In this simulation we demonstrate how real-time multiresolution approaches based on underlying geometries are used in terrain visualization. The animated sequence demonstrates app...
This paper describes a method for establishing dense correspondence between two images in a video sequence (motion) or in a stereo pair (disparity) in case of large displacements....
Moustapha Kardouchi, Janusz Konrad, Carlos V&aacut...
We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our...
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, J...
By using an example from a robot navigating domain, we argue that to specify declaratively the behavior of an agent, we need to have a formal and explicit notion of \quality plans...
Simplification techniques have mainly been applied on static models. However in movie and game industries, many models are designed to be animated. We extend the progressive mesh ...