We present a very general geometrical correction method for enforcing collisions and other geometrical constraints between polygonal mesh surfaces. It is based on a global resolut...
A method is describedfor switching smoothly between rendering algorithms as required by the amount of visible surface detail. The result will be more realism with less computation...
We propose a flexible and efficient wavelet construction for non-uniform B-spline curves and surfaces. The method allows to remove knots in arbitrary order minimizing the displace...
Ocean model simulations commonly assume the ocean is hydrostatic, resulting in near zero vertical motion. The vertical motion found is typically associated with the variations of ...
This paper describes a method for creating a well-shaped, layered tetrahedral mesh of a thin-walled solid by adapting the surface triangle sizes to the estimated wall thickness. T...