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  1. Delta Mush for Smooth Deformations


    from Olivier Dionne Added 5,285 99 5

    This video illustrates my prototype implementation of a pretty cool method to clean up bad deformation artifacts that was presented at SIGGRAPH 2014 by Rhythm & Hues Studios: http://dl.acm.org/citation.cfm?id=2614144 Overall…

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    • Geodesic Binding for Degenerate Character Geometry Using Sparse Voxelization


      from Olivier Dionne Added 941 37 1

      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


        from Olivier Dionne Added 626 17 0

        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


          from Olivier Dionne Added 8,093 174 3

          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)


            from Olivier Dionne Added 1,852 14 0

            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


              from Olivier Dionne Added 2,174 16 0

              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


                from Olivier Dionne Added 1,373 3 1

                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


                  from Olivier Dionne Added 453 3 1

                  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


                    from Olivier Dionne Added 1,292 4 1

                    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)


                      from Olivier Dionne Added 1,317 5 0

                      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


                        from Olivier Dionne Added 546 1 2

                        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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                        Videos 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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