We present an approach to generating volumetric meshes from closed triangulated surface meshes. The approach initially generates a structured hexahedral mesh based on the bounding ...
In this simulation we demonstrate how real-time multiresolution approaches based on underlying geometries are used in terrain visualization. The animated sequence demonstrates app...
This paper presents an adaptive technique to animate deformable bodies in real-time. In contrast to most previous work, we introduce a multi-resolution model that locally refines...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
We present a state of the art read-only distributed shared memory (DSM) ray tracer capable of fully utilizing modern cluster hardware to render massive out-of-core polygonal model...