We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and text...
A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. The triangulation of the terrain is generated incrementally onthe-fly during th...
We present an algorithm for meshing surfaces that is a simple adaptation of a greedy “farthest point” technique proposed by Chew. Given a surface S, it progressively adds poin...
We present a new rigging and skinning method which uses a database of partial rigs extracted from a set of source characters. Given a target mesh and a set of joint locations, our...
In this paper we present an indirect volume visualization method, based on the deformable surface model, which is a three dimensional extension of the snake segmentation method. I...