Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting ...
Daniel Kopta, Thiago Ize, Josef B. Spjut, Erik Bru...
The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontane...
Skeleton-based skinning is widely used for realistic animation of complex characters defining mesh movement as a function of the underlying skeleton. In this paper, we propose a ne...
Visualizations of program executions are often generated on the fly. This has many advantages relative to off-line generation of animated video files. Video files, however, trivia...