Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We pre...
Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugue...
A GRASP (greedy randomized adaptive search procedure) is a multi-start metaheuristic for combinatorial optimization. We study the probability distributions of solution time to a su...
Renata M. Aiex, Mauricio G. C. Resende, Celso C. R...
We present methods for creating 3D graphical models of scenes from a limited numbers of images, i.e. one or two, in situations where no scene co-ordinate measurements are availabl...
David Liebowitz, Antonio Criminisi, Andrew Zisserm...
—This paper presents a cohesive, practical load balancing framework that improves upon existing strategies. These techniques are portable to a broad range of prevalent architectu...
We convert any quad manifold mesh into an at least C1 surface consisting of bi-cubic tensor-product splines with localized perturbations of degree bi-5 near non-4-valent vertices....