When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never be...
We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that ma...
Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic texture....
Charles Han, Eric Risser, Ravi Ramamoorthi, Eitan ...
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...
Abstract-- Fluid simulations typically produce complex threedimensional iso-surfaces whose geometry and topology change over time. The standard way of representing such "dynam...