Geometric shortest paths are a major topic in computational geometry; see the survey paper by Mitchell [12]. A shortest path between two points in a simple polygon can be found in...
A method is describedfor switching smoothly between rendering algorithms as required by the amount of visible surface detail. The result will be more realism with less computation...
We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke. Unlike traditional shadow maps, which store a sing...
This paper presents a new kernel method for appearance-based object recognition, highly robust to noise and occlusion. It consists of a fully connected Markov Random Field that in...
In this paper, we introduce a real-time algorithm to render the rich visual effects of general non-height-field geometric details, known as mesostructure. Our method is based on ...
Xi Wang, Xin Tong, Stephen Lin, Shi-Min Hu, Bainin...