Computer games are one of the most successful application domains in the history of interactive systems. This success has come despite the fact that games were ‘separated at bir...
Jeff Dyck, David Pinelle, Barry Brown, Carl Gutwin
We present a gesture-based user interface to Free-Form Deformation (FFD). Traditional interfaces for FFD require the manipulation of individual points in a lattice of control vert...
The high dimensionality of the BRDF makes it difficult to use measured data for hardware rendering. Common solutions to overcome this problem include expressing a BRDF as a sum o...
The static background paper or canvas texture usually used for non-photorealistic animation greatly impedes the sensation of motion and results in a disturbing “shower door” e...
We present an out-of-core mesh decimation algorithm that is able to handle input and output meshes of arbitrary size. The algorithm reads the input from a data stream in a single ...
Modal analysis provides a powerful tool for efficiently simulating the behavior of deformable objects. This paper shows how manipulation, collision, and other constraints may be ...
Transparency can be used to increase the visibility of a user’s workspace in situations where the space is obscured by floating windows and tool palettes. Dynamic transparency t...
We present a novel algorithm for simultaneous visual hull reconstruction and rendering by exploiting off-theshelf graphics hardware. The reconstruction is accomplished by projecti...
To apply empty space skipping in texture-based volume rendering, we partition the texture space with a box-growing algorithm. Each sub-texture comprises of neighboring voxels with...
Surface pasting is a hierarchical modeling technique capable of adding local details to tensor product Bspline surfaces without incurring significant computational costs. In this...