This paper presents an efficient algorithm for generating adaptive triangular meshes from dense range images. The proposed technique consists of two stages. First, a quadrilateral...
Given a real, and weighted person-to-person network which changes over time, what can we say about the cliques that it contains? Do the incidents of communication, or weights on t...
Nan Du, Christos Faloutsos, Bai Wang, Leman Akoglu
We present a generic framework for realtime rendering of 3D surfaces. We use the common elevation map primitive, by which a given surface is decomposed into a set of patches. Each...
Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geomet...
In this paper, we propose a robust isotropic tetrahedral mesh generation method. An advancing front method is employed to control local mesh density and to easily preserve the ori...