Watermarking of 3D meshes has received a limited attention due to the difficulties encountered in extending the algorithms developed for 1D (audio) and 2D (images and video) signa...
We propose a mesh segmentation algorithm via recursive bisection where at each step, a sub-mesh embedded in 3D is first spectrally projected into the plane and then a contour is ...
We propose a watermarking algorithm for polygonal meshes based on the modification of the Laplacian coordinates. More specifically, we first compute the Laplacian coordinates (x,y...
Global view-dependent illumination phenomena, in particular reflections, greatly enhance the realism of computer-generated imagery. Current interactive rendering methods do not pr...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex programming capability of commodity graphics cards, we transfer the cost of com...