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CGF
2008
124views more  CGF 2008»
14 years 10 months ago
Real-time Animation of Sand-Water Interaction
Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely b...
Witawat Rungjiratananon, Zoltan Szego, Yoshihiro K...
CGF
2008
137views more  CGF 2008»
14 years 10 months ago
Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights
We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a...
P. Guerrero, Stefan Jeschke, Michael Wimmer
CGF
2008
126views more  CGF 2008»
14 years 10 months ago
Part-type Segmentation of Articulated Voxel-Shapes using the Junction Rule
We present a part-type segmentation method for articulated voxel-shapes based on curve skeletons. Shapes are considered to consist of several simpler, intersecting shapes. Our met...
Dennie Reniers, Alexandru Telea
CGF
2006
130views more  CGF 2006»
14 years 9 months ago
Wrinkling Coarse Meshes on the GPU
The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to gen...
Jörn Loviscach
CGF
2006
198views more  CGF 2006»
14 years 9 months ago
Real-Time Weighted Pose-Space Deformation on the GPU
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIM...
Taehyun Rhee, John P. Lewis, Ulrich Neumann