Recent years have witnessed dramatic growth in the use of subdivision schemes for graphical modeling and animation, especially for the representation of smooth, oftentimes complex...
Cloth simulation is a highly intensive processor task. Higher details are often traded or sacrificed for speed in order to maintain the simulation at reasonable rates. This articl...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends th...
To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character’s skeleton,...
An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an ...