We propose a flexible geometric algorithm for placing arbitrary cracks and incisions on tetrahedralized deformable objects. Although techniques based on remeshing can also accomm...
Trimmed NURBS surfaces are often used to model smooth and complex objects. Unfortunately, most existing hardware graphics accelerators cannot render them directly. Although there ...
Gary K. L. Cheung, Rynson W. H. Lau, Frederick W. ...
In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow gener...
— This paper deals with the haptic rendering of collisions between a human operator and rigid objects in a virtual environment. The focus being on high-velocity impacts on a rigi...
This paper describes the implementation of a demo that will be shown at the conference site. The demo of “softfinger grasping of physically based quasi-rigid objects” will pr...
Maurizio de Pascale, Gabriele Sarcuni, Domenico Pr...