We identify and analyze several performance problems in a state-of-the-art physically-based soft shadow volume algorithm, and present an improved method that alleviates these prob...
We introduce a new texture representation that combines standard sampling, to be bilinearly interpolated in smoothly varying regions, with customizable discontinuities, to model s...
Very large polygonal models are frequently used in scientific computing, mechanical engineering, or virtual medicine. An effective technique to handle these large models is occlus...
This paper presents a system for modeling lichens and simulating their propagation and growth in a virtual scene. Lichens colonize almost every substrate in nature and play an imp...
The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents ...