We propose a watermarking algorithm for polygonal meshes based on the modification of the Laplacian coordinates. More specifically, we first compute the Laplacian coordinates (x,y...
We present an approach for editing shadows in all-frequency lighting environments. To support artistic control, we propose to decouple shadowing from lighting and focus on providi...
Juraj Obert, Fabio Pellacini, Sumanta N. Pattanaik
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive ...
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is le...