This paper presents a powerful variant of the ICP (Iterative Closest Point) algorithm for registering range images using a probability field. The probability field (p-field) repre...
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current...
Photon tracing and density estimation are well established techniques in global illumination computation and rendering of high-quality animation sequences. Using traditional densi...
Markus Weber, Marco Milch, Karol Myszkowski, Kiril...
Enabling group collaboration is important in computer graphics today. We have developed a framework that supports multiple pointing devices to explore the collaborative utility of...
Florian Vogt, Justin Wong, Barry A. Po, Ritchie Ar...
In this paper we extend the reuse of paths to the shot from a moving light source. In the classical algorithm new paths have to be cast from each new position of a light source. W...
Creating long animation sequences with non-trivial repetitions is a time consuming and often difficult task. This is true for 2D images and even more true for 3D sequences. Based ...
This paper presents a new method of combining dynamic control of LOD and conservative occlusion culling based on a new hierarchical data structure of polygons. Our method is effec...
In this paper, we present a versatile and robust model for geometrically complex deformable solids. Our approach can be applied to deformable tetrahedral meshes and to deformable ...
Matthias Teschner, Bruno Heidelberger, Matthias M&...
Efficient global illumination computation in dynamically changing environments is an important practical problem. In high-quality animation rendering costly "final gathering&...
Takehiro Tawara, Karol Myszkowski, Hans-Peter Seid...
We present a new algorithm for computing a polygonal surface from a union of balls. The method computes and connects the singular points of a given union of balls in an efficient ...