This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance...
Avneesh Sud, Naga K. Govindaraju, Russell Gayle, D...
The human hand is an important interface with complex shape and movement. In virtual reality and gaming applications the use of an individualized rather than generic hand represen...
Rendering a scene using a single depth image suffers from disocclusion errors as the view translates away from the reference view. We present the depth discontinuity occlusion cam...
The ability to represent non-height-field mesostructure details is of great importance for rendering complex surface patterns, such as weave and multilayer structures. Currently,...
We present an effective method for automatically selecting the appropriate scale of shape features that are depicted when rendering a 3D mesh in the style of a line drawing. The m...
Alex Ni, Kyuman Jeong, Seungyong Lee, Lee Markosia...