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Anatomy-based modeling of the human musculature
This paper considers the influence of the musculature on surface form and develops muscle models which react automatically to changes in the posture of an underlying articulated skeleton, implemented in a procedural language that provides convenient facilities for defining and manipulating articulated models. Expand
Shape transformation for polyhedral objects
This paper presents an algorithm that merges the topological structures of a pair of 3D polyhedral models into a common vertex/edgeJface network, which allows trsmsformations from one object to the other to be easily computed by interpolating between corresponding v@ex positions. Expand
Simulating the structure and dynamics of human hair: Modelling, rendering and animation
A new approach to modelling the characteristics of human hair, considering not only its structure, but also the control of its motion and a technique for rendering it in a realistic form is developed and presented. Expand
An algorithm and data structure for 3D object synthesis using surface patch intersections
An algorithm is described which uses a modified Catmull recursive subdivision scheme to find the space curve which is the intersection of two bicubic patches which incorporates this curve of intersection in the patch description in a way suitable for efficient display of the intersected object. Expand
Solid spaces and inverse particle systems for controlling the animation of gases and fluids
This paper describes a new system for controlling the animation of gases, liquids, and volume density functions that uses aninverse particle system, where each point in three-dimensional screen space is moved through a gas space to determine which portion of the gas occupies the current location in screen space. Expand
Towards an interactive high visual complexity animation system
A run length processing technique combined with a brute force Z-buffer algorithm has been newly designed and implemented that can handle the intersection of several million faces, lines and points and makes possible a full range of visual cues to simulate fire, smoke, water and complex 3-D texture such as grass, hair and bark. Expand
Procedure models for generating three-dimensional terrain
A method for generating arbitrary terrain models, including trees, bushes, mountains, and buildings, is described, and diagrams and illustrations explaining the procedure model organization are included. Expand
The Determination of Wheelchair User Proficiency And Environmental Accessibility Through Virtual Simulation
In this paper we describe a system which allows a power wheelchair user to drive through a virtual architectural environment. The system addresses the current lack of methods for evaluating aExpand
A survey of computer graphics image encoding and storage formats
This paper is a survey of several storage formats used for computer generated or sampled images, both for purposes of archival storage and transmission (transfer from one location or platform toExpand
AL : A Language for Procedural Modeling and Animation
We present a high-level programming language for the specification of procedural models. AL — an acronym for Animation Language — provides specialized programming constructs, data types, andExpand