This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the medial axis). The significant difference from previous skeleton-based methods is that...
Han-Bing Yan, Shi-Min Hu, Ralph R. Martin, Yong-Li...
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
We develop a compact and efficient reachability labeling scheme for answering provenance queries on workflow runs that conform to a given specification. Even though a workflow run...
Zhuowei Bao, Susan B. Davidson, Sanjeev Khanna, Su...
Abstract. Humans demonstrate a remarkable ability to parse complicated motion sequences into their constituent structures and motions. We investigate this problem, attempting to le...
A medial surface representation of a grey-level volume image is computed. The foreground is reduced to a subset topologically equivalent to the initial foreground and mainly consi...