Figure 1: Example scenes showing our real-time surface deformation technique. The user-controlled car (left) and the ani-mated character (right) cause fine-scale deformations on the terrain surfaces. While deformable surfaces are represented as displaced Catmull-Clark subdivision surfaces, we voxelize the actual surface geometry of rigid objects in order to determine their respective deformations. We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
Deformation of terrain is a natural component in real life. A car driving over a muddy area creates ...
We present a novel method for real-time collision detection of patch based, displacement mapped obje...
Terrain constitutes an important part of many virtual environments. In computer games or simulations...
Modern graphics processing units (GPUs) can be effectively used to solve physical systems. To use th...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Abstract—This paper presents a technique for interactively colliding with and deforming mesostructur...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
GPU for rendering accurate touch sensation in highly complex geometric models. An object’s geometry ...
This paper presents a method for simulating minor deformations that result from collisions on object...
Figure 1: Local displacement such as the character footprints (left) or sculpting brushes (center) i...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
We present an algorithm for interactive deformation of subdivision surfaces, including displaced sub...
Deformation of terrain is a natural component in real life. A car driving over a muddy area creates ...
We present a novel method for real-time collision detection of patch based, displacement mapped obje...
Terrain constitutes an important part of many virtual environments. In computer games or simulations...
Modern graphics processing units (GPUs) can be effectively used to solve physical systems. To use th...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Abstract—This paper presents a technique for interactively colliding with and deforming mesostructur...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
GPU for rendering accurate touch sensation in highly complex geometric models. An object’s geometry ...
This paper presents a method for simulating minor deformations that result from collisions on object...
Figure 1: Local displacement such as the character footprints (left) or sculpting brushes (center) i...
Figure 1: Interactive authoring using our dynamic GPU memory management approach. Left and right: si...
Surface curvature is used in a number of areas in computer graphics including mesh simplification, s...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...