51 research outputs found

    OCME: Out-of-Core Mesh Editing Made Practical

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    MeshLab

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    MeshLab the open source system for processing and editing 3D triangular meshes. It provides a set of tools for editing, cleaning, healing, inspecting, rendering, texturing and converting meshes. It offers features for processing raw data produced by 3D digitization tools/devices and for preparing models for 3D printing. With over 2 millions download, MeshLab is a de-fact standard tool in for mesh processing

    EnVyMyCar: a multi-player car racing game for teaching computer graphics

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    The development of a computer game is widely used as a means to convey Computer Sciences concepts. There are several reasons for that: it is stimulates creativity, it provides an immediate sense of achievement when the code works, it typically covers all the aspects of an introductory course, it is easy to find ideas just looking around. In this paper we present NVMC (EnVy My Car), a framework for collaborative/competitive development of a computer game and report the experience in using it in two computer graphics courses held in the year 2007 by the authors. We developed a multiplayer car racing game where the student is only asked to implement the rendering of the scene, while all the other aspects, communication and synchronization are implemented in the framework and transparent to the developer. The novelty of our framework is that all the clients on-line are able to see the views provided by the other clients, which serves to motivate the students to improve their work by comparing it with the other clients, as a means to pick up ideas from the others and finally to show off with their classmates

    Real-Time Erosion Using Shallow Water Simulation

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    We present a new real-time hydraulic erosion simulation for Computer Graphics. In our system water runs over the surface and disintegrates the underlying layer of soil. The grit is simulated as a fluid with higher viscosity and moves on the ground of the water pool. When water evaporates, or the dissolved soil exceeds a critical level, the dissolved matter is deposited back on the ground for accumulation to occur. The grit motion as well as the water simulation are calculated by the shallow water simulation that is a 2D simplification of Navier-Stokes equations. This simulation has proven to be useful in many Computer Graphics applications because of the speed of calculation and the visual plausibility of the results. Our experiments show that the shallow water-based erosion is suitable for real-time simulation of a wide variety of phenomena including river and lake formation due to rain and evaporation, erosion of surfaces affected by a sudden splash of high level of water, mountain erosion, etc. The speed of simulation makes the algorithm suitable for real-time surface modeling and editing. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computational Geometry and Object Modeling]: Physically based modelin
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