Title | Journal | Journal Categories | Citations | Publication Date |
---|---|---|---|---|
Deforming surface simplification based on feature preservation | 2007 | |||
Deforming surface simplification based on dynamic geometry sampling | 2007 | |||
Skinning with dual quaternions | 2007 | |||
Progressive deforming meshes based on deformation oriented decimation and dynamic connectivity updating | 2006 | |||
Spherical blend skinning: a realtime deformation of articulated models | 2005 |
Title | Journal | Journal Categories | Citations | Publication Date |
---|---|---|---|---|
Morphological flexibility in robotic systems through physical polygon meshing | Nature Machine Intelligence |
| 2023 | |
Filtered Quadrics for High‐Speed Geometry Smoothing and Clustering | Computer Graphics Forum |
| 3 | 2019 |
Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU | International Journal of Computer Games Technology |
| 2 | 2019 |
Quadrangulation of non-rigid objects using deformation metrics | Computer Aided Geometric Design |
| 9 | 2018 |
An Efficiency Control Method Based on SFSM for Massive Crowd Rendering | Advances in Multimedia |
| 1 | 2018 |