We present novel algorithms for updating bounding volume hierarchies of objects undergoing arbitrary deformations. Therefore, we introduce two new data structures, the kinetic AAB...
We present a robust, noise-resistant criterion characterizing planelike skeletons in binary voxel objects. It is based on a distance map and the geodesic distance along the object...
While animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limi...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progress...