Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2013
DOI: 10.1145/2448196.2448202
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Interactive mesostructures

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Cited by 4 publications
(2 citation statements)
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References 39 publications
(66 reference statements)
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“…In contrast to our method they rely on the quadrangular layout of the heightfield texture. Nykl et al [2013] propose a combination of per-texel collision detection and dynamic deformation applied to a heightfield texture. Their method is based on ray casting the heightfield, which limits its application to planar meshes and does not allow extrusion outside the bounding shape.…”
Section: Related Workmentioning
confidence: 99%
“…In contrast to our method they rely on the quadrangular layout of the heightfield texture. Nykl et al [2013] propose a combination of per-texel collision detection and dynamic deformation applied to a heightfield texture. Their method is based on ray casting the heightfield, which limits its application to planar meshes and does not allow extrusion outside the bounding shape.…”
Section: Related Workmentioning
confidence: 99%
“…Furthermore, this technique requires no preprocessing time. It requires only the existing displacement and normal data consumed by traditional mesostructure rendering algorithms as well as any per-texel material properties desired [9].…”
Section: Introductionmentioning
confidence: 99%