Enhancing immersive environments in an efficient way is essential across various industries. However, the task of selecting and placing suitable objects to decorate 3D scenes often requires a substantial investment of...
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We introduce the Stress-Guided Lightweight Design Benchmark (SGLDBench), a comprehensive benchmark suite to apply and evaluate material layout strategies for generating stiff lightweight designs in 3D domains. SGLDBen...
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This study investigates the dynamics of jet formation from a viscous, resistive accretion disk around a young stellar object using MHD simulations with the PLUTO code. We conducted an in-depth analysis of electric cur...
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Digital games allow us to adopt the avatar’s perspective and experience the (virtual) world from another point of view. The positive effects of such role swaps are well-documented in contexts such as combating racial...
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Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. Thesize of these representations imposes limits on applications for which complex 3D models must be acces...
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Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The
size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for
simplifying and compressing 3D models reduce the transmission time. Multiresolution formats provide quick access to a crude model
and then refine it progressively. Unfortunately, compared to the best nonprogressive compression methods, previously proposed
progressive refinement techniques impose a significant overhead when the full resolution model must be downloaded. The CPM
(Compressed Progressive Meshes) approach proposed here eliminates this overhead. It uses a new technique, which refines the
topology of the mesh in batches, which each increase the number of vertices by up to 50 percent. Less than an amortized total of 4 bits
per triangle encode where and how the topological refinements should be applied. We estimate the position of new vertices from the
positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex
coordinates that are 50 percent more compact than previously reported progressive geometry compression techniques.
Time-dependent particle-based simulations are typically carried out by direct calculation of interactions between particles over time. The investigation of higher order effects of particle clusters helps understanding...
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This paper describes the result of the interdisciplinary cooperation of traumatologists of the Berufsgenossenschaftliche Unfallklinik (BGU) in Frankfurt am Main and a team of computergraphics scientists of the Fraunh...
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This paper describes the result of the interdisciplinary cooperation of traumatologists of the Berufsgenossenschaftliche Unfallklinik (BGU) in Frankfurt am Main and a team of computergraphics scientists of the Fraunhofer Institute for computergraphics in Darmstadt. We have developed a highly interactive training simulator system by means of computergraphics and virtual reality techniques.
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