This paper presents a voxel-based biomechanical model for muscle deformation using nite element method FEM and volume graphics. Hierarchical voxel meshes are reconstructed from ...
In this paper we present a method to achieve interactive rendering of smooth terrain based on coarse data. Therefore we use adaptive subdivision surfaces which are calculated on t...
The use of polygonal meshes for the representation of highly complex geometric objects has become the de facto standard in most computer graphics applications. Especially triangle...
We introduce QAS, an efficient quadratic approximation of subdivision surfaces which offers a very close appearance compared to the true subdivision surface but avoids recursion,...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical ...