The automatic generation of volumes bounding the intersection of two implicit surfaces (isosurfaces of real functions of 3D point coordinates) or Feature Based Volumes (FBV) is pr...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
In this paper, we address the issue of joint space-time segmentation of image sequences. Typical approaches to such segmentation consider two image frames at a time, and perform t...
We consider the problem of recovering 3D surface displacements using both shading and multi-view stereo cues. In contrast to traditional disparity or depth map representations, th...
This paper presents a new technique for rendering bidirectional texture functions (BTFs) at different levels of detail (LODs). Our method first decomposes each BTF image into mul...