This paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can pe...
An optimized scheme of multiplexing coded mesh and texture data to facilitate progressive transmission of 3D textured models is proposed in this work. The mesh and texture data of...
We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landsc...
We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware. Our framework allows us to bound the screen space error of a pie...
Christian Eisenacher, Quirin Meyer, Charles T. Loo...
The use of illumination and view dependent textural information is one way to capture the realistic appearance of genuine materials. One example of such data is the bidirectional ...