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Alex Vlachos, Jorg Peters, Chas Boyd, and Jason Mitchell. Curved PN triangles. Proc. ACM I3D, 2001.

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Cutting Simulation of Manifold Volumetric Meshes - Forest, Delingette, Ayache (2002)   (2 citations)  (Correct)

....singularity at that vertex or edge. Having a manifold tetrahedral mesh is not mandatory for nite element algorithm. However because it allows to compute a normal for each surface vertex this feature is useful for the rendering of the mesh, for example when using Gouraud shading or PN triangles [VPBM01], and become necessary for computing the reaction force to be sent to a force feedback device. Furthermore it simpli es the computation of edges and vertices neighborhood, allowing to decrease the redundancy of data structure. Removing tetrahedra in conformal tetrahedral meshes is a trivial task ....

Alex Vlachos, Jorg Peters, Chas Boyd, and Jason L. Mitchell. Curved PN triangles. In Symposium on Interactive 3D Graphics, pages 159-166, 2001.


Removing Tetrahedra from a Manifold Mesh - Forest, Delingette, Ayache (2002)   (1 citation)  (Correct)

....have a connected adjacency. Manifoldness for a tetrahedral mesh is very important because it is a requirement for performing many low level tasks including: computing vertex normal Normals are especially useful for the rendering of the mesh surface with Gouraud shading or with the PN triangles[15]. In the case of surgical simulation, vertices normals are also necessary to compute the mesh deformation and the reaction force sent to the force feedback device. mesh smoothing Many algorithms such as Laplacian smoothing are based on finding all adjacent vertices to a given vertex. Finite ....

A. Vlachos, J. Peters, C. Boyd, and J. Mitchell. Curved PN triangles. In Proc. 17th Annu. ACM Sympos. Comput. Geom., August 2001.


Programmability Features of Graphics Hardware - Doggett (2002)   (1 citation)  (Correct)

....graphics pipeline are streams of vertices representing the positions in three dimensional space that are connected to form the boundaries of surfaces such as triangles, quadrangles or polynomial surfaces. Vertex streams can also be generated by tessellation engines from primitives such as NPatches [7]. As an alternative to the vertex engine the vertex streams could be processed by fixed function commands that process the vertices by applying viewing transformations. Once the vertices are processed by the vertex engine they are grouped into triangles (called primitive assembly) and ....

Alex Vlachos, Jorg Peters, Chas Boyd, and Jason L. Mitchell. Curved PN Triangles. In Symposium on Interactive 3D Graphics. ACM, March 2001.


Real-Time Clothing: Geometry And Physics - Rudomin, Castillo (2002)   (2 citations)  (Correct)

....(as opposed to objectspace) for collision detection and normal calculation. Oshita [Oshita01] represents cloth as a sparse triangle mesh. Particle positions are calculated with this sparse mesh, and interpolation is performed to generate a dense mesh. A technique called PNtriangles is used (see [Vlachos01]) Animating only a few particles is much faster and PN triangles can be created automatically by certain graphics hardware. Other approaches have been suggested; the most relevant to this paper is the one described in [Perez99] and [Rudomin00] In their approach, a hybrid geometry physics ....

Vlachos, A., et al.: Curved PN triangles,


Hardware Support for Non-photorealistic Rendering - Raskar (2001)   (5 citations)  (Correct)

....Nevertheless, the number of vertex transformations increases by a factor of 2 to 5. The overall rendering performance in many applications is, however, limited by the bandwidth needed to feed vertices to the graphics processor rather than the graphics processor cycles available for the geometry [Vlachos01][Nvidia01] Olano98] Since the new vertices are to be generated on the chip, the bandwidth requirements do not change. This idea is also exploited, for example, in tessellating higherorder primitives in GeForce3 [Nvidia01] or curved PN triangles in ATI chips [Vlachos01] Generation of new ....

....available for the geometry [Vlachos01] Nvidia01] Olano98] Since the new vertices are to be generated on the chip, the bandwidth requirements do not change. This idea is also exploited, for example, in tessellating higherorder primitives in GeForce3 [Nvidia01] or curved PN triangles in ATI chips [Vlachos01]. Generation of new vertices, however, affects the performances of vertex buffers and caches. When a 3D software application identifies special features, only a For each front facing polygon Render the polygon If (less than test(z1) Update color,z1 and z2 buffer ElseIf (between test(z1,z2) ....

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A. Vlachos, J Peters, Chas Boyd, Jason Mitchell, Curved PN Triangles. Interactive 3D Graphics Symposium, 2001.


Scalar Tagged PN Triangles - Boubekeur, Reuter, Schlick (2005)   (Correct)

No context found.

Alex Vlachos, Jorg Peters, Chas Boyd, and Jason Mitchell. Curved PN triangles. Proc. ACM I3D, 2001.


Soft Tissue Modeling for Surgery Simulation - Delingette, Ayache   (Correct)

No context found.

Vlachos, Peters, Boyd, and Mitchell. Curved pn triangles. In 2001.


Explicit Surface Remeshing - Surazhsky, Gotsman (2003)   (3 citations)  (Correct)

No context found.

A. Vlachos, J. Peters, C. Boyd, and J. L. Mitchell. Curved PN triangles. In Symposium on Interactive 3D Graphics, pages 159--166, 2001.


Real-time Cloth Simulation with Sparse Particles - Oshita, al. (2001)   (4 citations)  (Correct)

No context found.

Alex Vlachos, Jrg Peters, Chas Boyd, and Jason L. Mitchell, "Curved PN Triangles", Proc. of the 2001 ACM Symposium on Interactive 3D Graphics, 2001. Masaki Oshita and Akifumi Makinouchi Kyushu University, Japan moshita@db.is.kyushu-u.ac.jp Skapps_0053 SIGGRAPH 2001, Sketches and Applications, August 2001

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