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Manipulating objects is an essential aspect in virtual environments. Nonetheless, object positioning in immersive virtual environments relying in direct and natural approaches is still difficult. Previous research concluded that degrees-of-freedom separation in mouse and touch interfaces led to positive results. In this document we present a user evaluation to assess if explicit separation of degrees-of-freedom...
Ray tracing is among the most resource consuming methods for realistic image generation. Over the years, different acceleration structures have been proposed to reduce ray-object intersection queries since these dominate execution time. Regular grids are one of the most popular structures due to their simplicity and effectiveness. However, regular grid implementations are plagued by two major issues:...
Particle systems are widely used to create visual effects with a large number of elements (or particles). Earlier works were CPU based, while recent developments use the GPU to take advantage of the fact that, in most cases, particles are independent entities. In here, we propose a GPU-based library that focuses on extensibility and ease of use. The library allows for virtually any particle logic...
We present an algorithm, called Healed Marching Cubes (HMC), which is capable of triangulating non-manifold implicit surfaces with the help of healing techniques based on differential geometry tools. The leading idea of HMC algorithm is to leverage data generated by the standard Marching Cubes (MC) algorithm for manifold surfaces, healing the sub-triangulation inside each critical cube, i.e., a cube...
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