We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope ...
In this paper we present a method to achieve interactive rendering of smooth terrain based on coarse data. Therefore we use adaptive subdivision surfaces which are calculated on t...
Many graphics applications represent deformable surfaces through dynamic meshes. To be consistent during deformations, the dynamic meshes require an adaptation process. In this pa...
We present a view-dependent level-of-detail algorithm for triangle meshes with subdivision connectivity. The algorithm is more suitable for textured meshes of arbitrary topology t...
Daniel I. Azuma, Daniel N. Wood, Brian Curless, To...
This paper presents a voxel-based biomechanical model for muscle deformation using nite element method FEM and volume graphics. Hierarchical voxel meshes are reconstructed from ...