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  1. Geodesic Binding for Degenerate Character Geometry Using Sparse Voxelization

    04:53

    from Olivier Dionne / Added

    403 Plays / / 1 Comment

    Accompanying video to our IEEE - Transaction on Visualization and Computer Graphics paper entitled: "Geodesic Binding for Degenerate Character Geometry Using Sparse Voxelization". Preprint…

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    • Sparse Solid Voxelization

      03:43

      from Olivier Dionne / Added

      120 Plays / / 0 Comments

      Additional results to the sparse voxelization algorithm presented in our IEEE - Transaction on Visualization and Computer Graphics technical paper entitled: "Geodesic Binding for Degenerate Character…

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      • Geodesic Voxel Binding for Production Character Meshes

        02:35

        from Olivier Dionne / Added

        5,309 Plays / / 2 Comments

        Accompanying video to our ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2013 technical paper entitled: "Geodesic Voxel Binding for Production Character Meshes". Authors: Olivier…

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        • Splashing liquid using smoothed particle hydrodynamics (SPH)

          01:15

          from Olivier Dionne / Added

          1,602 Plays / / 0 Comments

          Animation of a splashing liquid contained in a tank. The density is used to color the particles. Programmed with C++ and OpenGL. Hardware : Macbook Pro 2.8 Ghz Nvidia GeForce 9600M GT References…

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          • Fire simulation on the GPU

            01:25

            from Olivier Dionne / Added

            1,843 Plays / / 0 Comments

            This demo implements Stam's semi-Lagrangian method using a eulerian grid to solve the Navier-Stokes equations describing fluid physics. Cell attributes and boundary conditions are stored in…

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            • Distance field using the marching cube algorithm to extract an isocontour of a mesh

              01:18

              from Olivier Dionne / Added

              1,109 Plays / / 1 Comment

              This demo calculates a sampled distance field and uses the marching cube algorithm to extract a 2-manifold triangle mesh of an isocontour given a certain threshold. Programmed using C++ and OpenGL. This…

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              • Meshless deformations with overlapping clusters

                01:31

                from Olivier Dionne / Added

                359 Plays / / 1 Comment

                This demo implements the SIGGRAPH 2005 paper entitled : "Meshless deformations based on shape matching" by M. Müller, B. Heidelberger, M. Teschner and M. Gross. I will eventually post…

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                • Optimized collision detection using an Octree

                  00:50

                  from Olivier Dionne / Added

                  1,135 Plays / / 1 Comment

                  Programmed with CLI/C++ and OpenGL. The second view shows only the intersecting points with the plane. - Spatial subdivision with Octree structure - Broad phase AABB - plane collisions - Near phase…

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                  • Screen space ambient occlusions (SSAO)

                    01:28

                    from Olivier Dionne / Added

                    1,265 Plays / / 0 Comments

                    Screen space ambient occlusions on the GPU using GLSL, OpenGL and C++. Seems everyone is doing this these days... but i just had to try it out for myself.... This demo is my first attempt and…

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                    • Raytracing on the GPU

                      00:56

                      from Olivier Dionne / Added

                      505 Plays / / 2 Comments

                      Simple GPU Raytracer using GLSL, OpenGL and C++ : - Reflection - Refraction (with total internal reflection) - Maximum ray bounces set to 4 - Phong shading - Simple shadows - Quadric surfaces This…

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                      Olivier Dionne

                      Here are all of the videos that Olivier Dionne has uploaded to Vimeo. Appearances are videos that Olivier Dionne has been credited in by others.

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