We present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering ...
Abstract. We use a simple yet powerful higher-order conditional random field (CRF) to model optical flow. It consists of a standard photoconsistency cost and a prior on affine mo...
In this paper, we propose a robust isotropic tetrahedral mesh generation method. An advancing front method is employed to control local mesh density and to easily preserve the ori...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decom...
Christian Lauterbach, Sung-Eui Yoon, Ming Tang, Di...