Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires...
Sebastian Martin, Peter Kaufmann, Mario Botsch, Ma...
This paper contains two contributions to very-low-bitrate video coding. First, we show that in contrast to common practice incremental techniques for rate-distortion optimization ...
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model rep...
This paper addresses the problem of interactively modeling large street networks. We introduce a modeling framework that uses tensor fields to guide the generation of a street gra...
Guoning Chen, Gregory Esch, Peter Wonka, Pascal M&...
Terrain rendering is an important factor in the rendering of virtual scenes. If they are large and detailed, digital terrains can represent a huge amount of data and therefore of ...