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Authors
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Current Member:
Chen, Ian
Lutteroth, Christof
Marks, Stefan
Wuensche, Burkhard
Former Member:
Anderson, C.
Cha, R
Chai, Kai
Chung, Jae
Cooksey, C.
Dansted, P.
Du, Lilin
Fong, Y.
Govender, Sashan
Gu, Simon
Halstead, M.
Hamer, Sam
Handley, S.
Hitchner, Lewis
Holmberg, Nathan
Huai, Yongjian
Huang, In-Tai
James, B.S.
Kao, Stephen
Kulka, Peter
Lawrence, Joshua
Lee, J.
Li, Bo
Manke, Felix
McCord, Glenn
Mcleod, K.
Meng, Mong
NG., G.
Nixon, Daniel
Novins, Kevin
Otte, Robin
Plumpton, D.
Poon, David
Roche, G.
Sanders, Michael
Schenke, Stefan
Shao, Parker
stu, a
Wang, Shyh-Chyu
Wells, K.
Wil, J
Willmott, A.
Wong, C.M.
Wylie, C.
Yang, Ting
Zhang, Rui
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Quasi-convolutional Smoothing of Polyhedra
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Quasi-convolutional Smoothing of Polyhedra. R. J. Lobb, Computer Science Tech. Rept No. 117, May 1995. This paper describes a system for the representation and rendering of polyhedral scenes in which individual components can have different user-specified amounts of rounding applied to edges and corners. Objects are represented by structures similar to CSG trees but with arithmetic operators at internal nodes rather than set membership operators. An object's smoothing attribute specifies the radius of a spherical smoothing filter, and the smoothed object's surface is defined by an iso-density surface after low-pass filtering. The filtering is an approximation to true convolutional filtering, but allows rapid determination of iso-density surfaces. The rounded surfaces are similar to those achieved by use of filleting and surface blending techniques during modelling, but are much easier to specify, far more economical in storage, and simpler to compute. By varying the smoothing radii, a wide range of effects can be obtained, from near-perfect polyhedra through to "blobby models".
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http://www.cs.auckland.ac.nz/%7Erichard/pubs/quasi-conv-smoothing.html
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