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Automatic blending has characterized the major advantage of implicit surface modeling systems. Recently, the introduction of deformations based on space warping and Boolean operations between primitives has increased the usefulness of such systems. We propose a further enhancement which will extend the range of models that can be easily and intuitively(More)
This paper presents several improvements to the marching triangles algorithm for general implicit surfaces. The original method generates equilateral triangles of constant size almost everywhere on the surface. We present several modifications to adapt the size of the triangles to the curvature of the surface. As cracks may arise in the resulting(More)
This paper presents a system for modeling lichens and simulating their propagation and growth in a virtual scene. Lichens colonize almost every substrate in nature and play an important role in the visual appearance of a natural object. The propagation of lichens over the substrate is performed by an Open Diffusion Limited Aggregation model constrained by(More)
This paper presents a diffusion method for generating terrains from a set of parameterized curves that characterize the landform features such as ridge lines, riverbeds or cliffs. Our approach provides the user with an intuitive vector-based feature-oriented control over the terrain. Different types of constraints (such as elevation, slope angle and(More)
We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain representation is both analytic and continuous and can be rendered by using varying levels of detail. The terrain data are(More)
Complex implicit CSG models can be represented hierarchically as a tree of nodes (the BlobTree) . However, current methods cannot be used to visualize changes made to these models at interactive rates due to the large number of potential field evaluations required. A hierarchical spatial caching technique is presented which accelerates evaluations of the(More)
In this paper, we present a tiling method for generating piles of rocks without any computationally demanding physically-based simulation. Previous techniques rely on a periodic tiling of rocks and generate unrealistic repetitive patterns. In contrast, our approach relies on a modified corner cube algorithm to generate a set of aperiodic tiles. We(More)
L'équipe GeoMod dispose d'algorithmes de reconstruction efficaces permettant de construire le maillage de la surface d'un objet à partir de la tetraédrisation de Delaunay d'un ensemble de points numérisés sur cet objet. Les résultats obtenus sur des objets statiques ont été valorisés et diffusés à travers plusieurs publications. Ils permettent d'obtenir des(More)