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 »
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 »