We prove that the lines tangent to four possibly intersecting convex polyhedra in 3 with n edges in total form Θ(n2 ) connected components in the worst case. In the generic ca...
Algorithms and computational complexity measures for simulating the motion of contacting bodies with friction are presented. The bodies are restricted to be perfectly rigid bodies...
Real-time rendering of photo-realistic humans is considerably outside the scope of current consumer-level computer hardware. There are many techniques, which attempt to bridge the...
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...
We present a simple technique to improve the perception of an object's shape. Bump mapping is well known in the computer graphics community for providing the impression of sm...