Now showing items 1-20 of 27

    • 3D Hair sketching for real-time dynamic & key frame animations 

      Aras, R.; Başarankut, B.; Çapın, T.; Özgüç, B. (Springer, 2008-07)
      Physically based simulation of human hair is a well studied and well known problem. But the "pure" physically based representation of hair (and other animation elements) is not the only concern of the animators, who want ...
    • Animation of deformable models 

      Güdükbay, Uğur; Özgüç, B. (Pergamon Press, 1994)
      Although kinematic modelling methods are adequate for describing the shapes of static objects, they are insufficient when it comes to producing realistic animation. Physically based modelling remedies this problem by ...
    • An animation system for rigid and deformable models 

      Güdükbay, Uğur; Özgüç, B.; Tokad, Y. (1993)
      We describe a system for the animation of rigid and deformable models. The system uses the approaches from elasticity theory for animating the models. Two different formulations, namely the primal and the hybrid formulations, ...
    • A context-specific interface model for architectural design in the virtual environment 

      Senyapili, B.; Özgüç, B. (Taylor & Francis, 1998-09)
      There is an ongoing debate on the success of architectural software in meeting the designers' wishes and in being familiar to the way designers design. One dominant belief is that as architectural software introduces a ...
    • Dynamic simulation in virtual environments as an evaluation tool for architectural design 

      Taşli Ş.; Özgüç, B. (Taylor & Francis, 2001)
      Prediction and evaluation of future performance of buildings are essential aspects of an efficient design process. This paper discusses dynamic simulation as a prediction and evaluation tool for architectural design. It ...
    • Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing 

      Aykanat, Cevdet; İşler, V.; Özgüç, B. (Pergamon Press, 1994)
      Parallel ray tracing of complex scenes on multicomputers requires the distribution of both computation and scene data to the processors. This is carried out during preprocessing and usually consumes too much time and memory. ...
    • Free-form solid modeling using deformations 

      Güdükbay, Uğur; Özgüç, B. (Pergamon Press, 1990)
      One of the most important problems of available solid modeling systems is that the range of shapes generated is limited. It is not easy to model objects with free-form surfaces in a conventional solid modeling system. Such ...
    • GPU-based neighbor-search algorithm for particle simulations 

      Bayraktar, S.; Güdükbay, Uğur; Özgüç, B. (Taylor & Francis Inc., 2009)
      This paper presents a neighbor-search technique to be used in a GPU-based particle simulation framework. Neighbor searching is usually the most computationally expensive step in particle simulations. The usual approach ...
    • Hair motion simulation 

      Sahillioğlu, Y.; Özgüç, B. (Springer, 2004)
      Hair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms ...
    • A knowledge-based space planning system 

      Demirkan, H.; Pultar, M.; Özgüç, B. (Taylor & Francis, 1992)
      Knowledge-based systems are potentially powerful tools for improving the results of automated or interactive design procedures. Expert Space Planner is a prototype of such a system that uses production rules in the spatial ...
    • Mars: A tool-based modeling, animation, and parallel rendering system 

      Aktıhanoğlu, M.; Özgüç, B.; Aykanat, Cevdet (Springer, 1994)
      This paper describes a system for modeling, animating, previewing and rendering articulated objects. The system has a modeler of objects that consists of joints and segments. The animator interactively positions the ...
    • Object-oriented motion abstraction 

      Erkan, B.; Özgüç, B. (John Wiley & Sons, 1995)
      An important problem in the production of an animation sequence is the great amount of information necessary to control and specify the motion. Specification of complex animation sequences with a smaller amount of ...
    • Object-space parallel polygon rendering on hypercubes 

      Kurç, T. M.; Aykanat, Cevdet; Özgüç, B. (Pergamon Press, 1998)
      This paper presents algorithms for object-space parallel polygon rendering on hypercube-connected multicomputers. A modified scanline z-buffer algorithm is proposed for local rendering phase. The proposed algorithm avoids ...
    • A parallel progressive radiosity algorithm based on patch data circulation 

      Aykanat, Cevdet; Çapin, T. K.; Özgüç, B. (Pergamon Press, 1996)
      Abstract - Current research on radiosity has concentrated on increasing the accuracy and the speed of the solution. Although algorithmic and meshing techniques decrease the execution time, still excessive computational ...
    • A parallel scaled conjugate-gradient algorithm for the solution phase of gathering radiosity on hypercubes 

      Kurç, T. M.; Aykanat, Cevdet; Özgüç, B. (Springer, 1997)
      Gathering radiosity is a popular method for investigating lighting effects in a closed environment. In lighting simulations, with fixed locations of objects and light sources, the intensity and color and/or reflectivity ...
    • Particle-based simulation and visualization of fluid flows through porous media 

      Bayraktar, S.; Güdükbay, Uğur; Özgüç, B. (Springer-Verlag, 2010)
      We propose a method of fluid simulation where boundary conditions are designed in such a way that fluid flow through porous media, pipes, and chokes can be realistically simulated. Such flows are known to be low Reynolds ...
    • Particle-based simulation of the interaction between fluid and knitwear 

      Güdükbay, Uğur; Bayraktar, S.; Koca, Ç.; Özgüç, B. (2014)
      We present a particle-based method to simulate and visualize the interaction of knitwear with fluids. The knitwear is modeled using spring-mass systems and the fluid is modeled using the smoothed particle hydrodynamics ...
    • Proposal for improving computer aid in architectural design 

      Şenyapılı, B.; Özgüç, B. (Taylor & Francis, 1994)
      Based on various factors that influence the role of computers in architectural design, techniques are discussed aiming at the creation of a highly interactive environment where designers can model not only the physical ...
    • Right-triangular subdivision for texture mapping ray-traced objects 

      Akdemir, U.; Özgüç, B.; Güdükbay, Uğur; Selçuk, A. (Springer, 1998)
      The introduction of global illumination and texture mapping enabled the generation of high-quality, realistic looking images of computer graphics models. We describe a fast and efficient 2D texture mapping algorithm that ...
    • A simple animation package 

      Coşar, A.; Özgüç, B. (Pergamon Press, 1988)
      This paper discusses a simple animation package that animates sketches drawn by the user through a simple set of operations. The purpose of the animation package is to demonstrate various computer graphics principles to ...