Serban D. Porumbescu

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A shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a(More)
We present techniques for warping and blending (or subtracting) geometric textures onto surfaces represented by high-resolution level sets. The geometric texture itself can be represented either explicitly as a polygonal mesh or implicitly as a level set. Unlike previous approaches, we can produce topologically connected surfaces with smooth blending and(More)
We propose a meshless method for the extraction of high-quality continuous isosurfaces from volumetric data represented by multiple grids, also called "multiblock" data sets. Multiblock data sets are commonplace in computational mechanics applications. Relatively little research has been performed on contouring multiblock data sets, particularly when the(More)
Abstract: Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids be viewable at interactive rates - yet many of these surfaces/solids can contain hundreds of millions of polygons/polyhedra. Interactive display(More)
Figure 1: Shrink-wrap result for :3% of a terascale-simulation surface. This conversion from irregular mesh to a semi-regular form enables wavelet compression and view-dependent optimization. Abstract Currently, large physics simulations produce 3D fields whose individual surfaces, after conventional extraction processes, contain upwards of hundreds of(More)
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