feature regions each of which is projected individually as seen from its ...