Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new a...
This paper presents an interactive global visualization technique for dense vector fields using levels of detail. We introduce a novel scheme which combines an error-controlled hi...
This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first ...
We describe methods for displaying complex, texturemapped environments with four or more spatial dimensions that allow for real-time interaction. At any one moment in time, a thre...
Michael D'Zmura, Philippe Colantoni, Gregory Seyra...
Convex polygons in the plane can be defined explicitly as an ordered list of vertices, or given implicitly, for example by a list of linear constraints. The latter representation h...