In large-scale simulations involving complex scenes, such as cities inhabited by crowds, simplifications are almost always necessary to achieve interactive frame-rates. Level of D...
John Hamill, Rachel McDonnell, Simon Dobbyn, Carol...
New techniques are presented for rendering complex hierarchical skeletal implicit models in several pen-and-ink styles. A particle system is employed to find interesting areas on ...
Kevin Foster, Pauline Jepp, Brian Wyvill, Mario Co...
The point set is a flexible surface representation suitable for both geometry processing and real-time rendering. In most applications, the control of the point cloud density is c...
We introduce the occlusion camera: a non-pinhole camera with 3D distorted rays. Some of the rays sample surfaces that are occluded in the reference view, while the rest sample vis...
Abstract-- A distributed swarm aggregation algorithm is developed for a team of multiple kinematic agents. Specifically, each agent is assigned with a control law which is the sum ...