Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be mu...
Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently compu...
In this paper, we present a new model of snow accumulation and stability for computergraphics. Our contribution is divided into two major components, each essential for modelling ...
We describe a hardware and software system for digitizing the shape and color of large fragile objects under non-laboratory conditions. Our system employs laser triangulation rang...
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusi...
The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bodies but scale poorly to systems of hundreds or more moving, interacting bodies...