We present a novel framework for the efficient simulation and animation of discrete thin shells. Our method takes a point sampled surface as input and performs all necessary compu...
When designing a lowpass filter to eliminate noise in a triangle mesh, the cutoff frequency is typically chosen by a cumbersome trial-and-error process. Therefore, it is important...
In this paper, we present a new method for surface extraction from volume data which preserves sharp features, maintains consistent topology and generates surface adaptively witho...
A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It...
Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Va...
We introduce the occlusion camera: a non-pinhole camera with 3D distorted rays. Some of the rays sample surfaces that are occluded in the reference view, while the rest sample vis...
We present a novel algorithm for rendering physically-based soft shadows in complex scenes. Instead of casting shadow rays, we place both the points to be shaded and the samples o...
We introduce FreeLence, a novel and simple single-rate compression coder for triangle manifold meshes. Our method uses free valences and exploits geometric information for connect...
This paper addresses the problem of human motion encoding for real-time animation in interactive environments. Classically, a motion is stored as a sequence of body postures encod...
There are two major approaches for converting a tessellated CAD model that contains inconsistencies like cracks or intersections into a manifold and closed triangle mesh. Surface ...