Though realistic eulerian fluid simulation systems now provide believable movements, straightforward renderable surface representation, and affordable computation costs, they are...
Simulation of a pen-and-ink illustration style in a realtime rendering system is a challenging computer graphics problem. Tonal art maps (TAMs) were recently suggested as a soluti...
In this paper we reconsider pairwise collision detection for rigid motions using a k-DOP bounding volume hierarchy. This data structure is particularly attractive because it is eq...
The rise of email and instant messaging as important tools in the professional workplace has created changes in how we communicate. One such change is that these media tend to red...
We introduce the Camera Aware View-dEpendent Continuous Level Of Detail (CAVECLOD) polygon mesh representation. Several techniques recently have been developed that use a hierarch...
Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive, and therefore a freque...
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...