It is difficult to obtain a specific region within unsegmented volume data (region of interest, ROI). The user must first segment the volume, a task which itself involves signi...
In this paper we present an implementation of an interest management scheme using standard message oriented middleware (MOM) technologies to provide scalable message dissemination...
This paper presents a new technique for rendering bidirectional texture functions (BTFs) at different levels of detail (LODs). Our method first decomposes each BTF image into mul...
The broad-phase step of collision detection in scenes composed of n moving objects is a challenging problem because enumerating collision pairs has an inherent O(n2) complexity. S...
Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is ...
John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulri...
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
We present a new interactive method to texture complex geometries at very high resolution, while using little memory and without the need for a global planar parameterization. We ...
Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a ne...
We present a novel real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an app...
Techniques for interactive deformation of unstructured polygon meshes are of fundamental importance to a host of applications. Most traditional approaches to this problem have emp...