We present a method for extracting complex manifolds with an arbitrary number of (self-) intersections from unoriented point clouds containing large amounts of noise. Manifolds are formed in a three-step process. First,... Read more »
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high-performance computer tools open up new possibilities for... Read more »
Subpixel rendering increases the apparent display resolution by taking into account the subpixel structure of a given display. In essence, each subpixel is addressed individually, allowing the underlying signal to be sampled... Read more »
Lagrangian coherent structures (LCSs) have become a widespread and powerful method to describe dynamic motion patterns in time-dependent flow fields. The standard way to extract LCS is to compute height ridges in... Read more »
One of the standard techniques to visualize three-dimensional flow is to use geometry primitives. This solution, when opaque primitives are used, results in high levels of occlusion, especially with dense streamline seeding.... Read more »
This paper presents a procedure for modelling aggregates such as piles that consist of arbitrary components. The method generates an aggregate of components that need to be accumulated, and an aggregate shape... Read more »
The hidden point removal (HPR) operator introduced by Katz et al. [KTB07] provides an elegant solution for the problem of estimating the visibility of points in point samplings of surfaces. Since the method requires... Read more »
We introduce novel multi-scale kernels using the random walk framework and derive corresponding embeddings and pairwise distances. The fractional moments of the rate of continuous time random walk (equivalently diffusion rate) are... Read more »
Stackless traversal algorithms for ray tracing acceleration structures require significantly less storage per ray than ordinary stack-based ones. This advantage is important for massively parallel rendering methods, where there are many rays... Read more »
We deal with subdivision schemes based on arbitrary degree B-splines. We focus on extraordinary knots which exhibit various levels of complexity in terms of both valency and multiplicity of knot lines emanating... Read more »