Simplicial meshes are useful as discrete approximations of continuous spaces in numerical simulations. In some applications, however, meshes need to be modified over time. Mesh update operations are often expensive and brittle,... Read more »
We present a 3-D correspondence method to match the geometric extremities of two shapes which are partially isometric. We consider the most general setting of the isometric partial shape correspondence problem, in... Read more »
Collective behaviour of winged insects is a wondrous and familiar phenomenon in the real world. In this paper, we introduce a highly efficient field-based approach to simulate various insect swarms. Its core... Read more »
This paper presents the evolution of a data structures and algorithms course based on a specific computer graphics problem, namely, photon mapping, as the teaching medium. The paper reports development of the... Read more »
Robust automated vortex detection algorithms are needed to facilitate the exploration of large-scale turbulent fluid flow simulations. Unfortunately, robust non-local vortex detection algorithms are computationally intractable for large data sets and local... Read more »
Procedural modelling deals with (semi-)automatic content generation by means of a program or procedure. Among other advantages, its data compression and the potential to generate a large variety of detailed content with... Read more »
This work presents a new representation used as a rendering primitive of surfaces. Our representation is defined by an arbitrary cubic cell complex: a projection-based parameterization domain for surfaces where geometry and... Read more »
Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and... Read more »
One of the most elementary application of a lattice is the quantization of real-valued s-dimensional vectors into finite bit precision to make them representable by a digital computer. Most often, the simple... Read more »
We present a method for extreme occluder simplification. We take a triangle soup as input, and produce a small set of polygons with closely matching occlusion properties. In contrast to methods that... Read more »