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Right-triangular subdivision for texture mapping ray-traced objects
(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 spring force formulation for elastically deformable models
(Pergamon Press, 1997)
Continuous deformable models are generally represented using a grid of control points. The elastic properties are then modeled using the interactions between these points. The formulations based on elasticity theory express ...
Animation of deformable models
(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
(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, ...
Particle-based simulation and visualization of fluid flows through porous media
(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
(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 ...
Free-form solid modeling using deformations
(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
(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 ...
Visualizer: a mesh visualization system using view-dependent refinement
(Pergamon Press, 2002)
Arbitrary triangle mesh is a collection of 3D triangles without any shape or boundary restrictions. Progressive mesh (PM) is a multiresolution representation that defines continuous level of detail approximations for ...