Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: simultaneous sculpting and painting on top of Catmull-Clark subdivision surfaces. Center: local surface deformations in a larger 3D scene environ-ment. The total time to apply surface edits is well below a millisecond in all test examples. We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifi-cations may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces af-fected by these modifications to store fine-scale color or displacement value...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
Feature modeling on subdivision surfaces remains a challenging task for interactive 3D design. This ...
Figure 1: Local displacement such as the character footprints (left) or sculpting brushes (center) i...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
In this paper we present a new algorithm for interactively painting onto 3D meshes that exploits rec...
Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled ca...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
Computer generated images of virtual scenes have become almost omnipresent in media, with applicatio...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
Feature modeling on subdivision surfaces remains a challenging task for interactive 3D design. This ...
Figure 1: Local displacement such as the character footprints (left) or sculpting brushes (center) i...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
In this paper we present a new algorithm for interactively painting onto 3D meshes that exploits rec...
Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled ca...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
Computer generated images of virtual scenes have become almost omnipresent in media, with applicatio...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Image synthesis techniques are present in a wide range of applications as they leverage the amount o...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
Feature modeling on subdivision surfaces remains a challenging task for interactive 3D design. This ...