Benoît Crespin

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In this paper, we present a novel method to triangulate variational implicit surfaces. The core of the algorithm is an incremental Delaunay tetrahedralization of the constraint points defining the surface; it can be refined over time by adding new points around the surface as needed. Each tetrahedron that crosses the surface can then be triangulated to(More)
This paper presents a method to simulate hydraulic erosion and sedimentation on a terrain represented by a triangular mesh in real-time. Our method achieves interactive performances by dynamically displacing vertices using CUDA following physically-inspired principles; the mesh is generated in a preprocessing step to avoid degenerated cases in highly(More)
This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this(More)
We describe an automatic surface reconstruction technique from a set of planar data points organised in parallel sections. The reconstruction employs skeletal implicit surfaces. Two key points in this study are: Calculation of the 3D skeleton by establishing a correspondence between each pair of 2D Voronoi skeleton of two neighbouring sections, Use of a(More)