We present a robust, noise-resistant criterion characterizing planelike skeletons in binary voxel objects. It is based on a distance map and the geodesic distance along the object...
Auto-calibration is the recovery of the full camera geometry and Euclidean scene structure from several images of an unknown 3D scene, using rigidity constraints and partial knowl...
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
The use of detailed geometric models is a critical factor for achieving realism in most computer graphics applications. In the past few years, we have observed an increasing deman...
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the scene on one graphics card while the rest of the scene is rendered asynchronousl...
Jan P. Springer, Christopher Lux, Dirk Reiners, Be...