Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Un...
Voxelized representations of complex 3D scenes are widely used nowadays to accelerate visibility queries in many GPU rendering techniques. Since GPU memory is limited, it is impor...
Alberto Jaspe Villanueva, Fabio Marton, Enrico Gob...
We present an interactive motion planning algorithm to compute plausible trajectories for high-DOF human-like characters. Given a discrete sequence of contact configurations, we ...
Chonhyon Park, Jae Sung Park, Steve Tonneau, Nicol...
Crowd simulation has been an active and important area of research in the field of interactive 3D graphics for several decades. However, only recently has there been an increased...
We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular micros...
The widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactiv...
We present a polynomial partitioning theorem for finite sets of points in the real locus of a complex algebraic variety of codimension at most two. This result generalizes the pol...