Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., tri...
Hanspeter Pfister, Matthias Zwicker, Jeroen van Ba...
We introduce a fully automatic algorithm which optimizes the high-level structure of a given quadrilateral mesh to achieve a coarser quadrangular base complex. Such a topological ...
This paper presents a new quadrangulation algorithm, extending the spectral surface quadrangulation approach where the coarse quadrangular structure is derived from the Morse-Smal...
Jin Huang, Muyang Zhang, Jin Ma, Xinguo Liu, Leif ...
3D parametric deformable models have been used to extract volumetric object boundaries and they generate smooth boundary surfaces as results. However, in some segmentation cases, ...
Tian Shen, Xiaolei Huang, Hongsheng Li, Edward Kim...
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...