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 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)
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)
1 Center for Applied Scienti c Computing (CASC), Lawrence Livermore National Laboratory, P.O. Box 808, L-561, Livermore, CA 94551, USA, 2 AG Computergraphik und Computergeometrie, Universitt Kaiserslautern, Postfach 3049, D-67653 Kaiserslautern, Germany, 3 Center for Image Processing and Integrated Computing(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)
Currently, large physics simulations produce 3D fields whose individual surfaces, after conventional extraction processes, contain upwards of hundreds of millions of triangles. Detailed interactive viewing of these surfaces requires powerful compression to minimize storage, and fast view-dependent optimization of display triangulations to drive(More)
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